U.S. patent application number 13/311750 was filed with the patent office on 2013-06-06 for system for using financial transactions in a video game.
The applicant listed for this patent is Andrew Van Luchene. Invention is credited to Andrew Van Luchene.
Application Number | 20130143644 13/311750 |
Document ID | / |
Family ID | 48524390 |
Filed Date | 2013-06-06 |
United States Patent
Application |
20130143644 |
Kind Code |
A1 |
Van Luchene; Andrew |
June 6, 2013 |
SYSTEM FOR USING FINANCIAL TRANSACTIONS IN A VIDEO GAME
Abstract
Methods and Apparatus generate a virtual environment such as a
video game, in which institutions and transactions of a financial
nature are facilitated by the video game. Some types of financial
transactions may be guaranteed, such as by real world financial
devices including credit cards.
Inventors: |
Van Luchene; Andrew; (Santa
Fe, NM) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Van Luchene; Andrew |
Santa Fe |
NM |
US |
|
|
Family ID: |
48524390 |
Appl. No.: |
13/311750 |
Filed: |
December 6, 2011 |
Current U.S.
Class: |
463/25 |
Current CPC
Class: |
A63F 2300/5513 20130101;
A63F 13/822 20140902; A63F 13/65 20140902; A63F 2300/554 20130101;
A63F 2300/69 20130101; A63F 13/792 20140902; G06Q 40/02 20130101;
A63F 13/75 20140902; A63F 2300/575 20130101; A63F 13/352
20140902 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method performed by a computer, the method comprising:
providing, by a Video Game Central Server, a video game which
includes a virtual bank; providing, by the Video Game Central
Server, a loan of virtual currency to a first character interacting
with the video game; receiving, by the Video Game Central Server,
real world credit card information from a player controlling the
first character, in which the real world credit card information is
received before providing the loan; creating, by the Video Game
Central Server, a bank account for a second character; receiving,
by the Video Game Central Server, a deposit of virtual currency
from the second character and associating the deposit with the
second character's bank account; determining, by the Video Game
Central Server, an interest rate for the bank account; and making,
by the Video Game Central Server, a periodic payment to the bank
account based on the interest rate and the bank account's
balance.
2. The method of claim 1 further comprising providing, by the Video
Game Central Server, the second character with a user interface
wherein the second character can indicate limitations on the use of
currency deposited by the second character into the bank, and
monitoring, by the Video Game Central Server, for compliance with
the limitations.
3. The method of claim 2 wherein the limitations include limiting
the use of the currency to certain types of loans.
4. The method of claim 3 wherein the limitations further include
limiting the loan to characters whose credit scores are above a
certain threshold value.
5. The method of claim lfurther comprising using, by the Video Game
Central Server, the real world credit card information as a
guaranty for the loan; determining, by the Video Game Central
Server, if the loan account is past due; and if the bank account
balance is past due, charging, by the Video Game Central Server, an
amount to the real world credit card.
6. The method of claim 1 further comprising determining, by the
Video Game Central Server, if the first character is qualified for
a loan by determining a credit score for the character.
7. A method performed by a computer, the method comprising:
providing, by a Video Game Central Server, a video game that
includes a virtual bank; receiving, by the Video Game Central
Server, virtual project proposals from a character in the video
game; determining, by the Video Game Central Server, a project
value based on the project request; determining, by the Video Game
Central Server, terms of a venture capital investment agreement
based on the project value; outputting, by the Video Game Central
Server, an investment offer to the character; receiving, by the
Video Game Central Server, an acceptance of the offer; and
creating, by the Video Game Central Server, a virtual project
agreement.
8. The method of claim 7 further comprising: determining the credit
rating of the character by receiving a real world credit rating for
a player controlling the character.
9. The method of claim 7 wherein the investment offer includes a
percentage ownership of the project for the virtual bank.
10. The method of claim 7 wherein the investment offer includes a
dividend schedule.
11. The method of claim 7 wherein the investment offer includes an
investment payment schedule.
12. The method of claim 11 wherein the investment payments are
automatically debited from the character's account.
13. The method of claim 7 further comprising associating, by the
Video Game Central Server, real world credit card information for a
player controlling the character with the virtual project
agreement.
14. The method of claim 13 further comprising: determining, by the
Video Game Central Server, if an investment payment is overdue; and
if the investment payment is overdue, charging, by the Video Game
Central Server, an amount to the real world credit card.
15. An apparatus comprising: a processor; and a computer readable
medium in communication with the processor; in which the computer
readable medium stores instructions which, when executed by the
processor, direct the processor to provide a video game that
includes a virtual bank; provide a virtual currency loan to a first
character interacting with the video game; receive real world
credit card information from a player controlling the first
character, in which the real world credit card information is
received before providing the loan; create a bank account for a
second character; receive a deposit of virtual currency from the
second character and associating the deposit with the second
character's bank account; determine an interest rate for the bank
account; and make a periodic payment to the bank account based on
the interest rate and the bank account's balance.
16. The apparatus of claim 15, in which the computer readable
medium stores instructions which, when executed by the processor,
direct the processor to generate a user interface which permits a
player to specify the completion of a task that defines an
obligation under a contract.
Description
[0001] This application is a continuation-in-part of each of the
following U.S. patent applications, and each of the following
applications is incorporated herein by reference:
[0002] U.S. patent application Ser. No. 11/421,025, entitled
"Financial Institutions and Instruments in a Virtual Environment",
filed May 30, 2006;
[0003] U.S. patent application Ser. No. 11/368,143, entitled "Video
Game Methods and Systems" filed Mar. 3, 2006;
[0004] U.S. patent application Ser. No. 11/694,669, entitled
"Virtual Environment with Formalized Inter-Character
Relationships", filed Mar. 30, 2007;
[0005] U.S. patent application Ser. No. 11/621,880, entitled "Video
Game Including Child Character Generation Using Combination of
Parent Character Attributes," filed Jan. 10, 2007;
[0006] U.S. patent application Ser. No. 12/754,810, entitled
"Apparatus and methods facilitating the use of financial
transactions in a virtual environment", filed Apr. 6, 2010; and
[0007] U.S. patent application Ser. No. Number 12/754,805, entitled
"System which manages relationships between characters in a video
game or other virtual environment", filed Apr. 6, 2010.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a block diagram of a system 10 according to one
embodiment of the present invention.
[0009] FIG. 2 is a block diagram of a system 100 according to one
embodiment of the present invention.
[0010] FIG. 3 is a block diagram of a system 200 according to one
embodiment of the present invention.
[0011] FIG. 4 is a block diagram of a system 300 according to one
embodiment of the present invention.
[0012] FIG. 5 is a block diagram of a system 400 according to one
embodiment of the present invention.
[0013] FIG. 6 is a block diagram of a system 500 according to one
embodiment of the present invention.
[0014] FIG. 7 is a block diagram of a system 600 according to one
embodiment of the present invention.
[0015] FIG. 8 is a block diagram of a system 700 according to one
embodiment of the present invention.
[0016] FIG. 9 is a block diagram of a system 800 according to one
embodiment of the present invention.
[0017] FIG. 10 is a block diagram of a system 900 according to one
embodiment of the present invention.
DETAILED DESCRIPTION
[0018] The following sections I-X provide a guide to interpreting
the present application.
I. Terms
[0019] The term "product" means a machine, manufacture and/or
composition of matter, unless expressly specified otherwise.
[0020] The term "process" means a process, algorithm, method or the
like, unless expressly specified otherwise.
[0021] Each process (whether called a method, algorithm or
otherwise) inherently includes one or more steps, and therefore all
references to a "step" or "steps" of a process have an inherent
antecedent basis in the mere description of a process, or in the
mere recitation of the term `process` or a like term. Accordingly,
any reference in a claim to a `step` or `steps` of a process has
sufficient antecedent basis.
[0022] The term "invention" and the like mean "the one or more
inventions disclosed in this application", unless expressly
specified otherwise.
[0023] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments", "one or more embodiments", "some
embodiments", "certain embodiments", "one embodiment", "another
embodiment" and the like mean "one or more (but not all)
embodiments of the invention", unless expressly specified
otherwise. Two or more described embodiments may or may not be
mutually exclusive. The mere fact that two embodiments are
described, or that two embodiments are described in proximity to
each other or in conjunction with each other, does not imply that
the two embodiments are mutually exclusive. A described embodiment
may or may not be strictly narrower than and encompassed by another
described embodiment. The mere fact that two embodiments are
described, or that two embodiments are described in proximity to
each other or in conjunction with each other, does not imply that
one of the embodiments is strictly narrower than and encompassed by
the other embodiment.
[0024] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0025] A reference to "another embodiment" in describing an
embodiment does not imply that the referenced embodiment is
mutually exclusive with another embodiment (e.g., an embodiment
described before the referenced embodiment), unless expressly
specified otherwise. Similarly, the mere fact that two (or more)
embodiments are referenced does not imply that those embodiments
are mutually exclusive.
[0026] One embodiment of the invention may cover or embrace more
than one other embodiment of the invention. For example, a first
embodiment comprising elements a, b, and c may cover a second
embodiment that comprises elements a, b, c, and d as well as a
third embodiment covering elements a, b, c, and e. Similarly, each
of the first, second, and third embodiments would cover a fourth
embodiment comprising elements a, b, c, d, and e.
[0027] The terms "including", "comprising" and variations thereof
mean "including but not necessarily limited to", unless expressly
specified otherwise. Thus, for example, the sentence "the machine
includes a red widget and a blue widget" means the machine includes
the red widget and the blue widget, but may possibly include one or
more other items as well as another example, the sentence "Examples
of machines include a computer and a motor" means that one example
of a machine is a computer, another example of a machine is a
motor, and there may be other examples (e.g., things that are
neither computers nor motors may nevertheless be a machine)
[0028] The term "consisting of" and variations thereof mean
"including and also limited to", unless expressly specified
otherwise. Thus, for example, the sentence "the machine consists of
a red widget and a blue widget" means the machine includes the red
widget and the blue widget, but does not include anything else.
[0029] The term "compose" and variations thereof mean "to make up
the constituent parts of, component of or member of", unless
expressly specified otherwise. Thus, for example, the sentence "the
red widget and the blue widget compose a machine" means the machine
includes the red widget and the blue widget.
[0030] The term "exclusively compose" and variations thereof mean
"to make up exclusively the constituent parts of, to be the only
components of, or to be the only members of", unless expressly
specified otherwise. Thus, for example, the sentence "the red
widget and the blue widget exclusively compose a machine" means the
machine consists of the red widget and the blue widget (i.e. and
nothing else).
[0031] The indefinite articles "a" and "an" and the definite
article "the" refer to "one or more" of the noun modified by that
article, unless expressly specified otherwise. Thus, for example,
the phrase "a widget" means one or more widgets, unless expressly
specified otherwise. Similarly, after reciting the phrase "a
widget", a subsequent recitation of the phrase "the widget" means
"the one or more widgets". Accordingly, it should be understood
that the word "the" may also refer to a specific term having
antecedent basis. For example, if a paragraph mentions "a specific
single feature" and then refers to "the specific single feature,"
then the word "the" should be understood to refer to the previously
mentioned "a specific single feature."
[0032] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0033] A "set" of things (e.g., a set of widgets) may include one
or more of those things (e.g., one or more widgets), which are
members of the set. Whether the set includes a particular item as a
member is synonymous with whether a set includes the particular
item.
[0034] A "subset" of things (e.g., a subset of widgets) may include
one or more of those things. A subset does not imply that there
must be in the subset fewer things than in some other set of
things. A subset of a particular set may include some or all of the
members of the set.
[0035] A reference to a "plurality" (and like terms such as "at
least one", "one or more", "set" and the like) has inherent
antecedent basis for the "number" of things included in the
plurality (or in the set, etc.). For example, in the phrase
"receiving a plurality of commands", there is inherent antecedent
basis for "the number of commands". For example, in the phrase
"receiving a set of commands", there is inherent antecedent basis
for "the number of commands".
[0036] The term "herein" means "in the present application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0037] The phrase "at least one of" is equivalent to "one or more
of", and when either such phrase modifies a plurality of things
(such as an enumerated list of things), such phrase means any
combination of one or more of those things, unless expressly
specified otherwise. For example, the phrase "at least one of a
widget, a car and a wheel" means either (i) a widget, (ii) a car,
(iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel,
(vi) a car and a wheel, or (vii) a widget, a car and a wheel. The
phrase "at least one of", when such phrase modifies a plurality of
things does not mean "one of each of" the plurality of things. For
example, the phrase "at least one of a widget, a car and a wheel"
does not mean "one widget, one car and one wheel".
[0038] Numerical terms such as "one", "two", etc. when used as
cardinal numbers to indicate quantity of something (e.g., one
widget, two widgets), mean the quantity indicated by that numerical
term, but do not mean at least the quantity indicated by that
numerical term. For example, the phrase "one widget" does not mean
"at least one widget", and therefore the phrase "one widget" does
not cover, e.g., two widgets.
[0039] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" covers both "based only on" and "based at least on". Therefore,
the phrase "based on" is equivalent to the phrase "based at least
on" and is also equivalent to the phrase "based at least in part
on". For example, the phrase "element A is based on element B and
element C" covers embodiments where element A is calculated as the
product of B times C (in other words, A=B.times.C) and where A is
calculated as the sum of B plus C (in other words, A=B+C).
[0040] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" does not mean "represents only", unless expressly
specified otherwise. For example, the phrase "the data represents a
credit card number" covers both "the data represents only a credit
card number" and "the data represents a credit card number and the
data also represents something else".
[0041] The term "whereby" is used herein only to precede a clause
or other set of words that express only the intended result,
objective or consequence of something that is explicitly recited
before the term "whereby". Thus, when the term "whereby" is used in
a claim, the clause or other words that the term "whereby" precedes
do not establish specific further limitations of the claim or
otherwise restrict the meaning or scope of the claim.
[0042] The terms "e.g.", "such as" and like terms mean "for
example", and thus do not limit the term or phrase they explain.
For example, in the sentence "the computer sends data (e.g.,
instructions, a data structure) over the Internet", the term "e.g."
explains that "instructions" are an example of "data" that the
computer may send over the Internet, and also explains that "a data
structure" is an example of "data" that the computer may send over
the Internet. However, both "instructions" and "a data structure"
are merely examples of "data", and other things besides
"instructions" and "a data structure" can be "data".
[0043] The term "time", when used as a determined quantity, means
any sort of time (e.g., time of day, day of week, date, year) on
which one or more things are determined to occur.
[0044] The term "period of time" means any sort of duration (e.g.,
number of seconds, number of minutes, other durations) of one or
more things.
[0045] The term "good" generally refers to anything which may be
provided in exchange for money or other value, and thus "good"
includes services, rights and items, whether tangible or
intangible.
[0046] The term "respective" and like terms mean "taken
individually". Thus if two or more things have "respective"
characteristics, then each such thing has its own characteristic,
and these characteristics can be different from each other but need
not be. For example, the phrase "each of two machines has a
respective function" means that the first of the two machines has a
function and the second of the two machines has a function as well.
The function of the first machine may or may not be the same as the
function of the second machine.
[0047] Similarly, in the phrase "for each of the plurality of
widgets, determining a respective price of the widget, a reference
to "the widget" in that phrase means the "determining" step is
applied to (performed for) each widget of the plurality of widgets.
The phrase "the respective prices of the plurality of widgets" thus
means the set which includes as members each respective price of
the plurality of widgets.
[0048] The term "i.e." and like terms mean "that is", and thus
limits the term or phrase it explains. For example, in the sentence
"the computer sends data (i.e., instructions) over the Internet",
the term "i.e." explains that "instructions" are the "data" that
the computer sends over the Internet.
[0049] A numerical range includes integers and non-integers within
the range, unless expressly specified otherwise. For example, the
range "1 to 10" includes the integers from 1 to 10 (e.g., 1, 2, 3,
4, . . . 9, 10) and non-integers (e.g., 1.1, 1.2, . . . 1.9). A
range may be denoted as non-inclusive explicitly, such as "the
range of voltages from 2.5 volts to 10.3 volts exclusive", and such
a range excludes 2.5 volts and excludes 10.3 volts.
[0050] A range can be continuous or discrete. For example, the
range "from three meters to five meters" is a continuous range. The
range "integer ranges from three meters to five meters" is a
discrete range.
[0051] A range includes two ends, and each such end is, where the
range is inclusive, a thing that is included in the range. Thus a
range inherently has antecedent basis for the term "the ends", and
has antecedent basis for the term "an end" and has antecedent basis
for the terms "the first end" and "the second end". Where the range
is ordered or may be ordered (e.g., a range of integers that may be
ordered numerically, a range of text that may be ordered
alphabetically) the range includes ends that are distinguishable
because of their respective ordering. Thus a range that may be
ordered has antecedent basis for terms that denote the place of the
end in the ordering scheme (e.g., a range that can be numerically
ordered has a "low end" and a "high end").
[0052] When used to compare values (e.g., integers, fractions)
which are capable of being ordered with respect to each other, the
phrase "not greater than" is equivalent to "less than or equal to".
Similarly, the phrase "not less than" is equivalent to "greater
than or equal to".
[0053] In reference to a plurality of things (e.g., a plurality of
widgets) superlatives, where a superlative may be applied to the
plurality (e.g., the largest widget of the plurality of widgets,
the lowest price of the set of prices) and there is inherently
antecedent basis for such superlative.
[0054] For example, for a plurality of numbers, there is inherent
antecedent basis for the phrase "the greatest number of the
plurality of numbers", e.g., since numbers can be ordered from
least to greatest and thus the greatest number is readily and
unambiguously ascertainable--the greatest number is that number of
the plurality of numbers which is greater than all other numbers of
the plurality of numbers. Similarly, in an embodiment where there
are two equal numbers, and both numbers are greater than all other
numbers in the plurality, then there are two greatest numbers.
[0055] Where two or more terms or phrases are synonymous (e.g.,
because of an explicit statement that the terms or phrases are
synonymous), instances of one such term or phrase does not mean
instances of another such term or phrase must have a different
meaning For example, where a statement renders the meaning of
"including" to be synonymous with "including but not limited to",
the mere usage of the phrase "including but not limited to" does
not mean that the term "including" means something other than
"including but not limited to".
II. Determining
[0056] The term "determining" and grammatical variants thereof
(e.g., to determine a price, determining a value, the determination
of an object which meets a certain criterion) is used in an
extremely broad sense. The term "determining" encompasses a wide
variety of actions and therefore "determining" can include
calculating, computing, processing, deriving, investigating,
looking up (e.g., looking up in a table, a database or another data
structure), ascertaining and the like. Also, "determining" can
include receiving (e.g., receiving information), accessing (e.g.,
accessing data in a memory) and the like. Also, "determining" can
include resolving, selecting, choosing, establishing, and the
like.
[0057] The term "determining" does not imply certainty or absolute
precision, and therefore "determining" can include estimating,
extrapolating, predicting, heuristically "best guessing", averaging
and the like.
[0058] The term "determining" does not imply that mathematical
processing must be performed, and does not imply that numerical
methods must be used, and does not imply that an algorithm is
used.
[0059] The term "determining" does not imply that any particular
device must be used. For example, a computer need not necessarily
perform the determining.
III. Forms of Sentences
[0060] Where a limitation of a first claim would cover one of a
feature as well as more than one of a feature (e.g., a limitation
such as "at least one widget" covers one widget as well as more
than one widget), and where in a second claim that depends on the
first claim, the second claim uses a definite article "the" to
refer to that limitation (e.g., "the widget"), this mere usage does
not imply that the first claim covers only one of the feature, and
this does not imply that the second claim covers only one of the
feature (e.g., "the widget" can cover both one widget and more than
one widget).
[0061] When an ordinal number (such as "first", "second", "third"
and so on) is used as an adjective before a term, that ordinal
number is used (unless expressly specified otherwise) merely to
indicate a particular feature, such as to distinguish that
particular feature from another feature that is described by the
same term or by a similar term, but that ordinal number does not
have any other meaning or limiting effect - it is merely a
convenient name. For example, a "first widget" may be so named
merely to distinguish it from, e.g., a "second widget". Thus, the
mere usage of the ordinal numbers "first" and "second" before the
term "widget" does not indicate any other relationship between the
two widgets, and likewise does not indicate any other
characteristics of either or both widgets. For example, the mere
usage of the ordinal numbers "first" and "second" before the term
"widget" (1) does not indicate that either widget comes before or
after any other in order or location; (2) does not indicate that
either widget occurs or acts before or after any other in time; and
(3) does not indicate that either widget ranks above or below any
other, as in importance or quality. Thus, the mere usage of the
ordinal number "first" does not indicate that there must be a
"second". For example, the use of the phrase "a first widget" does
not imply that there be a second widget. Accordingly, it would not
be ambiguous or indefinite to use in a claim the term "a first
widget" where no "second widget" is recited in that claim (or in
any other claim it depends on). The mere usage of the ordinal
number "second" or greater ordinal numbers does not indicate that
there must be a "first" or any lesser ordinal number. For example,
the use of the phrase "a second plurality of widgets" does not
imply that there be a first plurality of widgets. Accordingly, it
would not be ambiguous or indefinite to use in a claim the term "a
second plurality of widgets" where no "first plurality of widgets"
is recited in that claim (or in any other claim it depends on). A
term which is labeled by an ordinal number is different than a term
that is not modified by any ordinal number. For example, in a claim
a reference to "a green widget" and a reference to "a second green
widget" means that there are references to different widgets and
thus there is no ambiguity as to whether the second green widget is
or is not a reference to the green widget. The mere usage of
ordinal numbers does not define a numerical limit to the features
identified with the ordinal numbers. For example, the mere usage of
the ordinal numbers "first" and "second" before the term "widget"
does not indicate that there are exactly two widgets.
[0062] When a single device, article or other product is described
herein, in another embodiment more than one device or article
(whether or not they cooperate) may alternatively be used in place
of the single device or article that is described. Accordingly, the
functionality that is described as being possessed by a device may
alternatively be possessed by more than one device or article
(whether or not they cooperate) in another embodiment.
[0063] Similarly, where more than one device, article or other
product is described herein (whether or not they cooperate), in
another embodiment a single device or article may alternatively be
used in place of the more than one device or article that is
described. For example, a plurality of computer-based devices may
be substituted with a single computer-based device. (Conversely, a
single computer-based device may be substituted with multiple
computer-based devices operating in cooperation with one another.)
Accordingly, the various functionality that is described as being
possessed by more than one device or article may alternatively be
possessed by a single device or article.
[0064] The functionality and/or the features of a single device
that is described may, in another embodiment, be alternatively
embodied by one or more other devices which are described but are
not explicitly described as having such functionality or features.
Thus, other embodiments need not include the described device
itself, but rather can include the one or more other devices which
would, in those other embodiments, have such functionality or
features.
IV. Disclosed Examples and Terminology Are Not Limiting
[0065] Neither the Title (set forth at the beginning of the first
page of the present application) nor the Abstract (set forth at the
end of the present application) is to be taken as limiting in any
way the scope of the disclosed invention, is to be used in
interpreting the meaning of any claim or is to be used in limiting
the scope of any claim. An Abstract has been included in this
application merely because an Abstract is required under 37 C.F.R.
.sctn.1.72(b).
[0066] The headings of sections provided in the present application
are for convenience only, and are not to be taken as limiting the
disclosure in any way.
[0067] Numerous embodiments are described in the present
application, and are presented for illustrative purposes only. The
described embodiments are not, and are not intended to be, limiting
in any sense. The disclosed inventions are widely applicable to
numerous embodiments, as is readily apparent from the disclosure.
One of ordinary skill in the art will recognize that the disclosed
invention may be practiced with various modifications and
alterations, such as structural, logical, software, and electrical
modifications. Although particular features of the disclosed
invention may be described with reference to one or more particular
embodiments and/or drawings, it should be understood that such
features are not limited to usage in the one or more particular
embodiments or drawings with reference to which they are described,
unless expressly specified otherwise.
[0068] Though an embodiment may be disclosed as including several
features, other embodiments of the invention may include fewer than
all such features. Thus, for example, a claim may be directed to
less than the entire set of features in a disclosed embodiment, and
such claim would not be interpreted as requiring features beyond
those features that the claim expressly recites.
[0069] No embodiment of method steps or product elements described
in the present application constitutes the invention claimed
herein, or is essential to the invention claimed herein, or is
coextensive with the invention claimed herein, except where it is
either expressly stated to be so in this specification or (with
respect to a claim and the invention defined by that claim)
expressly recited in that claim.
[0070] Any preambles of the claims recite purposes, benefits and
possible uses of the claimed invention only and do not limit the
claimed invention.
[0071] The present disclosure is not a literal description of all
embodiments of the invention. Also, the present disclosure is not a
listing of features of the invention which must be present in all
embodiments.
[0072] All disclosed embodiments are not necessarily covered by the
claims (even including all pending, amended, issued and canceled
claims). In addition, a disclosed embodiment may be (but need not
necessarily be) covered by several claims. Accordingly, where a
claim (regardless of whether pending, amended, issued or canceled)
is directed to a particular embodiment, such is not evidence that
the scope of other claims do not also cover that embodiment.
[0073] Devices that are described as in communication with each
other need not be in continuous communication with each other,
unless expressly specified otherwise. On the contrary, such devices
need only transmit to each other as necessary or desirable, and may
actually refrain from exchanging data most of the time. For
example, a machine in communication with another machine via the
Internet may not transmit data to the other machine for long
periods of time (e.g. weeks at a time). In addition, devices that
are in communication with each other may communicate directly or
indirectly through one or more intermediaries. Devices are in
communication with one another if they are capable of one-way
communication with one another. For example, a first device and a
second device may be in communication with one another if the first
device is capable of transmitting information to the second device,
and the second device is capable of receiving information from the
first device.
[0074] A description of an embodiment with several components or
features does not imply that all or even any of such components or
features are required. On the contrary, a variety of optional
components are described to illustrate the wide variety of possible
embodiments of the present invention. Unless otherwise specified
explicitly, no component or feature is essential or required.
[0075] Although process steps, algorithms or the like may be
described or claimed in a particular sequential order, such
processes may be configured to work in different orders. In other
words, any sequence or order of steps that may be explicitly
described or claimed does not necessarily indicate a requirement
that the steps be performed in that order. The steps of processes
described herein may be performed in any order possible. Further,
some steps may be performed simultaneously despite being described
or implied as occurring non-simultaneously (e.g., because one step
is described after the other step). Moreover, the illustration of a
process by its depiction in a drawing does not imply that the
illustrated process is exclusive of other variations and
modifications thereto, does not imply that the illustrated process
or any of its steps are necessary to the invention, and does not
imply that the illustrated process is preferred.
[0076] Although a process may be described as including a plurality
of steps, that does not imply that all or any of the steps are
preferred, essential or required. Various other embodiments within
the scope of the described invention include other processes that
omit some or all of the described steps. Unless otherwise specified
explicitly, no step is essential or required.
[0077] Although a process may be described singly or without
reference to other products or methods, in an embodiment the
process may interact with other products or methods. For example,
such interaction may include linking one business model to another
business model. Such interaction may be provided to enhance the
flexibility or desirability of the process.
[0078] Although a product may be described as including a plurality
of components, aspects, qualities, characteristics and/or features,
that does not indicate that any or all of the plurality are
preferred, essential or required. Various other embodiments within
the scope of the described invention include other products that
omit some or all of the described plurality.
[0079] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are mutually
exclusive, unless expressly specified otherwise. Likewise, an
enumerated list of items (which may or may not be numbered) does
not imply that any or all of the items are comprehensive of any
category, unless expressly specified otherwise. For example, the
enumerated list "a computer, a laptop, and a PDA" does not imply
that any or all of the three items of that list are mutually
exclusive and does not imply that any or all of the three items of
that list are comprehensive of any category.
[0080] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are
equivalent to each other or readily substituted for each other.
[0081] All embodiments are illustrative, and do not imply that the
invention or any embodiments were made or performed, as the case
may be.
V. Computing
[0082] It will be readily apparent to one of ordinary skill in the
art that the various processes described herein may be implemented
by, e.g., appropriately programmed general purpose computers,
special purpose computers and computing devices. Typically a
processor (e.g., one or more microprocessors, one or more
microcontrollers, one or more digital signal processors) will
receive instructions (e.g., from a memory or like device), and
execute those instructions, thereby performing one or more
processes defined by those instructions. Instructions may be
embodied in, e.g., one or more computer programs, one or more
scripts.
[0083] A "processor" means one or more microprocessors, central
processing units (CPUs), computing devices, microcontrollers,
digital signal processors, or like devices or any combination
thereof, regardless of the architecture (e.g., chip-level
multiprocessing or multi-core, RISC, CISC, Microprocessor without
Interlocked Pipeline Stages, pipelining configuration, simultaneous
multithreading).
[0084] A "computing device" means one or more microprocessors,
central processing units (CPUs), computing devices,
microcontrollers, digital signal processors, graphics card, mobile
gaming device, or like devices or any combination thereof,
regardless of the architecture (e.g., chip-level multiprocessing or
multi-core, RISC, CISC, Microprocessor without Interlocked Pipeline
Stages, pipelining configuration, simultaneous multithreading).
[0085] Thus a description of a process is likewise a description of
an apparatus for performing the process. The apparatus that
performs the process can include, e.g., a processor and those input
devices and output devices that are appropriate to perform the
process. For example, a description of a process is a description
of an apparatus comprising a processor and memory that stores a
program comprising instructions that, when executed by the
processor, direct the processor to perform the process.
[0086] A computer readable medium can be in communication with a
processor such that the processor can receive some or ail of the
instructions stored on the computer readabie medium. Likewise the
processor can execute some or all of the instructions stored on the
computer readable medium, and can execute different instructions at
different times.
[0087] Further, programs that implement such methods (as well as
other types of data) may be stored and transmitted using a variety
of media (e.g., computer readable media) in a number of manners. In
some embodiments, hard-wired circuitry or custom hardware may be
used in place of, or in combination with, some or all of the
software instructions that can implement the processes of various
embodiments. Thus, various combinations of hardware and software
may be used instead of software only.
[0088] The term "computer-readable medium" refers to any medium, a
plurality of the same, or a combination of different media, that
participate in providing data (e.g., instructions, data structures)
which may be read by a computer, a processor or a like device. Such
a medium may take many forms, including but not limited to,
non-volatile media, volatile media, and transmission media.
Non-volatile media include, for example, optical or magnetic disks
and other persistent memory. Volatile media include dynamic random
access memory (DRAM), which typically constitutes the main memory.
Transmission media include coaxial cables, copper wire and fiber
optics, including the wires that comprise a system bus coupled to
the processor. Transmission media may include or convey acoustic
waves, light waves and electromagnetic emissions, such as those
generated during radio frequency (RF) and infrared (IR) data
communications. Common forms of computer-readable media include,
for example, a floppy disk, a flexible disk, hard disk, magnetic
tape, any other magnetic medium, a CD-ROM, DVD, any other optical
medium, punch cards, paper tape, any other physical medium with
patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any
other memory chip or cartridge, a carrier wave as described
hereinafter, or any other medium from which a computer can
read.
[0089] The term "tangible computer-readable medium" refers to a
"computer-readable medium" that comprises a hardware component,
such as optical or magnetic disks, semiconductor memory (e.g., RAM,
ROM, flash drives, semiconductor hard drives). Therefore, for
example, a tangible computer-readable medium is not a carrier wave
or an RF transmission.
[0090] Various forms of computer readable media may be involved in
carrying data (e.g. sequences of instructions) to a processor. For
example, data may be (i) delivered from RAM to a processor; (ii)
carried over a wireless transmission medium; (iii) formatted and/or
transmitted according to numerous formats, standards or protocols,
such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth, and TCPorIP,
TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure privacy or
prevent fraud in any of a variety of ways well known in the
art.
[0091] A "user interface" is `used by` a device, such as a
computing device, to provide outputs to a user and to receive
inputs from a user. For example, the user interface may direct the
device to display (or otherwise provide) certain outputs (as
defined by the user interface), and allow inputs to be received
from the user via the device. In an embodiment, in order for the
device to generate the user interface, the device executes certain
instructions, e.g., instructions to output data and receive data as
inputs. A user interface can include one or more output controls
which output data and/or one or more input controls which allow
data to be received. A type of input control allows a selection of
an option from among a plurality of options, and may allow only one
option to be selected, may allow one or more options to be
selected, may allow that a predetermined number of options are
selected, may allow that no options are selected. An input control
may define the format of type of input that may be entered. A
control may function as both an input control and as an output
control.
[0092] A description of different capabilities of a user interface
(e.g., by describing different embodiments of a user interface, by
describing different things that a user interface can do) does not
mean that in all embodiments the user interface must include all
such described capabilities. On the contrary, such description also
supports an embodiment in which, e.g., a user interface has only
one of the described capabilities, and supports an embodiment in
which a user interface has a particular combination of less than
all of the described capabilities.
[0093] A description of a process is likewise a description of a
computer-readable medium storing a program for performing the
process. The computer-readable medium can store (in any appropriate
format) those program elements which are appropriate to perform the
method. For example, a description of a process is a description of
a computer-readable storage medium that stores a program comprising
instructions that, when executed by a processor, direct the
processor to perform the method.
[0094] Just as the description of various steps in a process does
not indicate that all the described steps are required, embodiments
of an apparatus include a computer or computing device operable to
perform some (but not necessarily all) of the described
process.
[0095] Likewise, just as the description of various steps in a
process does not indicate that all the described steps are
required, embodiments of a computer-readable medium storing a
program or data structure include a computer-readable medium
storing a program that, when executed, can cause a processor to
perform some (but not necessarily all) of the described
process.
[0096] Where databases are described, it will be understood by one
of ordinary skill in the art that (i) alternative database
structures to those described may be readily employed, and (ii)
other memory structures besides databases may be readily employed.
Any illustrations or descriptions of any sample databases presented
herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by, e.g., tables illustrated in drawings or
elsewhere. Similarly, any illustrated entries of the databases
represent exemplary information only; one of ordinary skill in the
art will understand that the number and content of the entries can
be different from those described herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) could be used to store and manipulate the data types
described herein. Likewise, object methods or behaviors of a
database can be used to implement various processes, such as those
described herein. In addition, the databases may, in a known
manner, be stored locally or remotely from a device which accesses
data in such a database.
[0097] Various embodiments can be configured to work in a network
environment including a computer that is in communication (e.g.,
via a communications network) with one or more devices. The
computer may communicate with the devices directly or indirectly,
via any wired or wireless medium (e.g. the Internet, LAN, WAN or
Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service
providers, bulletin board systems, a satellite communications link,
a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0098] In an embodiment, a server computer or centralized authority
may not be necessary or desirable. For example, the present
invention may, in an embodiment, be practiced on one or more
devices without a central authority. In such an embodiment, any
functions described herein as performed by the server computer or
data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
[0099] Where a process is described, in an embodiment the process
may operate without any user intervention. In another embodiment,
the process includes some human intervention (e.g., a step is
performed by or with the assistance of a human).
VI. Continuing Applications
[0100] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in the present application, but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of the present application.
[0101] Applicants intend to file additional applications to pursue
patents for subject matter that has been disclosed and enabled but
not claimed in the present application.
VII. 35 U.S.C. .sctn.112, Paragraph 6
[0102] In a claim, a limitation of the claim which includes the
phrase "means for" or the phrase "step for" means that 35 U.S.C.
.sctn.112, paragraph 6, applies to that limitation.
[0103] In a claim, a limitation of the claim which does not include
the phrase "means for" or the phrase "step for" means that 35
U.S.C. .sctn.112, paragraph 6 does not apply to that limitation,
regardless of whether that limitation recites a function without
recitation of structure, material or acts for performing that
function. For example, in a claim, the mere use of the phrase "step
of" or the phrase "steps of" in referring to one or more steps of
the claim or of another claim does not mean that 35 U.S.C.
.sctn.112, paragraph 6, applies to that step(s).
[0104] With respect to a means or a step for performing a specified
function in accordance with 35 U.S.C. .sctn.112, paragraph 6, the
corresponding structure, material or acts described in the
specification, and equivalents thereof, may perform additional
functions as well as the specified function.
[0105] Computers, processors, computing devices and like products
are structures that can perform a wide variety of functions. Such
products can be operable to perform a specified function by
executing one or more programs, such as a program stored in a
memory device of that product or in a memory device which that
product accesses. Unless expressly specified otherwise, such a
program need not be based on any particular algorithm, such as any
particular algorithm that might be disclosed in the present
application. It is well known to one of ordinary skill in the art
that a specified function may be implemented via different
algorithms, and any of a number of different algorithms would be a
mere design choice for carrying out the specified function.
[0106] Therefore, with respect to a means or a step for performing
a specified function in accordance with 35 U.S.C. .sctn.112,
paragraph 6, structure corresponding to a specified function
includes any product programmed to perform the specified function.
Such structure includes programmed products which perform the
function, regardless of whether such product is programmed with (i)
a disclosed algorithm for performing the function, (ii) an
algorithm that is similar to a disclosed algorithm, or (iii) a
different algorithm for performing the function.
[0107] Where there is recited a means for performing a function
that is a method, one structure for performing this method includes
a computing device (e.g., a general purpose computer) that is
programmed and/or configured with appropriate hardware to perform
that function.
[0108] Also included is a computing device (e.g., a general purpose
computer) that is programmed and/or configured with appropriate
hardware to perform that function via other algorithms as would be
understood by one of ordinary skill in the art.
VIII. Disclaimer
[0109] Numerous references to a particular embodiment do not
indicate a disclaimer or disavowal, from the scope of the
invention, of additional, different embodiments, and similarly
references to the description of embodiments which all include a
particular feature do not indicate a disclaimer or disavowal of
embodiments which do not include that particular feature. A clear
disclaimer or disavowal in the present application will explicitly
refer to the scope of the invention as disclaiming or disavowing
certain subject matter and will also be prefaced by a phrase such
as "does not include" or "cannot perform".
IX. Incorporation By Reference
[0110] Any patent, patent application or other document referred to
herein is incorporated by reference into this patent application as
part of the present disclosure, but only for purposes of written
description and enablement in accordance with 35 U.S.C. .sctn.112,
paragraph 1, and should in no way be used to limit, define, or
otherwise construe any term of the present application, unless
without such incorporation by reference, no ordinary meaning would
have been ascertainable by a person of ordinary skill in the art.
Conversely, the definitions and other subject matter explicitly set
forth in this application should not be used to limit, define, or
otherwise construe any term of any document incorporated herein by
reference. Nothing explicitly set forth in this application should
be interpreted as an admission or characterization of any prior art
to this application.
[0111] Any incorporation by reference does not, in and of itself,
imply any endorsement of, ratification of or acquiescence in any
statements, opinions, arguments or characterizations contained in
any incorporated patent, patent application or other document,
unless explicitly specified otherwise in this patent
application.
X. Prosecution History
[0112] In interpreting the present application (which includes the
claims), one of ordinary skill in the art refers to the prosecution
history of the present application, but not to the prosecution
history of any other patent or patent application, regardless of
whether there are other patent applications that are considered
related to the present application, and regardless of whether there
are other patent applications that share a claim of priority with
the present application.
XI. Additional Embodiments
[0113] Unless stated to the contrary, for the purposes of the
present disclosure, the following terms shall have the following
definitions:
[0114] Credit Card--a credit instrument issued by a real world
institution to a player that allows the player to make purchases by
providing an account identifier (e.g. a credit card number) rather
than cash or other currency. An example is a credit card like those
issued by Visa, Mastercard, or American Express. For the purposes
of the present disclosure, the term "Credit card" is intended in a
very broad sense and is not limited to those situations in which a
player's purchases are made on credit (i.e. where payments for
those purchases is not due until a later time) but also includes
financial instruments such as debit cards, check cards, and the
like.
[0115] Game Environment--an online game such as World of Warcraft
or a virtual community such as Second Life.
[0116] Total virtual obligation amount--the total amount of virtual
financial obligations associated with a player character
account.
[0117] Virtual Contract--An enforceable agreement between a player
character and either another player character or a game server.
Some examples of virtual contracts are provided in U.S. Provisional
Patent Application Ser. No. 60/652,036, which is hereby
incorporated by reference in its entirety for all purposes.
[0118] Virtual--shall mean in a game environment or other
intangible space.
[0119] Virtual World--an online game such as World of Warcraft or a
virtual community such as Second Life or There.com.
[0120] Virtual Creditor--shall mean a first player character who is
owed a virtual obligation by a second player character.
[0121] Virtual Credit Score--a score given to player characters in
a video game based on any one or more of the virtual assets they
possess, the age of the character account, the type of account,
e.g. basic or premium, the available credit line of the credit card
associated with the account, the existing virtual financial
obligations of the player character account, the player character's
payment history including days to play, amounts overdue or
delinquent, and/or the player character's real world credit
score.
[0122] Virtual Financial Account--a virtual account issued to a
player character by a virtual bank where virtual cash can be
deposited and withdrawn.
[0123] Virtual Bank--an entity in a virtual world or MMPOG that can
provide financial accounts and issue financial obligations to
player characters. The virtual bank can be controlled, for example,
by a game server, bank server, and/or one or more players or player
characters.
[0124] Virtual Financial Obligation--An agreement by a player
character or entity to pay one or more game attributes to another
player character, entity or the game server. This obligation can be
a one time payment, or multiple payments over time. The obligation
can specify that payments are due on virtual or real dates.
[0125] Virtual Financial Obligation Value--the in game value of the
obligation. For virtual cash the value is stated as a virtual cash
amount. For other game attributes, the value can be determined by
generating a virtual cash market value for the item based on the
current value in an online marketplace or exchange. The value of
the obligation can also be set as a condition of the player
contract.
[0126] Billing Information--shall mean any information pertaining
to billing a player including a billing address, credit card
account, bank account, pay pal account or other payment
information.
[0127] Character or "player character"--shall mean a persona
created by a player in a video game.
[0128] Avatar--the virtual representation of a player
character.
[0129] Character Account--shall mean an account that tracks
character attributes.
[0130] Character Attribute--shall mean any quality, trait, feature
or characteristic a particular Character can have that is stored in
the corresponding Character Account. Character Attributes shall
include, but not be limited to:
[0131] A character score
[0132] A virtual object
[0133] The physical appearance of a character
[0134] An emblem or mark
[0135] A synthetic voice
[0136] Virtual money
[0137] Virtual help points or credits
[0138] The ability to join groups of other players at a later
time
[0139] A score for subsequent matching of later game parameters
[0140] A relationship with another character
[0141] A genetic profile or makeup
[0142] Character Life--shall mean a fixed period of virtual or real
world time that a player character can exist in a game
environment.
[0143] Character Skills--shall mean game attributes inherent or
acquired by a player character during game play such as, but not
limited to: the ability to cast certain spells, foretell the
future, read minds, use certain weapons, cook, hunt, find herbs,
assemble herbs into potions, mine, assemble objects into other
objects, fly, and/or enchant other player characters.
[0144] Computer Generated Character--shall mean any character that
is generated by the system rather than being another player
character.
[0145] Game Parameter--shall mean any part of a Video Game by which
characters can be measured. Game Parameters shall include, but not
be limited to: 1. Completing all or part of a mission 2. Playing
for a certain period of time 3. Winning a match against another
player character or computer generated character 4. Reaching a
certain level or score 5. using or obtaining an ability or
technology 6. kill/death ratios 7. obtaining an object 8. solving a
puzzle 9. accuracy with weapons 10. effective use of the proper
weapon 11. killing a certain character/creature 12. getting through
or to a certain geographic area 13. decreasing or increasing Karma
Points 14. getting, buying, exchanging or learning a new skill or
player attribute 15. having a child 16. getting married 17.
obtaining, buying, trading, producing or developing raw materials
18. producing goods or services 19. earning income 20. earning a
higher rank in an army 21. winning an election among two or more
player characters 22. achieving deity status 23. improving player
character status or caste 24. assisting other player characters
with any of the above 25. speed of accomplishing any of the
above
[0146] In-game Marketplace--shall mean a virtual environment where
Characters can exchange Attributes.
[0147] Massive Multi Player Online Video Game (MMPOG)--Shall mean a
Video Game that is played using either a network of a Video Game
Central Server and at least two Video Game Consuls or a
peer-to-peer network of at least two Video Game Consuls. Players
create Characters that may interact with each other in a Video Game
Environment that is stored on the Video Game Central Server and the
Video Game Consuls. An example of an MMPOG is World of
Warcraft.
[0148] Novice Player--Shall mean a player that is flagged as
requiring the help of an expert to complete a Game Parameter.
[0149] NPC--(non player character) a computer generated character
in the game
[0150] Player--shall mean an individual who can register an account
with a Video Game Central Server or within a peer-to-peer network
and create Characters that can interact with other Characters in a
Video Game Environment.
[0151] Player Account--Shall mean an account on the Video Game
Central Server or within a peer-to-peer network that contains a
Player profile including personal, billing, and character account
information.
[0152] Player Attribute--shall mean any attribute that can be
applied to a player account. Player Attributes shall include, but
not be limited to: Real Money Discount of monthly fees for playing
game Monthly fee for playing a game Global character attribute
settings for all characters created by player across multiple
games. Rewards for encouraging another player to signup to play
[0153] Player to Player Contract--shall mean a virtual but binding
contract between player characters that allows the players to
provide or exchange game attributes to one another. Once a
player-to-player contract is established, the game server or
peer-to-peer network automatically distributes acquired game
attributes between the player characters based on the contract
conditions.
[0154] Video Game--shall mean a game played on a Video Game Consul
that may or may not be networked to a Video Game Central Server or
within a peer-to-peer network.
[0155] Video Game Consul--shall mean a device comprising a CPU,
memory and optional permanent storage residing at a player location
that can allow for the playing of video games. Examples include,
home PCs, Microsoft Xbox, and Sony Playstation.
[0156] Video Game Central Server--shall mean a CPU, memory and
permanent or temporary storage that is connected to multiple Video
Game Consuls that allows for Massive Multi Player Online Video
Games to be played. For example, a desktop computer or web server
can function as a Video Game Central Server.
[0157] Video Game Environment--Shall mean a virtual video game
world that is stored on the combination of the Video Game Central
Server and Video Game Consuls where Characters interact and games
are played.
[0158] Virtual credit card--a financial instrument issued in a
virtual environment that acts in the virtual environment for
virtual currency the way a real world credit card acts in the real
world for real currency.
[0159] Real Cash Value--the value in real dollars of the
obligation. This value can be determined by multiplying the
financial obligation value by the then published exchange rate to
real dollars.
[0160] Video games which are accessible to multiple players via a
server include, e.g., games known as massive multi player online
games (MMOGs). Players of these games will typically access a game
(for durations typically ranging from a few minutes to several
days) frequently over given period of time, which may be days,
weeks, months or even years. The games are often constructed such
that players pay a periodic subscription price (e.g., $15 per
month) rather than, or in addition to, paying a one time purchase
price for the game. Some games involve no charge, or no charge for
a basic level of access. Often, though not necessarily, these games
have no ultimate "winner" or "winning goal," but instead attempt to
create an enjoyable playing environment and a strong player
community.
[0161] According to one or more embodiments, such embodiments
provide a virtual bank secured by credit cards. According to this
embodiment, a virtual environment may include a virtual bank where
players of a video game can deposit virtual cash or allocate an
available credit line on a credit card and receive interest paid in
virtual cash to their player character account. Other player
characters can request a loan of virtual cash by agreeing to secure
the loan with an available credit line on a credit card, which may
be the player character's real world credit card and/or that of
another player character and/or a non-playing third party, such as
a bank, credit institution, credit card company, insurance company,
etc. or any combination of these.
[0162] According to one or more embodiments, such embodiments
provide a virtual environment in which characters are able to make
virtual deposits. According to this embodiment, a player character
deposits virtual cash (e.g., which he may have earned by playing
the game and/or by creating and selling virtual objects within the
game to other players, or otherwise) and/or a player character
agrees to allocate a credit line on a credit card associated with
the player account in exchange for a periodic interest payment. The
game or virtual bank server may periodically determine an average
balance over a fixed time period, multiply the balance by a
specified interest rate, and pays the interest amount in virtual
cash to a player account. Said time periods and/or interest rates
may be established or determined by any suitable method including,
but not limited to, by a) the game manufacturer, b) the owner(s) of
the server(s) upon which the game resides, c) one or more player
characters, d) market forces, e) negotiation among the affected
parties, f) any combination of these.
[0163] According to an embodiment, the allocation of the credit
card credit line serves to insure the virtual bank's ability to
cover deposits in the bank. In this embodiment, if more withdrawal
requests on the bank exist than can be covered by the virtual cash
the bank has on hand, the bank can charge the real cash value of
the virtual cash shortfall to the credit cards that players or
other entities have registered to secure the bank's deposits.
[0164] In an embodiment a bank or other institution can provide a
virtual currency loan to a character only after receiving real
world credit card information from a player controlling the
character. This allows the credit card information to be verified
and/or deemed sufficient before providing a loan to the
character.
[0165] According to an embodiment, the credit cards can be charged
based on one or more conditions. For example, in the event of a
shortfall, a player can receive a higher insurance premium if he
allows his credit card to be charged first or in a higher
proportion relative to other credit cards securing the bank.
Alternatively or additionally, a player could be paid a lower
premium rate if he only secures certain types of deposits (e.g.,
less risky). Alternatively, credit lines can be charged in equal
increments until the total shortfall amount is covered.
Alternatively, the credit lines can be charged relative to the
shortfall amount as compared with each player's committed amount,
i.e., as a percentage of the shortfall. For example, if the total
shortfall is $100 in real currency, and there are two credit cards
securing the shortfall, one offering $1,000 and the other offering
$100, the first card may be charged $90, while the second is
charged $10, each representing that portion of the shortfall as a
percentage of the commitments associated with the credit cards. Of
course, a combination of these methods or any other terms as
negotiated among the affected parties may be used to determine how
a shortfall is allocated among the affected parties.
[0166] According to an embodiment, player characters that deposit
virtual cash or allow their credit card to secure the bank can
specify what types of and amounts of virtual loans they are willing
to back. As non-limiting examples, virtual loans could be provided
for: 1. Purchasing a fixed number and/or type or types of virtual
asset(s) 2. Lending the virtual money for a fixed maximum time
period 3. Lending the virtual money to player characters with a
certain amount of virtual assets in the game or a certain age or
skill level in the game environment. 4. Lending the virtual money
to player characters with a certain real or virtual credit score.
5. Lending virtual money at a specified interest rate, which rate
may be fixed for the term of the loan or which may vary based upon
any one or more variables including, the term, changes in the
borrowers status, credit scores (real or virtual), assets (real or
virtual), over time, rate of defaults on loans within the game
environment in general or for the lender, tied to other interest
rates (real or virtual), total amount of loans outstanding within
the game and/or by the lender and/or the player character, etc. 6.
Lending virtual money to player characters in exchange for services
or goods 7. A specific listing of player characters that are
acceptable and/or unacceptable to the lender for whatever reason or
no reason.
[0167] According to another embodiment, player characters who
deposit virtual cash could receive a higher interest rate if their
virtual cash is not secured by a credit card of another player
character or the bank.
[0168] According to another embodiment, player characters can
specify a maximum percentage of a loan they are willing to back.
For instance, a player character may indicate he does not want to
lend more than 10% of a given loan to any particular player
character.
[0169] According to another embodiment, player characters can
specify that a certain percentage of their cash be lent to other
player characters with varying virtual credit scores. For instance
40% of the loans could go to player characters with a high credit
score, 30% to characters with a low credit score, and 30% to
characters with a mid credit score. Based on this ratio, an
interest rate can be determined and paid.
[0170] According to another embodiment, the bank can guaranty a
deposit by locking credit cards lines associated with it in an
amount that is greater than, or a percentage of, or equal to an
amount of virtual cash (and/or which amount may be adjusted based
upon projected inflation, exchange rates or other factors) that has
been deposited by a player character. Player characters can receive
a lower interest payment (or other terms) for deposits that are
secured in this manner. If the player character withdraws his
deposit from the bank and the funds are not available, the credit
card line used to cover the deposit can be charged the real cash
value equal to the requested virtual cash withdrawal amount and/or
the credit line can be released as appropriate.
[0171] In an embodiment, a module (e.g., accessible in the video
game) permits a player to specify the "completion" of a task that
defines an obligation under a contract. For example, the module can
provide a graphical user interface (or other interface) that lets
the obligation be defined. For example, the user interface can
allow a player to select the obligation type (e.g., "deliver an
in-game item"), select what in-game item must be delivered, and
select to who (e.g., to which character) it must be delivered.
[0172] Obligations can also have meta-characteristics. For example,
the user interface can permit a player to select whether there is a
deadline for the obligation (e.g., click the DEADLINE radio button
in the user interface), and select the deadline type. For example,
deadline types may include "Specific Date" (which provides the
player with a calendar from which the player selects the date),
"Within the next X hours of game play" (which provides a box where
the player can enter a number of days/hours/minutes/seconds),
"Before the occurrence of another in-game event" (which provides a
user interface allowing the player to select an in-game event
type), "within the next X days of the occurrence of another in-game
event" (which provides a user interface allowing the player to
select an in-game event type and a number of
days/hours/minutes/seconds).
[0173] A similar user interface can be used to permit players to
modify obligations (e.g., in a counter offer to a proposal for
contract). A similar user interface can be used to permit players
to modify obligations (e.g., in a counter offer to a proposal for
contract). A similar user interface can be used to permit players
to enter other obligations.
[0174] An exemplary system 10 configured to provide the virtual
environment described above is shown in FIG. 1. As shown, system 10
includes a game server 12, a bank server 14 and a credit card
server 16. Game server 12 may include a bank creation program 18
and a bank monitoring program 20. Bank server 14 may include a
deposit program 22, an interest payment program 24, an insurance
set up program 26, an insurance premium program 28 and an insurance
claim payment program 30. Credit card server 16 may include an
insurance premium payment program 32 and an insurance claim payment
program 34.
[0175] It can be seen that game server 12 may further comprise a
plurality of databases including, for example, a player database
36, a player character database 38, a bank database 40, and a
transaction database 42.
[0176] Player database 36 may comprise information such as: 1.
Player ID 2. Credit Card Information 3. Personal Information 4.
Billing Information 5. Character ID 1-n
[0177] Character database 38 may comprise information such as: 1
Character Attributes 1-n 2. Character Accounts 1-n 3. Account
Balances 1-n 4. Character Assets 1-n 5. Character Obligations
1-n
[0178] Bank database 40 may comprise information such as: 1. Bank
ID 2. Owner ID 1-n 3. Owner Percentage 1-n 4. Deposit Accounts 1-n
5. Loan Accounts 1-n 6. Insurance Accounts 1-n 7. License fee
(upfront) 8. License fee (recurring)
[0179] Transaction database 42 may comprise information such as: 1
Transaction ID 2. Bank ID 1-n 3. Player Character ID 1-n 4.
Transaction Data
[0180] It can be seen that Bank server 14 may further comprise a
plurality of databases including, for example, bank account
database 44, insurance account database 46, loan account database
48, and transaction database 50.
[0181] Bank account database 44 may comprise information such as:
1. Bank Account ID 2. Player Character ID 1-n 3. Virtual Cash
Deposit 1-n 4. Deposit Interest Rate 1-n 5. Conditions 1-n 6.
Deposit time period 1-n 7. Deposit early withdrawal penalty 1-n 8.
Deposit type (secured/unsecured)
[0182] Insurance account database 46 may comprise information such
as: 1
[0183] Insurance Account ID 2. Player Character ID 1-n 3. Credit
Card # 1-n 4. Credit Line Secured 1-n 5 Conditions 1-n 6. Virtual
Cash Interest Rate
[0184] Loan account database 48 may comprise information such as:
1. Loan Account ID 2. Player Character ID 1-n 3. Credit Card # 1-n
4. Conditions 1-n 5. Amount 6. Payments 7. Interest Rate 8. Start
Date 9. Payment Date(s) 10. Type 11. Automated withdrawal 12.
Penalties (1-n)
[0185] Transaction database 50 may comprise information such as: 1.
Transaction ID 2. Transaction Date 3. Transaction Type 4.
Transaction Amount
[0186] According to one embodiment, game server 12 may be
configured to create a virtual bank using some or all of the
following method steps: 1. Receive a request from a player
character or group of player characters or one or more third
parties to create a bank 2. Determine if there is an available
license for the bank based on the game environment and the player
characters 3. If there is an available license determine and output
a license fee 4. Receive an acceptance and payment for the license
fee 5. Create new bank with the player character(s) as owners.
[0187] According to another embodiment, game server 12 may be
configured to monitor the bank using some or all of the following
method steps: 1. Receive deposits and issued and outstanding loan
obligations 2. Receive interest and principal payment records 3.
Determine if payment records correspond to deposits and loan
obligations 4. If the data does not correspond, flag bank as
suspect
[0188] According to one embodiment, bank server 14 may be
configured to create a virtual bank using some or all of the
following method steps: 1. Create and Output a request to create a
bank 2. Receive a license amount if applicable 3. Pay license
amount if applicable 4. Receive bank registration number
[0189] According to one embodiment, bank server 14 may be
configured to manage a virtual bank using some or all of the
following method steps: 1. Create a transaction record 2. Transmit
record to game server 3. Receive indication that record was
received
[0190] According to one embodiment, bank server 14 may be
configured to manage deposits to a virtual bank using some or all
of the following method steps: 1. Receive a request to deposit a
sum of virtual cash from a player character, including a deposit
time period, deposit type, loan conditions, and player character
information 2. Determine and output an interest rate based on any
one or more of the deposit time period, loan conditions and player
character information to the player character 3. Receive an
acceptance of the interest rate and other terms from the player
character 4. Receive funds from the player character 5. Create new
deposit record 6. Notify game server and player character that new
deposit record was created
[0191] According to one embodiment, bank server 14 may be
configured to manage interest payments provided by a virtual bank
using some or all of the following method steps: 1. Retrieve a
deposit record and determine an interest payment based on the
deposit record criteria 2. Deposit payment into player character
account 3. Create new interest payment record 4. Notify player
character that interest payment was made
[0192] According to one embodiment, bank server 14 may be
configured to set up insurance using some or all of the following
method steps: 1. Receive a request from a player character to
secure virtual loans with credit card credit line including a
credit card number, amount of credit line available, and acceptable
conditions. 2. Validate that credit card number is good and credit
line is available 3. Determine an insurance rate payment based on
the request 4. Output rate to player character 5. Receive
acceptance of rate 6. Secure credit line of player character and
create insurance record 7. Notify game server and player character
that insurance record was created
[0193] According to one embodiment, bank server 14 may be
configured to manage insurance premium payments using some or all
of the following method steps: 1. Retrieve insurance record and
generate a premium payment amount based on record data 2. Deposit
virtual payment into player character account 3. Notify game server
and player character that premium payment was made
[0194] According to one embodiment, bank server 14 may be
configured to manage insurance claim payments using some or all of
the following method steps: 1. Receive a request to withdraw a
virtual cash deposit from the bank 2. Determine that there is not
enough virtual cash available to cover the withdrawal request and
generate a virtual cash shortfall amount 3. Determine a real cash
to virtual cash conversion rate 4. Determine a real cash value
equal to virtual cash withdrawal shortfall 5. Optionally, notify
affected parties of pending credit card charges 6. Optionally,
provide affected parties with the option to transfer virtual cash
into the account to avoid actual credit card charges 7. Determine
available credit lines based on conditions 8. Charge credit lines
the real cash value of the remaining shortfall based on conditions
9. Convert real cash to additional virtual cash 10. Payout the
requested virtual cash withdrawal.
[0195] According to one embodiment, the present invention provides
a system of virtual loans. According to this embodiment, a player
character may request a loan from the virtual bank by registering a
credit card and an amount of credit line he is willing to use as
collateral against the virtual loan. The bank may validate and lock
in the available credit line on the credit card, retrieves the
player character account information, including, for example, the
player character's credit score, and determine a loan amount and
interest payment for the loan based on the credit line and the
player character information.
[0196] According to another embodiment, the maximum loan amount,
interest percentage rate, and pay period on the loan can be
effected by any one or more of the following including: 1. The
virtual or real world assets of a player character 2. The level or
skill level of a player character 3. The trend or rate of change of
the skill level of the player character. 4. The age of the
character account 5. The type of player account, e.g., basic or
premium 6. The player character's previous payment history or
performance 7. The existing outstanding debt or other virtual loans
outstanding to the player character 8. The player character's
purpose or intended use of the proceeds of the virtual loan. 9. The
current or projected interest rates and/or inflation rate and/or
exchange rate(s) within the game and/or the real world. 10. The
current or projected interest rates charged by the credit card
companies. 11. The current or projected stability or future
prospects of the game.
[0197] According to another embodiment, the game server could
prohibit the player character from converting an amount of virtual
cash or assets equal to, or greater or less than the loan amount
into real cash.
[0198] According to another embodiment, the game server could
prohibit the (borrowing) player character from spending loan
proceeds, i.e., virtual cash equal to, or any portion or percentage
of, the balance of the loan on anything other than virtual assets
and/or services specified by the loan.
[0199] According to another embodiment, the game server could
prohibit the player character from reselling or otherwise
encumbering the virtual assets purchased with the virtual loan
until such time as the virtual loan is repaid.
[0200] According to another embodiment, the game server could
establish a limit for additional loans and/or prohibit the player
character from further borrowing until the loan is repaid. Limits
for additional borrowing could be based upon the player characters
virtual or real net worth, debt to equity ratio, total virtual
amount, total monthly payment amount, or other financial
constraints established by the lender.
[0201] According to another embodiment, a player character could be
limited from lending money to himself, another player character
controlled by the same player, or a player character that is a
family member, guild member, or affiliated in some way the player
character who deposited money in the bank.
[0202] According to another embodiment, the loan could be
structured so that it is convertible for a percentage ownership of
the item or asset that it was used to purchase (and/or in addition
to additional assets and/or penalties). In this embodiment the
player character who took the loan or the bank that issued the loan
can convert the loan obligation into a percentage ownership of the
asset(s) that the loan was used to purchase. The terms of the
conversion could be specified in the loan agreement and the
conversion rate may change over time as the loan balance is
reduced.
[0203] According to another embodiment, rather than a loan, the
bank could decide to just take a percentage of the venture that a
player character was presenting. This decision can be made by the
game server based on the venture and the player character credit
scores or credit line and/or manually.
[0204] According to another embodiment, the virtual bank could be
run by the game server or by player characters or by non-playing
third parties.
[0205] According to another embodiment, a credit line can secure
the loan payment amount, the entire loan amount, or a ratio of the
two. In calculating the amount, factors such as game growth rates,
taxes, inflation and/or exchange rates may be considered in
determining the total amount to secure on the credit line. Growth
rates, taxes, inflation and/or exchange rates may be those
associated with real and/or virtual currency valuations/obligations
and/or predicted trends or combinations of these factors.
[0206] According to another embodiment, credit lines can be frozen
by the bank owner, and/or just periodically "pinged." If and when
the virtual loan is repaid, the amount secured by credit line could
then be released. Alternatively, as the loan is paid down, a
percentage of the credit line may be released in proportion to or
in some other ratio with the amount paid. In this example, the
credit line is reduced as the loan is repaid, instead of waiting
for the entire loan to be repaid, thus freeing credit lines for new
loans security.
[0207] According to another embodiment, a player character or
virtual bank can loan money to another player character and receive
loan payments without those loan payments being secured by a credit
card. The first player character establishes a request for an
amount of money. A second player character (or, alternatively, two
or more player characters or a virtual bank) agrees to loan the
first player character the money for a term and with an interest
rate and the virtual money is placed in escrow with the central
server. When the first player character agrees to the loan terms of
the second player character, the central server releases the funds
and tracks the payments due from the first player to the second
player. This method may also be used with loans that are secured
with a credit card line of credit.
[0208] According to another embodiment, the game server can
automatically charge the virtual loan payment amount to the
appropriate player account, or the bank server can send an invoice
or other notice to the player. If either (i) the player account
does not have adequate funds for the game server to withdraw the
virtual loan payment amount or (ii) the player character does not
pay the invoice sent by the bank then a real cash value can be
determined for the virtual loan payment amount and charged to the
credit card associated with the player character or, if applicable,
with a third party or other player character who agreed to secure
the loan for the defaulting player character.
[0209] According to another embodiment, instead of or in addition
to interest payments, the bank and/or game server or lender may
receive compensation or fees for processing the initial loan and/or
for subsequent payment processing.
[0210] According to another embodiment, the game server or bank may
restrict a delinquent player character from entering into any other
virtual loan or other indebtedness.
[0211] According to another embodiment, the first (i.e., borrower)
player character can be excluded from owning land or engaging in
other contracts if he has not made a loan payment to a bank.
[0212] According to another embodiment, a bank or game server may
impose or enforce a lien on a player character that is delinquent
in paying any loan amount when due.
[0213] According to another embodiment, players can pay an
additional up front or recurring fee so that their characters can
issue or take loans from other player characters or NPCs
[0214] According to another embodiment, banks can be permitted by
the game server, or a territory or town in the game environment to
set up a virtual presence and do business. A bank may have to buy a
virtual permit to do business in each location where it has a
branch in the game environment. The virtual permit may be a
one-time fee and/or may require periodic payments that are fixed or
variable, which may be based upon the total amount of funds in the
depository, loans outstanding, revenues generated, interest rates
or interest received, number of borrowers, number of defaulting
borrowers, percentage of secured vs. unsecured loans, total number
of banks, real or virtual tax rates for similar real or virtual
institutions within the game or similar games, vote by a group of
player characters and/or an entity or player character elected to
represent the player characters, the game manufacturer, by the
game, which determination may be based upon market forces and/or an
auction or reverse auction, or, in the case of one player character
or group of player characters wishing to sell their bank to another
player character(s), for an amount as determined by the sellers
and/or as determined by any of the foregoing. Variable payments
might be based upon the amount of loans outstanding and/or interest
collected or total payments received, or any combination of these
or other variables.
[0215] According to another embodiment, player characters can
choose, at any time, whether they want a loan to be charged to
their virtual cash account or their credit card on file or any
combination of these options.
[0216] According to another embodiment, a virtual debit card can be
issued to the player character that can be used to make purchases
in the game. The use of the card may be limited to purchases that
are specified in the loan obligation or by the account (in the case
of a loan not being involved). Player characters can give these
debit cards to other player characters who can use the outstanding
or remaining balance on them for virtual purchases specified when
the debit card was created. Debit cards can be given to a first
player character when a second player character relies on the first
player character to purchase something for him, but cannot trust
the player character with virtual cash that has unrestricted
purchase parameters. Debit cards can be used to create in game
payment vehicles that can only be used to purchase certain virtual
assets and/or services.
[0217] According to another embodiment, percentages of the debit
card value can be allocated to different virtual asset classes. For
instance, 50% of the value could be used to buy specific raw
materials and 40% could be used to purchase services from specific
NPCs and player characters to turn those raw materials into a
specific product. The remaining 10% of the value could be used by a
player character for anything, but, for example, only when the
other 90% has been spent to create the specific product and that
product has been deposited into the debit card issuer's
account.
[0218] According to another embodiment, an amount of the player
credit line can be released equal to the real cash value of the
principal portion of a virtual loan payment when that payment is
made. Alternatively, the initial credit line lock can be held until
the loan is paid in full.
[0219] According to another embodiment, some loans may have
priority over other loans, i.e., if a player character enters
bankruptcy or otherwise defaults on any loan, some loans may
recover from the assets of the player character before those of
other loans. Priority of loans may be established at the time the
loan is secured and/or based upon the date secured, for example,
giving preference to loans secured earlier over those secured later
on.
[0220] According to another embodiment, a program that tracks and
displays all available credit lines, current loans, available
loans, including their terms and conditions, such as interest
rates, a listing of players wishing to borrow or loan money, etc.,
is accessible by player characters. Banks, and/or Player characters
may use this program to determine if they wish to loan or borrow
virtual cash and/or commit part or all of their available credit
line to the game, bank or player character(s), along with terms and
conditions for its use.
[0221] According to another embodiment, loans may be issued with or
without collateral. Collateral may be real world or virtual assets
and/or promises to perform certain services.
[0222] According to another embodiment, credit score can be virtual
or real world or a combination of these scores. When deciding to
issue a virtual loan, the actual real world credit score of a
player character can be used to determine whether to issue the loan
and the interest rate amount and/or other terms or restrictions or
limitations.
[0223] According to another embodiment, the exchange rate can be
zero and can also be adjustable based on inflation rates (again
real or virtual or a combination of these), etc.
[0224] According to another embodiment, the exchange rate can be
determined at the time the loan agreement is created or when a
player's credit card actually needs to be charged for the real cash
value of a virtual loan payment.
[0225] According to another embodiment, the interest rate can be
determined at the time the loan agreement is created and/or may be
adjustable over time based upon any one or more of: a) real or
virtual interest rates, b) payment performance, c) adherence to
loan restrictions or other terms, d) number of initial or
subsequent defaults on loans by the player character, e) real or
virtual credit scores, or any other financial or other terms as
determined by the lender and agreed upon by the borrower.
[0226] According to another embodiment, in the event a real world
credit card is canceled that was being used to secure part or all
of a loan or that otherwise serves as collateral and/or to ensure a
payment, the system could receive a notice of such cancellation and
could: a) make any and all outstanding loans secured by such a
credit card or line of credit immediately due and payable and/or b)
require the lender and/or borrower to provide a new credit
instrument and/or c) require additional collateral to secure the
loan (provided by either the credit card holder and/or the
borrower), d) secure a back up line of credit that was offered a
credit card holder to "reinsure" the original card holder, and/or
e) notify other player characters of the opportunity to use their
credit card to secure the loan (for the same or different terms and
benefits) and/or any combination of these options.
[0227] An exemplary system 100 configured to provide the virtual
environment described above is shown in FIG. 2. As shown, system
100 may include a game server 102, a bank server 104, and a credit
card issuer server 106.
[0228] Game server 102 may include a Loan Creation Program 108,
whereby a bank server can register a loan with the game server.
Game server 102 may further include a simple Loan Payment Program
110, a complex Loan Payment Program (complex) 112, a Prohibit Sale
of Virtual Assets Program 114, a Debit Card Issuance Program 116, a
Debit Card Usage Program 118, a Loan Converted to Shares of Asset
Program 120, a Loan request program (no bank) 122 and a Loan
acceptance program (no bank) 124.
[0229] Bank Server 104 may include a simple loan Generation Program
126, a complex Loan Generation Program 128 a register Loan with
game server program 130, a Loan Payment Program (automatic) 132, a
Loan Payment Program (invoice) 134, an Advertisement program 136, a
Loan Payment Program (choice of real or virtual cash) 138, a Ping
Credit Line 140, a prohibit Sale of Virtual Assets Program 142, a
Release Credit Line when Loan is paid 144, a Debit Card Issuance
Program 146, a Debit Card Usage Program 148, a Debit Card Issuance
Program (register debit card with game server) 150, a Debit Card
Usage Program (register debit card with game server) 152, a Loan
Converted to Shares of Asset Program (bank managed) 154, and a Loan
Converted to Shares of Asset Program (game server managed) 156.
[0230] Credit Card Issuer Server 106 may include a Lock Credit Line
Program 158, a Real Cash Payment Program 160, a Release Credit Line
162, and a Ping Credit Line program 164.
[0231] As shown, game server 102 may further include a plurality of
databases including, as non-limiting examples:
[0232] A Loan Account Database 166, which may include information
such as: 1. Bank ID 2. Loan Account ID 3. Player Character ID 1-n
4. Credit Card #1-n 5. Conditions 1-n 6. Amount 7. Payments 8.
Interest Rate 9. Start Date 10. Payment Date(s) 11. Type 12.
Automated withdrawal? 13. Penalties (1-n)
[0233] A Debit Card Database 168, which may comprise information
such as: 1. Bank ID 2. Debit Card ID 3. Debit Card Amount by
category 1-n 4. Debit Card Issue Date 5. Debit Card Conditions
1-n
[0234] Bank Server 104 may include a Loan Account Database 170,
which may comprise information such as: 1. Bank ID 2. Loan Account
ID 3. Player Character ID 1-n 4. Credit Card # 1-n 5. Conditions
1-n 6. Amount 7. Payments 8. Interest Rate 9. Start Date 10.
Payment Date(s) 11. Type 12. Automated withdrawal 13. Penalties
(1-n)
[0235] Bank server 104 may also include a Debit Card Database 172,
which may comprise information such as: 1. Bank ID 2. Debit Card ID
3. Debit Card Amount by category 1-n 4. Debit Card Issue Date 5.
Debit Card Conditions 1-n
[0236] Bank server 104 may also include an Account Database 174,
which may comprise information such as: 1. Account ID 2. Player ID
3. Deposit Amount 4. Balance 5. Conditions 1-n
[0237] Credit Card Server 106 may also include a similar account
database 176.
[0238] According to one embodiment, loan creation program 108 may
be configured to: 1. Receive an indication that a virtual loan has
been created from a bank, including the loan amount, conditions,
and bank ID and player character IDs 2. Create and Store virtual
loan record
[0239] According to one embodiment, simple loan payment program 110
may be configured to: 1. Receive an indication that a loan payment
has been made 2. Store loan payment with loan record
[0240] According to one embodiment, Prohibit Sale of Virtual Assets
program 114 may be configured to: 1. Receive a request to sell a
virtual item from a player character. 2. Determine if there is an
outstanding loan or lein against either the player character or on
the item 3. If there is an outstanding loan or lien, prohibit the
sale of the item and notify player character 4. or 5. If the
purchase price is equal to or exceeds the lien or loan amount,
allow the sale of the item and immediately pay down the loan
obligation with the proceeds 6. or 7. If the purchase price is
equal to or exceeds the loan amount allow the sale of the item but
lock up an amount of the proceeds of the sale equal to all or a
portion of the outstanding loan amount
[0241] According to one embodiment, Debit Card Issuance program 116
may be configured to: 1. Receive an indication that a debit card
was issued from a bank including player character info, bank info,
debit card amount and conditions 2. Create and store debit card
record
[0242] According to one embodiment, Debit Card Usage program 118
may be configured to: 1. Receive an indication that the purchase of
a virtual item or service will be paid for with a virtual debit
card 2. Determine if purchase qualifies based on debit card
conditions (if any) 3. If purchase is qualified, allow purchase and
deduct virtual cash from the account balance. 4. If purchase is not
qualified, disallow purchase 5. Notify bank that purchase was
attempted and made
[0243] According to one embodiment, Loan Converted to Shares of
Asset program 120 may be configured to: 1. Receive a request to
convert all or a portion of an outstanding loan into shares of a
virtual asset by a virtual bank server or player character 2.
Retrieve and amend loan obligation 3. Retrieve and amend ownership
structure of virtual asset 4. Notify loan parties and owners of
asset that loan has been converted into shares of a virtual
asset
[0244] According to one embodiment, simple Loan Generation program
126 may be configured to: 1. Receive a request to borrow virtual
cash including a player character ID, a credit card number, and/or
a credit line amount 2. Validate credit card number and credit line
amount 3. Determine a virtual cash loan amount based on credit line
amount 4. Determine an interest rate and virtual cash payment
schedule 5. Output a loan offer including a virtual cash loan
amount, interest rate and virtual cash payment schedule to player
character 6. Receive acceptance of loan offer from player character
7. Lock credit line 8. Create new loan record 9. Output virtual
cash to player character account
[0245] According to one embodiment, complex Loan Generation program
128 may be configured to: 1. Receive a request to borrow virtual
cash including a player character ID, a credit card number, and/or
a credit line amount, an virtual asset to purchase or build with
the loan, 2. Validate credit card number and credit line amount 3.
Retrieve player character account to access credit score of player
character 4. Determine a virtual cash loan amount based on credit
line amount, virtual asset being purchased or created, and credit
score of player character 5. Determine an interest rate and virtual
cash payment schedule based on credit line amount, virtual asset
being purchased or created, and player character credit score. 6.
Output a loan offer including a virtual cash loan amount, interest
rate and virtual cash payment schedule to player character 7.
Receive acceptance of loan offer from player character 8. Lock
credit line 9. Create new loan record 10. Output virtual cash to
player character account
[0246] According to one embodiment, Loan Generation program 130 may
be configured to: 1. Create a new loan record 2. Notify game server
that loan record has been created
[0247] According to one embodiment, Loan Payment program 132 may be
configured to: 1. Retrieve loan agreement 2. Determine if payment
is due 3. If payment is due, determine virtual cash payment amount
due 4. Withdraw amount from player character account 5. If player
account does not have enough virtual cash to cover payment, 6.
Determine a real cash value of the virtual payment 7. Retrieve
credit card used to secure loan 8. Charge real cash value to credit
card 9. Notify player that credit card was charged
[0248] According to another embodiment, Loan Payment program 132
may be configured to: 1. Retrieve loan agreement 2. Determine if
payment is due 3. If payment is due, determine virtual cash payment
amount due 4. Withdraw amount from player character account 5. If
player account does not have enough virtual cash to cover payment,
notify owner of credit card securing said loan 6. If credit card
owner chooses to pay debt with virtual cash, notify borrower and
update loan balances due, along with any additional interest or
penalties, otherwise: 7. Determine a real cash value of the virtual
payment 8. Retrieve credit card used to secure loan 9. Charge real
cash value to credit card 10. Notify player that credit card was
charged
[0249] According to one embodiment, Loan Payment (invoice) program
134 may be configured to: 1. Retrieve loan agreement 2. Determine
if payment is due 3. If payment is due, determine virtual cash
payment amount 4. Determine advertisement(s) based on player
character activity 5. Generate invoice including virtual cash
payment amount, date due, and advertisements 6. Transmit payment to
player character 7. Determine if virtual payment was made on or
before date due 8. If virtual payment was not made 9. Determine a
real cash value of virtual payment 10. Retrieve credit card
associated with loan agreement 11. Charge real cash value of
virtual payment to credit card
[0250] According to one embodiment, Loan Payment (invoice) program
134 may be configured to: 1. Retrieve loan agreement 2. Determine
if payment is due 3. If payment is due, determine virtual cash
payment amount 4. Determine advertisement(s) based on player
character activity 5. Generate invoice including virtual cash
payment amount, date due, and advertisements 6. Transmit payment to
player character 7. Determine if virtual payment was made on or
before date due 8. If virtual payment was not made notify owner of
credit card securing said loan 9. If credit card owner chooses to
pay debt with virtual cash, notify borrower and update loan
balances due, along with any additional interest or penalties,
otherwise: 10. Determine a real cash value of virtual payment 11.
Retrieve credit card associated with loan agreement 12. Charge real
cash value of virtual payment to credit card
[0251] According to one embodiment, Loan Payment program 138 may be
configured to: 1. Determine that a loan payment is due 2. Determine
value of loan payment in real and virtual cash 3. Output
notification to player character that loan payment is due including
payment options and values 4. Receive payment option choice from
player character 5. If option choice was virtual, remove virtual
cash amount from player character account 6. If option was real,
retrieve credit card associated with loan and charge real cash
amount to credit card
[0252] According to one embodiment, Ping Credit Line program 140
may be configured to: 1. Determine that a player character has an
outstanding virtual loan 2. Determine real and virtual cash value
of loan 3. Retrieve credit card associated with loan 4. Ping credit
card for the outstanding real cash value of the loan amount 5. If
credit equal to loan amount is not available 6. Liquidate virtual
assets of player character equal to virtual cash value of virtual
loan 7. Deposit virtual cash in loan account to pay off loan
[0253] According to one embodiment, Release Credit Line when Loan
is paid program 144 may be configured to: 1. Receive indication
that final payment of virtual loan has been received 2. Retrieve
credit card associated with virtual loan 3. Notify credit card
issuer to release credit line
[0254] According to one embodiment, Release Credit Line when Loan
is paid program 144 may be configured to: 1. Receive indication
that a periodic payment of virtual loan has been received 2.
Retrieve credit card associated with virtual loan 3. Notify credit
card issuer to release an equal or other determined portion of the
credit line.
[0255] According to one embodiment, Debit Card Issuance program 148
may be configured to: 1. Receive a request to create a debit card
including a virtual cash amount, a specified receiver of the card,
and conditions (if any) for spending the virtual cash from one or
more player characters. 2. Create debit card including usage
conditions (if any) 3. Transfer cash from player character(s)
account(s) to debit card 4. Output debit card to specified receiver
5. Notify player character(s) and game server that debit card was
created and issued 6. Update debit card bank database
[0256] According to one embodiment, Debit Card Usage program 150
may be configured to: 1. Receive request to use debit card from a
player character to purchase an in game good or service or to pay a
debt. 2. Determine if use falls within debit card condition
parameters (if any) 3. Allow use if condition parameters allow it
4. Don't allow use if it falls outside of condition parameters 5.
Notify player character using debit card, player character(s) who
created debit card, and game server if debit card was used or not
allowed to be used. 6. Update remaining cash balance
[0257] According to one embodiment, Loan Converted to Shares of
Asset Program 154 may be configured to: 1. Determine that a virtual
loan should to be converted into shares of a virtual asset 2.
Convert virtual loan into virtual asset 3. Notify player
character(s) associated with loan and game server that virtual loan
has been converted into virtual asset
[0258] According to one embodiment, Loan Converted to Shares of
Asset Program 156 may be configured to: 1. Determine that a virtual
loan should to be converted into shares of a virtual asset 2.
Transmit conversion request to game server 3. Receive notice that
virtual loan has been converted into virtual asset from game
server
[0259] According to one embodiment, bank server 104 may be
configured to: 1. Receive credit card number and credit line from a
player character 2. Retrieve player character profile 3. Validate
available credit line on credit card 4. Determine amount of virtual
loan and interest rate based on credit line and player character
profile 5. Output loan offer to player character 6. Receive
acceptance of offer from player character 7. Lock credit line for
all or a portion of loan value 8. Create Loan Contract 9. Output
Loan Contract to Player Character 10. Receive virtual signature of
contract from Player Character 11. Deposit Loan amount into player
character account.
[0260] According to one embodiment, the invention provides a
virtual environment in which Venture Capital (VC) Funds are run by
Player Characters. In this embodiment, rather than, or in addition
to, issuing loans, the virtual bank can act as a VC fund. It can
receive proposals for building virtual projects and fund the
virtual projects in exchange for a percentage ownership in the
asset. The VC agreement can specify the percentage ownership,
guaranteed dividends, percentage of profit or revenue dividends,
and other obligations that the player character receiving the VC
funding has to pay to the bank. The game server can automatically
remove these benefits from the player character account and
transfer them to the bank. If the player character cannot fulfill
their obligation to pay a dividend or other required payment to the
bank, the credit card associated with the player character account
can be charged the real cash value of the dividend amount.
[0261] According to one embodiment, the VC may receive preferential
payments as with a "preferred stock."
[0262] According to one embodiment, a player character may be
limited to the number of VC funds in which he can participate. The
maximum number could be dependent upon: 1. The monthly fee the
player pays to play the game 2. The age of the account 3. The skill
level of the character 4. The virtual net worth of the player or
player character
[0263] According to one embodiment, the VC can issue virtual cash
to the project accounts as an up front fee, or over time as pieces
of the project are completed.
[0264] According to one embodiment, the dividend payments may or
may not be secured by credit cards.
[0265] FIG. 3 provides an exemplary system 200 configured to
provide the virtual environment described above. As shown, system
200 includes a game server 202, a VC server 204 and a credit card
server 206. Game server 202 may include a register VC program 208,
a manage VC program 210, a register VC Investment program 212, and
a manage VC investment program 214. VC server 204 may include an
Initiate VC Investment Program 216, a Receive Dividend Program 218,
a Receive Proceeds from Sale of Assets Program 220, and an Initiate
Sale of Assets Program 222.
[0266] Game Server 202 may further comprise a plurality of
databases including player database 224, player character database
226, VC database 228, VC Governance rules database 230, and fee
database 232.
[0267] Player Database 224 may comprise information such as: 1.
Player ID 2. Personal Info 3. Billing Info 4. Characters 1-n
[0268] Player Character Database 226 may comprise information such
as: 1. Character ID 2. Characters Assets 3. Character Obligations
4. Character Accounts
[0269] VC Database 228 may comprise information such as: 1. VC ID
2. Owner ID 1-n 3. Owner Percentage 1-n 4. Assets 1-n 5. Accounts
1-n 6. Virtual Location
[0270] VC Governance Rules database 230 may comprise information
such as: 1. Rule ID 2. Rule Description
[0271] Fee Database 232 may comprise information such as: 1. Fee
Type 2. Fee amount 3. Fee conditions
[0272] VC Server 204 may comprise a VC Agreements database, which
may comprise information such as: 1. Agreement ID 2. Agreement
Parties 1-n 3. Party Type 4. Agreement Terms and Conditions
[0273] According to one embodiment, Register VC program 208 may be
configured to: 1. Receive a request to register a virtual Venture
Capital fund including the VC owners, VC assets, VC location, and
VC accounts 2. Determine if a permit is available for the VC 3. If
a permit is available determine a permit price 4. Output permit
price 5. Receive acceptance of permit price 6. Create VC fund 7.
Output notice that fund is created 8. Charge VC fund account the
permit price
[0274] According to one embodiment, Manage VC program 210 may be
configured to: 1. Determine that a VC must pay a permit fee 2.
Output notice to player character owners of VC that a permit fee is
due. 3. Receive a payment Or 4. If no payment is received by x time
period, suspend VC activity.
[0275] According to one embodiment, Register VC Investment program
212 may be configured to: 1. Receive a VC agreement 2. Determine if
agreement terms and conditions fall within VC governance rules 3.
If agreement satisfies rules, create an agreement ID 4. Transmit ID
to parties of agreement 5. Activate Agreement 6. Charge activation
fee to VC account
[0276] According to one embodiment, Manage VC Investment program
212 may be configured to: 1. Receive an indication that a VC
investment has a dividend payment due 2. Output dividend request to
investment 3. Receive dividend payment 4. Transmit payment to VC 5.
Generate and Charge the VC a dividend payment processing fee or 6.
If dividend payment is not received after x time period 7. Notify
VC and investment that dividend was not received 8. Determine a
penalty 9. Apply penalty 10. Charge VC fund fee for applying
penalty
[0277] According to one embodiment, Initiate VC Investment program
216 may be configured to: 1. Receive a request to fund a virtual
project from one or more player characters including a virtual
project plan, virtual blueprint, a virtual cash budget, and amount
of virtual cash necessary to complete the project 2. Determine a
project value based on the project request and the credit scores of
the player characters 3. Determine an ownership investment
structure based on the value, and the credit scores of the player
characters 4. Output an investment offer, including an ownership
percentage, a required dividend schedule, an investment payment
schedule and other terms and conditions to the player characters 5.
Receive an acceptance of the offer 6. Create a new virtual project
including a virtual account and transfer appropriate virtual cash
into project account 7. Register agreement with Game Server
[0278] According to an alternate embodiment, Initiate VC Investment
program 216 may be configured to: 1. Receive a request to fund a
virtual project from one or more player characters 2. Determine an
ownership investment structure for the project 3. Output investment
structure to player characters 4. Receive acceptance of structure
5. Transmit virtual project and ownership investment structure to
Game Server 6. If structure is accepted, A. receive registration
number B. notify player character's the project was accepted C.
transmit virtual money for project to project account D. transmit
virtual cash fee to game server to register complete project
registration 7. if structure is not accepted A. receive notice of
why structure was not accepted, including changes required to make
it acceptable from the game server B. revise structure according to
change requests C. transmit revised structure to player characters
D. Receive acceptance of revised structure E. Transmit revised
structure to game server for approval F. receive registration
number G. notify player character's the project was accepted H.
transmit virtual money for project to project account I. transmit
virtual cash fee to game server to register complete project
registration
[0279] According to an embodiment, Receive Dividend program 218 may
be configured to: 1. Determine that a dividend is due 2. Determine
a dividend amount based on virtual project performance and
investment structure conditions 3. Output request for dividend
payment 4. Receive payment Or 5. If payment is not received,
retrieve credit card(s) associated with project, 6. Determine a
real cash value of the virtual cash dividend 7. Charge real cash
value to credit card(s)
[0280] According to an alternate embodiment, Receive Divided
program 218 may be configured to: 1. Receive a virtual dividend for
a virtual investment from the game server 2. Deposit virtual cash
into virtual account 3. Flag investment as "dividend paid"
[0281] According to an embodiment, Receive Proceeds from Sale of
Assets program 220 may be configured to: 1. Receive and indication
of or initiate the sale of a virtual asset 2. Receive a virtual
cash amount for the sale of the asset 3. Determine virtual proceed
amount(s) based on ownership percentage defined by investment
agreement 4. Transmit virtual cash proceed amounts to owners of
asset based on ownership percentages
[0282] According to another embodiment, Receive Proceeds from Sale
of Assets program 220 may be configured to: 1. Receive an
indication of or initiate the sale of a virtual asset 2. Determine
virtual proceed amount based on ownership percentage defined by
investment agreement 3. Transmit request for virtual proceed amount
to player character(s) who own the asset including a virtual cash
amount and a date due 4. Receive a virtual cash payment equal to
the virtual proceed amount Or 5. If a virtual cash payment is not
made by the date specified, 6. Retrieve the credit card(s) on file
associated with the investment 7. Determine a real cash value equal
to the real cash value of the virtual proceed amount 8. Charge the
real cash value to the credit card(s)
[0283] According to another embodiment, Receive Proceeds from Sale
of Assets program 220 may be configured to: 1. Receive or Request
the sale of a virtual asset 2. Receive a selling price 3. Receive a
virtual cash value based on the ownership percentage defined by the
investment agreement 4. Mark investment record as sold
[0284] According to another embodiment Initiate Sale of Assets
program 222 may be configured to: 1. Receive an indication that a
virtual dividend payment for a virtual asset has not been received
by a specified date 2. Register virtual asset for sale 3. Receive
virtual proceeds of sale 4. Retain proceeds equal to dividend
payment, ownership percentage, and fees and transmit remainder to
player characters who own asset.
[0285] According to another embodiment, Initiate Sale of Assets
program 222 may be configured to: 1. Transmit a notice that a
virtual dividend payment has not been received for a virtual asset
by a specified date 2. Receive virtual proceeds from the sale of
the virtual asset equal to the dividend payment, ownership
percentage, and fees 3. Flag virtual asset record as sold
[0286] According to another embodiment, the present invention
provides a virtual environment in which a player who registers to
play a game on the game server or sets up an account with the bank
server is offered the chance to sign up for a credit card whereby
the unused credit line is used to secure deposits in the virtual
bank in exchange for a monthly interest payment. The credit card
can pay benefits in the form of virtual cash that are deposited
into the game account of the player character as they accrue.
[0287] According to an alternate embodiment, The credit card can
pay a percentage of the monthly charges in the form of virtual cash
to the player character account.
[0288] According to another embodiment, only credit cards that have
been issued by the game server or its bank co brand partner can be
used to secure virtual loans and or deposits in the game.
[0289] According to another embodiment, a Virtual Rewards Program
may be offered to players or player characters. Player characters
that make use of virtual credit cards may accumulate points based
upon their usage and/or payment habits. Points may be exchanged for
real or virtual objects and/or real or virtual cash. Points may be
exchanged for virtual skills, favors, training or education,
secrets or secret codes, that, for example, permit entry into a
specific area, or solves a puzzle, or provides a hint to solve a
puzzle, or provides a "get out of jail free card" or an option to
"go back in time" or to improve a player's strength, or recovery
rate, or to receive part or all of any maps, avatar features or
upgrades, lower real or virtual interest rates, and other in game
or real world products, services, devices, and the like.
[0290] According to another embodiment, virtual cash can be issued
to the player character account for real world purchases made with
the card.
[0291] FIG. 4, depicts an exemplary a system 300 in which the
virtual environment described above may be implemented. As shown,
system 300 may include a game or bank server 302 and a credit card
issuer server 304. Game or bank server 302 may include a credit
card upsell program 306. Credit card issuer server 304 may include
a virtual cash reward generation program 308.
[0292] According to the depicted embodiment, game or bank server
302 may further comprise a player database 310 and a player account
database 312.
[0293] Player Database 310 may comprise information such as: 1.
Player ID 2. Billing Info 3. Personal Info 4. Character ID 1-n
[0294] Player Account Database 312 may comprise information such
as: 1. Player ID 2. Account Number 3. Credit Line Available 4.
Credit Line Secured 5. Virtual Cash Payment Percentage for Secured
Line 6. Virtual Cash Payment for Purchases made with Card 7. Reward
Conditions 8. Transactions 1-n
[0295] Credit Card Issuer Server 304 may include a virtual cash
reward account database 314, which may include information such as:
1. Account ID 2. Game Account ID 3. Reward Conditions 4.
Transactions 1-n
[0296] According to one embodiment, credit Card Upsell Program 306
may be configured to: 1. Receive a player character log in 2.
Determine if Player Character qualifies for a credit card based on
personal info, game play behavior, billing info, real world credit
score and/or virtual world credit score 3. Determine a virtual
benefit for the player character if he signs up and/or uses the
credit card 4. If player qualifies output credit card upsell
including benefit(s) A. Receive acceptance of upsell offer,
including personal information from player character B. Transmit
personal information to credit card issuer C. Receive new credit
card account information D. Output information to player
character
[0297] According to one embodiment, Virtual Cash Reward Generation
Program 308 may be configured to: 1. Receive card usage activity of
a player character from card issuer 2. Determine virtual cash
reward based on conditions and usage activity 3. Transmit virtual
cash reward to player account
[0298] According to another embodiment, Virtual Cash Reward
Generation Program 308 may be configured to: 1. Determine a real
cash compensation value for the virtual cash reward 2. Transmit
cash compensation value to credit card issuer for reimbursement
[0299] According to yet another embodiment, Virtual Cash Reward
Generation Program 308 may be configured to: 1. Receive a virtual
cash award amount for a player character from the card issuer 2.
Deposit virtual cash award into player account.
[0300] According to an embodiment, Virtual Cash Reward Generation
Program 338 may be configured to: 1. Retrieve usage of virtual cash
reward card over a fixed time period 2. Generate a virtual reward
based on conditions and card usage 3. Retrieve player character
account 4. Transmit virtual cash reward to player account
[0301] According to another embodiment, Virtual Cash Reward
Generation Program 338 may be configured to: 1. Output card usage
activity of a player character to a game server 2. Receive a real
cash compensation value from the game server 3. Transmit the real
cash compensation value to the game server
[0302] According to another embodiment, the present disclosure
provides methods and system for Determining a Virtual Credit Score
for a Player Character in a virtual environment. According to this
embodiment, the bank or game server can calculate, update and
maintain a credit score for each player character in the game. The
system may track any one or more of the activity, payment habits,
assets and other player characteristics and/or attributes of each
player character in either the real world and/or the virtual world
or both, and a credit score is generated. The player character
credit score can be based on any one or more of the following,
including, but not limited to: 1. The age of the player and/or
player character account 2. The amount of virtual assets of the
player character 3. The real cash and/or virtual credit line of the
real and/or virtual credit cards associated with the player
character's account 4. The total amount and/or number of
outstanding real or virtual obligations of the player character 5.
The payment history of outstanding real and/or virtual obligations
of the player character 6. The skill, level or number of experience
points of the player character 7. The guild, family, or other group
standing of the player character. 8. The ratio of the player's real
and/or virtual assets to outstanding real and/or virtual
obligations or other indebtedness 9. The player character's account
type, e.g., basic or premium 10. The player character's real world
credit score 11. The reliability of the player character to perform
other virtual obligations, such as favors, services owed, virtual
help, and/or results of bartering or other interactions with other
player characters, and the like. 12. Any one or more of financial
ratios such as real or virtual net worth or debt to equity ratios,
or debt payment obligations/real or virtual income or any other
financial ratios or calculations that are well known and used
within the prior art and/or the credit card or banking industries.
13. Any combination of the preceding.
[0303] According to an alternate embodiment, players who do not pay
back loans, interest or other payments when due and/or do not pay
on time, may have a lower credit score.
[0304] According to another embodiment, player characters that have
a lot of debt and make payments may have a higher score.
[0305] According to another embodiment, credit scores may affect
interest rates current or subsequent loans by NPCs or other player
characters.
[0306] According to another embodiment, interest rates may be fixed
and/or variable.
[0307] According to another embodiment, players may be placed on
credit hold so that they cannot request additional loans.
[0308] According to another embodiment, players may be placed on
credit watch, which may restrict their financial dealings other
than acquiring new loans, e.g., prevent selling assets.
[0309] According to some embodiments, the net worth of a player
character can be constantly or periodically monitored based on the
value of the assets he owns in the game environment vs. what
similar assets have sold for to other player characters in the
past.
[0310] According to another embodiment, the credit score of a
player character may be based in part on the credit scores of other
characters associated with that player account. Or one virtual
credit score can be given to the player that can be used by all of
his characters in the game environment.
[0311] According to another embodiment, in the event one of a
player's multiple player characters defaults on any loan and/or any
other contractual agreement and/or any other financial obligation,
that default may be considered as a default for all of his
characters in the game environment.
[0312] According to one embodiment, a table based, rules driven, or
genetic algorithm type program can generate and store credit scores
for player characters
[0313] FIG. 5 provides an exemplary system 400 configured to
provide the virtual environment described above. As shown, system
400 includes a game server 402 which may include a player character
credit scoring program 404. System 400 may further include a
plurality of databases such as player account database 406, player
character database 408, and credit score conditions database
410.
[0314] According to one embodiment, Player Account Database 406 may
comprise data such as: 1. Player ID 2. Player Billing Info 3.
Player Personal Info 4. Play History 5. Real World Credit Score 6.
Virtual World Credit Score 7. Character ID 1-n
[0315] According to an embodiment, Player Character Database 408
may comprise data such as: 1. Character ID 2. Character Assets 3.
Character Play History 4. Character Attributes 5. Character Credit
Score
[0316] According to an embodiment, Credit Score Conditions database
410 may comprise data such as: 1. Condition ID 2. Condition
Descriptor
[0317] According to one embodiment player character credit scoring
program 404 may be configured to establish a credit score by
performing some or all of the following steps: 1. Retrieve player
and player character attributes 2. Apply credit score conditions to
attributes 3. Generate credit score 4. Store score in player or
player character account
[0318] According to another embodiment of the present invention,
games or players may establish rules and conditions under which a
player may declare bankruptcy. The effect of a bankruptcy may be
any one or more of the following, including, but not limited to: 1.
Temporary or lifetime banishment from the game. 2. A required
repayment of all or a percentage of debts owed plus interest and/or
penalties to those who suffered from the bankruptcy before a player
character can play in the game again. 3. A flag set to require cash
payments to continue play, plus some additional amount which will
payoff the outstanding debt, and/or interest and/or penalties, over
time 4. A complete or partial forgiveness of debts. 5. Real debts,
e.g. those secured by a credit line, are less likely to be
partially or completely forgiven, whereas artificial debts, e.g.,
promise to provide a service, may be more easily relieved.
[0319] FIG. 6 provides an exemplary system 500 in which a virtual
environment is configured to allow player characters to declare
bankruptcy. According to the depicted embodiment, system 500
includes a game server 502 which may include an Establish
Bankruptcy Program 504 and an Emerge from Bankruptcy Program 506.
System 500 may further include a plurality of databases including
player database 508, player character database 510, bankruptcies
database 512, emerge from bankruptcy conditions database 514 and a
declare bankruptcy conditions database 516.
[0320] According to one embodiment, player Database 508 may
comprise data such as: 1. Player ID 2. Player Status 3. Conditions
Necessary to Change Status
[0321] According to one embodiment, Player Character Database 510
may comprise data such as: 1. Character ID 2. Player ID 3.
Character Status 4. Conditions Necessary to Change Status
[0322] According to one embodiment, Bankruptcies Database 512 may
comprise data such as: 1. Bankruptcy ID 2. Status 3. Conditions to
Change Status 4. Character ID 5. Player ID
[0323] According to one embodiment, Emerge from Bankruptcy
Conditions Database 514 may comprise data such as: 1. Condition ID
2. Condition Descriptor
[0324] According to one embodiment, Declare Bankruptcy Conditions
Database 516 may comprise data such as: 1. Condition ID 2.
Condition Descriptor
[0325] According to one embodiment, Establish Bankruptcy program
504 may be configured to: 1. Receive a request for a virtual
bankruptcy or determine that a player and/or player character falls
within allowable conditions of bankruptcy 2. Create virtual
bankruptcy record 3. Determine and store conditions for player
and/or player character to emerge from virtual bankruptcy 4. Set
status of player and/or player character to bankrupt 5. Output
conditions to emerge from virtual bankruptcy to player
character
[0326] According to one embodiment, Emerge from Bankruptcy program
506 may be configured to: 1. Receive a request to emerge from
virtual bankruptcy 2. Output conditions to emerge from virtual
bankruptcy 3. Receive indication that player or player character
account has satisfied conditions 4. Change status of player and or
player character account to not bankrupt
[0327] According to another embodiment of the present invention,
Cities and Corporations in virtual environments can issue bonds and
take loans from player characters or other virtual cities.
[0328] According to this embodiment, a governing individual or
group of player characters in a city or corporation in a game
environment can issue a request to borrow money to build a public
work or other project in the city. The governing group of player
characters of a city can design a building within the confines of
the conditions of the city. A price can be determined for the
building, and a series of bonds can be made available to player
characters and other cities to finance the construction of the
project.
[0329] For example, a city qualifies to build an aqueduct in its
town based on the population count of its non-player character
citizens and/or based upon the city's credit rating. Player
characters define the architectural plans of the aqueduct and a
price to assemble the aqueduct is generated based on the plan and
the natural or other materials specified. The city can borrow the
money to build the aqueduct from its player character citizens or
another city or a combination of these. To prove that it can pay
back the loan, the city can show its per turn income from tax
revenues (of whatever source), or it can show how the new aqueduct
will be paid for by, for example, by selling fresh water to its
citizens for a per turn fee or other tax. The fresh water contracts
with its citizens could be signed before the loan is issued to
assemble the public work. The bond can be secured by the credit
cards of player characters who are government representatives or
citizens of the city or unaffiliated third party player characters,
and/or a real or virtual bank may secure the bonds, and/or any
combination of these options.
[0330] According to another embodiment, a group of player
characters can create a project that requires a loan to fund. A
virtual bank can issue a loan to the group of player characters
equal to the amount of the credit line the sum of the player
characters is willing to make available on their credit card
accounts to secure the loan. As, or once, built, the project they
have built can also be used as collateral for the loan.
Alternatively, the natural or other resources and/or building
materials may serve as part or all of the required collateral. If
the group of player characters defaults on all or part of the loan,
the collateral can first be taken, and/or if its value on the
virtual market is insufficient to pay back the loan in full, the
credit cards of the group can be charged the balance due.
[0331] If a group of credit cards secures a loan, when a default
occurs, the credit cards can be charged using any one or more of
the following, including, but not limited to: 1. All in equal
percentage of the outstanding default until a credit line is maxed
out, and then in an equal percentage on the remaining credit lines
until no credit line is left on any card. 2. In an order designated
by the loan agreement, i.e. charge credit card A first up to the
max credit line or a fixed dollar amount, then charge credit card
B, etc. 3. All in a ratio specified under the loan agreement, i.e.
40% to credit card A, 20% to credit card B and so on. 4. Any other
sequence or amounts as specified in the loan agreement and/or by
the game manufacturer, and/or a duly elected or otherwise
authorized governing body, and/or the bank or lender.
[0332] According to an alternate embodiment, instead of a loan,
citizens of the town could each pay a fee in virtual cash to
assemble a public work that then allows them to receive the benefit
or a percentage of the benefit produced by that public work for
free and/or receive a portion of the revenues received by other
citizens that did not fund the work, and/or receive a reduced price
for receiving benefits from that public work, and/or a reduction in
their tax rates and/or a reduction in fees for use of all or some
of the other public services available and/or a reduced price to
borrow funds, e.g., lower interest rates, of any combination of
these options.
[0333] Alternatively or additionally, VCs could fund and build the
public work and charge a fee to the city's citizens to use it. If
the citizens cannot pay the fee, the VC could charge their credit
cards the real cash value of the virtual fee amount.
[0334] According to another embodiment, utility payments can also
be secured by a credit card. Player characters that are citizens of
a city can pay a monthly virtual fee to use the utilities of the
city. If they fail to pay, the real cash value of their monthly
utility bill can be charged to a credit card associated with the
player account.
[0335] According to another embodiment, players can be
co-guarantors. Accordingly, one or more players could sponsor a
loan of another player character by posting their available credit
lines on their credit cards to secure the loan. In this embodiment,
a player character requests a loan and designates one or more other
player characters as co-guarantors of the loan. The game server or
bank server receives the request for the loan, along with the names
of the co-guarantors and outputs a notice of the loan to the
players who have been designated as co-guarantors. The
co-guarantors can then send an acceptance to the notice, and the
bank server locks in the designated amount of their credit card
line. Once enough co-guarantors have sent an acceptance to the
notice that the loan has been secured, the loan is issued to the
player character who requested it.
[0336] According to another embodiment, virtual bond can be bought
in incremental units or percentage of the whole. For instance,
player characters can buy 100 $1 bonds or 1% of a $100 bond.
[0337] According to another embodiment, virtual bonds can be traded
on virtual exchanges just as regular bonds are traded in the prior
art.
[0338] According to yet another embodiment, the game server and the
bank server can be the same server and the method steps for
creating and managing utilities and bonds can be divided between
the two. For instance, bond creation can be the responsibility of
the bank server and registration and fees can be managed by the
game server or vice versa.
[0339] FIG. 7 provides a block diagram of an exemplary system 600
configured to provide a virtual environment including virtual
cities and corporations that can issue bonds and take loans from
player characters or other virtual cities or corporations. As
shown, system 600 includes a game server 602, a bank server 604 and
a credit card server 606.
[0340] Game Server 602 may include, for example, a Bank Creation
and Management Program 608, a Utility Creation Program 610, a Bond
Creation Program 612 and a Utility Management Program 614.
[0341] According to the depicted embodiment, Bank Server 604 may
include a Utility Management Program 616 and a Co Guaranty Loan
Program 618.
[0342] According to the depicted embodiment, Credit Card Server 606
may include a Security Deposit Program 620.
[0343] According to the depicted embodiment, Game Server 602 may
further include a plurality of databases including, for example a
player database 622, a player character database 624, a
city/corporation (or other type such as a guild, etc.) database
626, a utility database 628, a bond database 630, a utility
conditions database 632, and a utility fee database 634.
[0344] According to the depicted embodiment, Bank server 604 may
further include a bond database 638 and a co-Guaranteed loan
database 640.
[0345] According to the depicted embodiment, Credit Card server 606
may include an account database 642.
[0346] According to one embodiment, Player Database 622 may include
data such as: 1. Player ID 2. Group ID 3. Player Billing Info 4.
Player Characters 1-n
[0347] According to one embodiment, Player Character Database 624
may include data such as: 1. Character ID 2. Character Assets and
Attributes 3. Groups 1-n
[0348] According to one embodiment, City/Corporation (or other
group type such as guild, etc) Database 626 may include data such
as: 1. Group ID 2. Character Members 1-n 3. Group Assets and
Attributes
[0349] According to one embodiment, Utility Database 628 may
include data such as: 1. Utility ID 2. Group ID(s) 3. Usage
Conditions 4. Blueprint 5. Component(s) 6. Owners (s) 7. Ownership
Percentage 8. Obligations
[0350] According to one embodiment, Bond Database 630 may include
data such as: 1. Bank ID 2. Utility ID 3. Group ID 4. Bond
Conditions 5. Bond Creation Date 6. Bond Creation Schedule
[0351] According to one embodiment, Utility Conditions Database 632
may include data such as: 1. Condition ID 2. Condition Descriptor
3. Utility types 1-n
[0352] According to one embodiment, Utility Fee Database 634 may
include data such as: 1. Utility Fee ID 2. Utility Fee
Descriptor
[0353] According to one embodiment, Bond Database 638 may include
data such as: 1. Bond ID 2. Bond Creation Date 3. Bond Amount 4.
Group ID 5. City/Corporation ID 6. Bond Amount 7. Bond Conditions
8. Bond Payment Schedule
[0354] According to one embodiment, Co-Guaranteed Loan Database may
include data such as: 1. Loan ID 2. Player Character Co-guarantors
1-n 3. Co Guarantor Credit Cards 1-n
[0355] According to one embodiment, system 600 may be configured to
assemble a bond request. Accordingly system 600 may be configured
to: 1. Receive a Group Registration 2. Receive a Utility Plan
Blueprint and Project Timeline 3. Receive a Utility business model,
including fees for using a virtual utility and number of potential
player character users 4. Determine a credit card payment method in
the event of a dividend or bond payment default 5. Generate a list
of virtual resources and services required to complete Utility
based on blueprint 6. Generate a virtual cash value for the virtual
resources and services 7. Create and Store a Bond Request based on
the group, blueprint, timeline, business model, credit card payment
method, resources, services, and cash value, 8. Generate a bond
request registration fee 9. Charge fee to group account
[0356] According to another embodiment, system 600 may be
configured to create a bond agreement. Accordingly, system 600 may
be configured to: 1. Receive an indication of interest to purchase
all or a portion of a bond (from a virtual bank, vc, or player
character) 2. Receive a virtual cash payment (and store payment in
escrow) 3. If virtual cash payment fulfills bond, notify group that
bond request has been filled 4. Issue virtual cash to group based
on business plan associated with bond request
[0357] According to another embodiment, system 600 may be
configured to make a bond payment. Accordingly, system 600 may be
configured to: 1. Determine that a bond payment is due 2. Withdraw
virtual cash amount equal to bond payment amount from Utility
account; and 3. Transmit bond payment to bond holders based on
ownership structure and conditions Or 4. If utility cannot make
bond payment, retrieve character accounts associated with group who
registered utility, including credit card information 5. Determine
a real cash value for the virtual bond payment amount 6. Determine
a credit card charge method based on method specified by group 7.
Charge credit card(s) based on charge method until real cash value
for the virtual bond payment amount has been collected 8. Convert
real cash to virtual cash and transmit bond payment to bond holders
based on ownership structure
[0358] According to yet another embodiment, system 600 may be
configured to create a public work with no bond, but instead
relying on the citizens to build. Accordingly, system 600 may be
configured to: 1. Receive a blueprint for a utility from a group of
player characters 2. Determine if group qualifies to build utility
3. Determine if blueprint is acceptable 4. Determine a group of
virtual resources and services necessary to build the virtual
utility based on the blueprint 5. Determine a virtual cash value 6.
Determine a utility registration fee 7. Output virtual cash value
and registration fee 8. Receive acceptance of virtual cash value
and registration fee 9. Generate utility id number and account 10.
Receive virtual cash value from player character group 11. Activate
utility record
[0359] According to still another embodiment, system 600 may be
configured to create a public work with no bond, but instead
relying on VC's to build. Accordingly, system 600 may be configured
to: 1. Receive a utility blueprint (from a VC) 2. Determine a
registration fee 3. Output registration fee 4. Receive virtual
payment for registration fee 5. Create Utility record
[0360] According to another embodiment, system 600 may be
configured to help a player or player character register to use a
public work. Accordingly system 600 may be configured to: 1.
Receive a request to use a utility (from a group or player
character) 2. Determine a usage fee and a registration fee 3.
Output fees 4. Receive payment for fees 5. Register player or group
of players to use utility, including player character credit card
to be charged if virtual cash is not available for fee.
[0361] According to yet another embodiment, system 600 may be
configured to charge a fee to use a public work. Accordingly,
system 600 may be configured to: 1. Determine a virtual cash fee is
due for using a utility, 2. Withdraw virtual cash fee from player
character or group of player character accounts. 3. Or 4. If
virtual cash fee is not available, 5. retrieve credit card
associated with player character, determine a real cash value for
the utility fee payment, 6. charge real cash value to credit card,
7. convert real cash into virtual cash, 8. deposit virtual cash
into account
[0362] According to yet another embodiment, system 600 may be
configured to Co-guaranty a loan taken out by another player
character. Accordingly, system 600 may be configured to: 1. Receive
a request for a loan, including a loan amount, a player character
ID, a second player character ID, and a credit card associated with
a second player character ID. 2. Lock credit line on credit card
equal to real cash value of virtual loan amount 3. Issue loan to
first player character
[0363] According to yet another embodiment, system 600 may be
configured to sell virtual bonds on an exchange. Accordingly,
system 600 may be configured to: 1. Receive a virtual bond ID
number from a buying player 2. Retrieve outstanding bond sell
offers from selling player for bond ID number 3. Output sell offers
4. Receive an acceptance of an offer from buying player 5. Transfer
virtual bond ownership from the selling player to the buying player
6. Transfer virtual cash equal to bond offer price from buying
player to selling player
[0364] According to another embodiment, the present invention
provides for item purchase financing options in a virtual
environment. According to this embodiment, a first player character
can purchase a game attribute from an NPC, the game server or a
second player character. Rather than paying the full price for the
item upfront, the player character can pay for the item in (e.g.
per turn) installments. When the first player makes the purchase of
the item, he can choose to pay up front or over time in
installments with or without interest and/or with or without other
finance or other fees. If the first player character purchases the
item with a payment plan, the payment amount may be automatically
removed from his account on each turn of the game. Alternatively,
the player character may receive an invoice once or each turn and
the player character can make the required payment. If the first
player does not have sufficient virtual money to make his payment,
at the option of the lending player and/or bank or other lender,
the item may be removed from his possession and given back to the
character from which the purchase was made, the outstanding balance
could be paid using the credit line that secured the loan, and/or
the player could use real cash to satisfy his virtual payment
obligation.
[0365] According to another embodiment, financing can be provided
by the player selling the item, by another player, or by the game
server.
[0366] According to still another embodiment, the payments for the
item can be secured by a credit card associated with the player
character. If the player paying the financing options fails to make
a payment, his credit card could be charged a real cash amount
equal to the value of the virtual cash. The charge may or may not
also include a financing charge, interest or penalty.
[0367] According to yet another embodiment, the payment terms can
be negotiated and/or fixed by any one or more of the buyer, the
seller, or the game server, and/or the player character(s)
providing the credit line to secure the loan.
[0368] According to another embodiment, players can pay an
additional fee for their characters to be able to purchase and/or
sell items with payment plans. For example, a player account may
cost $14.95 a month, but a premium player account that allows the
player characters to engage in loan activity may cost $16.95 a
month.
[0369] According to another embodiment, player characters can pay
real or virtual cash up front on a loan to prepay interest or other
costs, which may result in a lowering of the interest rate.
[0370] According to another embodiment, the finance option can be
automatically generated and displayed on the screen that is used in
the game for a player character to make a purchase of a virtual or
real world item.
[0371] According to yet another embodiment, when buying an item, a
player character can set an option that automatically charges a
credit card associated with his account if the player character
does not have enough virtual cash to buy the item.
[0372] According to still another embodiment, the player character
that is financing an item cannot sell it or otherwise encumber or
remove the item from his possession until it has been paid in full.
Alternatively, if the item is sold, the proceeds of the sale can be
used to instantly pay off the remaining balance of the financing
agreement.
[0373] According to another embodiment, rather than the game server
itself, a third party bank server or other server can maintain
financing agreements.
[0374] An exemplary system 700 suitable to provide the virtual
environment described above is depicted in FIG. 8. In the depicted
embodiment, system 700 includes a game server 702 and a credit card
server 704. As shown, game server 702 may include a Create
Financing Agreement Program 706, an Upsell Financing Program 708, a
Financing Payment Program 710, and an Inventory Lock Program 712.
Credit card server 704 may include a Lock Credit Line Program 714,
a Charge Financing Payment Program 716, and a Release Credit Line
Program 718.
[0375] Game Server 702 may include a plurality of databases.
Non-limiting examples of the types of databases that may reside on
game server 702 include, player database 720, player character
database 722, financing offer database 724, financing agreement
database 726, and credit card server 728.
[0376] According to one embodiment, Player Database 720 may include
information such as: 1. Player ID 2. Player Billing Info 3. Player
Personal Info 4. Player Characters 1-n
[0377] According to one embodiment, Player Character Database 722
may include information such as: 1. Player Character ID 2. Assets
3. Accounts 4. Financing Agreements
[0378] According to one embodiment, Financing Offer Database 724
may include information such as: 1. Offer ID 2. Character ID(s) 3.
Group ID 4. Financing Terms and Conditions
[0379] According to one embodiment, Financing Agreement Database
726 may include information such as: 1. Agreement ID 2. Virtual
Asset or Item ID 3. Buyer Player Character 4. Seller Player
Character 5. Financing Entity
[0380] Credit Card Server 704 may include any needed databases
including, for example, an Account Holder Database 728.
[0381] According to one embodiment, game server 702 may be
configured to set up a seller initiated Financing Offer.
Accordingly, game server 702 may be include one or more programs
which are configured to: 1. Receive a product to sell, including
financing terms and conditions 2. Post item for sale, including
financing terms and conditions
[0382] According to one embodiment, game server 702 may be
configured to set up a third party initiated Financing Offer.
Accordingly, game server 702 may be include one or more programs
which are configured to: 1. Receive a product to sell 2. Determine
if product qualifies for financing based on third party terms and
conditions 3. Create financing terms and conditions for product 4.
Post item for sale, including financing terms and conditions
offered by third party (third party could be game server, virtual
bank, or other player character)
[0383] According to one embodiment, game server 702 may be
configured to Make a Financing Offer with credit card as security.
Accordingly, game server 702 may be include one or more programs
which are configured to: 1. Receive a request to buy a virtual item
from a player character 2. Determine if player qualifies for
financing offer 3. Determine if product has financing terms and
conditions 4. If player character qualifies and financing offer is
available, output financing offer to customer 5. Receive acceptance
of offer, including credit card number 6. Verify credit card and
lock credit line 7. Create and Store Financing Agreement 8.
Transmit virtual item to player character account
[0384] According to one embodiment, game server 702 may be
configured to allow a player character to Make a Financing Payment
with credit card as security. Accordingly, game server 702 may be
include one or more programs which are configured to: 1. Determine
a financing payment is due on a virtual item 2. Withdraw virtual
payment amount from player character account 3. If virtual cash is
not available 4. Retrieve credit card stored with financing
agreement 5. Determine a real cash amount equal to virtual payment
amount 6. Charge real cash amount to player character credit card
7. Convert real cash amount into virtual cash 8. Transmit virtual
cash payment to financing party
[0385] According to one embodiment, game server 702 may be
configured to lock an item being financed in Inventory.
Accordingly, game server 702 may be include one or more programs
which are configured to: 1. Receive a request to sell an item 2.
Determine if an item is being paid for with a financing agreement
3. If the item is being paid for with a financing agreement 4.
Prohibit Sale of item 5. Notify seller that item cannot be sold
until financing has been completely paid
[0386] According to one embodiment, game server 702 may be
configured to allow a player character to pay back loan remainder
if item being financed is sold. Accordingly, game server 702 may be
include one or more programs which are configured to: 1. Receive an
indication that a virtual item is sold 2. Determine if there is a
financing agreement on the item 3. If there is a financing
agreement on the item, 4. retrieve financing balance 5. Remove
financing balance from sale proceeds 6. Transmit remainder to
player character account
[0387] According to another embodiment, the present invention
provides for a Virtual Credit Card in a virtual environment.
According to this embodiment, a virtual credit card that has the
same benefits as a regular, i.e., real world credit card. A player
character can register and/or apply for a virtual credit card with
a virtual bank or other lending institution, including a game
server, player character, group of player characters, or third
party credit card company, which credit card company may also be an
issuer of real credit cards. The issuing party retrieves the real
and/or virtual credit score and history of the player character
requesting the card. Based on the credit score and history and/or
other factors, a maximum virtual credit line and an interest rate
is established and output to the player character. If the player
character accepts the terms, a virtual credit card account is
created for him and a virtual credit card is added to his
inventory. The virtual credit card may include spending limits,
maximum single or multiple purchase limits, preestablished or
variable interest rates, reward program terms and conditions and/or
other terms and conditions and/or features as determined by the
lending institution and/or as agreed by and between the lending
institution and the borrower.
[0388] A character can use the virtual credit card to make
purchases in the game. Periodically, the issuing party may
determine that a payment due based on the outstanding balance due
and the specified interest rate. A real or virtual invoice and/or
notice may be generated and sent to the character who holds the
credit card and/or a payment can automatically be taken from the
character's bank account and transferred to the lender, e.g., the
credit card issuer, or the character can pay the invoice by a
specified date/time due. If the character does not make the
payment, pays late or does not have sufficient virtual cash in his
account to make the required payment, the items he purchased with
the credit card and/or additional virtual assets can be seized by
the credit card issuer and/or the game server and/or resold to
recoup the money.
[0389] According to an another embodiments, the virtual credit line
can be secured by the credit line of a real world credit card owned
by the player character and/or by one or more third parties' credit
or other real world financial collateral/assets/funds. If the
player character cannot make his virtual cash payments, the real
cash value of those payments can be determined and charged to a
real world credit card (or taken from any other real world
financial account) associated with the player character account.
Such real world credit cards/accounts may be owned or controlled by
the player character and/or by one or more third parties.
[0390] According to a further embodiment, in the event of a payment
default, another third party character player may pay (i.e., lend)
the amount due in exchange for a promise to pay at a higher
interest rate, and/or provide a service and/or provide the third
party lender with a desired item or object or game attribute and/or
under any other terms agreed upon by the defaulting player
character and such third party(ies).
[0391] According to a still further embodiment, when making a
purchase with a virtual credit card, or along with payment notices,
or when paying a virtual credit card bill, credit card issuers or
other lenders, and/or advertisers, may present one or more
marketing messages to credit card holders. The message can be in
the form of a virtual or printed advertisement. The advertisement
can be related to the virtual purchase history of the player
character. For instance, a player character who frequents a virtual
casino and pays for his gambling with his credit, can be offered
free credit from another virtual casino to gamble at their virtual
establishment. The virtual advertisements can automatically apply
rewards, discounts, and special pricing to purchases made with the
advertisers using the virtual credit card.
[0392] An exemplary system 800 configured to provide a virtual
environment such as that described above is shown in FIG. 9. As
shown, system 800 may include a game server 802 and a credit card
server 804. Game server 802 may include any suitable program
including, but not limited to, a credit card account set up program
806, a periodic payment program 808, and a generate advertisements
for virtual credit card invoice program 810. Credit card server 804
may include any suitable program including, but not limited to, a
credit qualification program 812.
[0393] Game Server 802 may further include a plurality of databases
including, for example, player database 814, a player character
database 816, a virtual credit card database 818, and an
advertisement database 820.
[0394] According to one embodiment, Player Database 814 may include
data such as: 1. Player ID 2. Player Personal Information 3. Player
Billing Information 4. Real World Credit Score 5. Player Characters
1-n
[0395] According to one embodiment, Player Character Database 816
may include data such as: 1. Character ID 2. Character Credit Score
3. Character Assets and Attributes
[0396] According to one embodiment, Virtual Credit Card Database
818 may include data such as: 1. Credit Card Number 2. Character ID
3. Virtual Balance 4. Virtual Transactions 5. Virtual Credit
Line
[0397] According to one embodiment, Advertisement Database 820 may
include data such as: 1. Advertisement ID 2. Advertisement
Descriptor 3. Relevant Characters Characteristics 4. Relevant
Player Characteristics 5. Relevant Virtual Transaction History 6.
Advertisement Hyperlink 7. Advertisement Discount 8. Advertisement
Virtual Fee Per Impression 9. Advertisement Virtual Fee Per
Click
[0398] According to one embodiment, game server 802 may be
configured to allow player characters to register for card.
Accordingly, game server 802 may be configured to: 1. Receive a
Request for Virtual Credit Card from a Player Character 2. Generate
Virtual Credit Score for Player Credit Card 3. Determine Virtual
Credit Line 4. Create Virtual Credit Card Account 5. Output account
creation notice to player character (and game server if Bank Server
is issuing card)
[0399] According to some embodiments, game server 802 may be
configured to prequalify player characters for credit cards and
offer cards to those prequalified player characters. Accordingly,
game server 802 may be configured to: 1. Qualify a Player Character
for a Virtual Credit Card 2. Receive Player Character Log in 3.
Output Credit Card Upsell 4. Receive acceptance of upsell offer 5.
Create virtual credit card account 6. Output account creation
notice to player character
[0400] According to an alternate embodiments, game server 802 may
be configured to: 1. Receive a player character log in 2. Output
credit card upsell 3. Receive acceptance of upsell offer 4.
Determine a virtual credit line based on player character virtual
credit score 5. Create Virtual Card Account 6. Output account
creation notice to player character
[0401] According to some embodiments, game server 802 may be
configured to help a player character make a purchase with a
virtual credit card. Accordingly, game server 802 may be configured
to: 1. Receive a request to make a virtual purchase from a player
character 2. Output payment options, including credit card if
account exists and credit line is available 3. Receive credit card
as payment choice 4. Charge virtual purchase to virtual card
account 5. Mark virtual purchase as paid
[0402] According to some embodiments, game server 802 may be
configured to generate an invoice and help a player character make
virtual payment. Accordingly, game server 802 may be configured to:
1. Determine that a virtual payment is due for a virtual credit
card 2. Generate and output a virtual invoice including a virtual
payment amount and a date due to the player character 3. Receive
payment on or before due date 4. Or 5. If no payment is received by
date due 6. Retrieve credit card associated with player character
7. Determine a real cash value for the virtual payment amount plus
applicable fees 8. Charge real cash value to credit card 9. Convert
real cash into virtual cash 10. Mark virtual payment as paid
[0403] According to some embodiments, game server 802 may be
configured to help a player character make automated virtual
payments. Accordingly, game server 802 may be configured to: 1.
Determine that a virtual payment is due for a virtual credit card
2. Withdraw virtual payment amount from player character virtual
account 3. Or 4. If no payment is received by date due 5. Retrieve
credit card associated with player character 6. Determine a real
cash value for the virtual payment amount plus applicable fees 7.
Charge real cash value to credit card 8. Convert real cash into
virtual cash 9. Mark virtual payment as paid
[0404] According to some embodiments, game server 802 may be
configured to determine advertisements for invoice. Accordingly,
game server 802 may be configured to: 1. Determine advertisements
for invoice 2. Generate a virtual invoice for a virtual credit card
3. Determine appropriate advertisements for credit card based on
player character transaction history, player character
characteristics, and player characteristics 4. Attach
advertisements to invoice 5. Transmit invoice to player character
including advertisements 6. Flag advertisement as sent
[0405] According to some embodiments, game server 802 may be
configured to create a click through advertisement on an invoice.
Accordingly, game server 802 may be configured to: 1. Receive a
click on an advertisement on a virtual invoice 2. Output a web page
in response to the advertisement 3. Flag advertisement as
clicked
[0406] According to yet another embodiment, the invention provides
for a virtual environment including a Virtual Collection Agency. In
the event a player character defaults on a virtual or real loan,
the credit card issuer, bank or other player character or entity
holding the note or financial obligation, may opt to transfer part
or all of such obligation to another player character, bank, or
other lending institution, any or all of which may serve as a
collection agency.
[0407] The collection agency may pay the note holder an up front
fee and/or percentage of the total outstanding debt, in exchange
for the potential future value of the final collected amount, i.e.,
a discount payment or other amount for the "transfer of paper",
and/or may remit a percentage of the final collected amount to the
note holder and retain the balance for its efforts. The collection
agency may also take possession of the liens on any real or virtual
property and/or take actual possession of same and either hold it
until paid (i.e., akin to a pawn shop) and/or sell the assets to
recover part or all of the loan.
[0408] When a player character signs up for a virtual credit card
or enters into any other indebtedness or note, he may also be
required by the lender to agree to permit such a transfer of his
obligation, whether for collections on a default or otherwise.
[0409] Alternatively or additionally, a holder of a note or other
indebtedness may sell or assign part or all of such loan or other
debt in exchange for a portion or all of such note. In this way,
lenders may reduce their risk and/or free up their credit lines so
that they can focus on securing new loans.
[0410] According to some embodiments, the second player character
can hire a loan officer that is an NPC or other player character to
pursue and/or harass the first player character and force payment
from him.
[0411] According to some embodiments, the bank could have NPC loan
officers that it sends out to follow a player character with a
delinquent loan. The delinquent player character would be followed
by that NPC until he had paid his loan to the bank.
[0412] According to some embodiments, a player character avatar's
appearance may be altered if there are any loans, outstanding
loans, bad debts or late payments. For example, the avatar may have
a "ball and chain" attached to its leg if there is a loan. The
number, length, size, apparent or perceived weight or color of the
ball and chain may be modified depending upon the number, size,
length, interest rate, credit score, past payment performance,
etc., of the player character's outstanding loans, and/or current
virtual credit score. In this manner, other player characters could
easily determine the current credit worthiness of any given player
character. Optionally, other player characters could click on the
avatar and/or, for example, the ball and chain or other indica, and
receive details about that player character's loans, credit score,
payment history or other financial information. Such information
may optionally only be viewable by those from whom the player
character has applied for credit.
[0413] According to some embodiments, the bank can request that a
player character with a delinquent loan be jailed if he is late
with his payments
[0414] According to some embodiments, the player character with a
delinquent loan, can never return to the town where the loan
contract was made to dodge payment of the loan to the bank located
in that town.
[0415] According to some embodiments, collection agencies can bid
against each other to take over an obligation that a bank or game
server posts as available.
[0416] FIG. 10 provides a block diagram of a exemplary system 900
suitable for use with the above-described embodiments. As shown,
system 900 includes a game server 902 which may host, for example,
a virtual collection program 904. System 900 further includes a
bank server 906, which may host, for example, a virtual collection
program 908.
[0417] Game Server 902 may include a plurality of databases
including, but not limited to, a player database 910, a player
character database 912, an obligation database 914, a collections
agency database 916, an obligation status database 918, and a
collections database 920.
[0418] According to one embodiment, Player Database 910 may include
data such as: 1. Player ID 2. Player Personal Information 3. Player
Billing Information 4. Real World Credit Score 5. Player Characters
1-n
[0419] According to another embodiment, Player Character Database
912 may include data such as: 1. Character ID 2. Character Credit
Score 3. Character Assets and Attributes 4. Character Obligations
5. Obligation Status
[0420] According to another embodiment, Obligation Database 914 may
include data such as: 1. Obligation ID 2. Obligation Descriptor 3.
Obligation Terms and Conditions 4. Obligation Penalties
[0421] According to another embodiment, Collections Agency Database
916 may include data such as: 1. Collections Agency ID 2.
Collections Agency Descriptor 3. Collection Types 4. Penalty Types
5. Collection Methods
[0422] According to another embodiment, Obligation Status Database
918 may include data such as: 1. Obligation Status ID 2. Obligation
Status Descriptor 3. Obligation Status Actions
[0423] According to another embodiment, Collections Database 920
may include data such as: 1. Collection ID 2. Collection Agency ID
3. Player Character ID 4. Penalty Method 5. Collection Terms and
Conditions
[0424] Bank Server 906 may similarly host any number of suitable
databases including, for example a player character account
database 922 and an obligation database 924.
[0425] According to one embodiment, Player Character Account
Database 922 may include information such as: 1. Player Character
ID 2. Account ID 3. Obligation ID 1-n
[0426] According to an embodiment, Obligation Database 924 may
include information such as 1. Obligation ID 2. Player Character ID
3. Obligation Penalties 4. Obligation Terms and Conditions
[0427] According to one embodiment, game server 902 may be
configured to set up conditions for obligation Transfer at the time
the obligation is created. Accordingly, game server 902 may be
configured to: 1. Receive an obligation request from a player
character 2. Determine conditions for obligation transfer (to a
virtual collection agency) 3. Output conditions to the player
character 4. Receive acceptance of conditions from the player
character 5. Create Obligation for the player character
[0428] According to one embodiment, game server 902 may be
configured to: 1. Determine that an obligation is in default 2.
Retrieve conditions for obligation transfer 3. Transfer obligation
to collection agency based on conditions
[0429] According to another embodiment, game server 902 may be
configured to: 1. Determine that an obligation in default based on
conditions 2. Output offer to transfer obligation to multiple
collection agencies 3. Receive acceptance of offer from a
collection agency 4. Transfer obligation to collection agency
[0430] The invention is described with reference to several
embodiments. However, the invention is not limited to the
embodiments disclosed, and those of ordinary skill in the art will
recognize that the invention is readily applicable to many other
diverse embodiments and applications. Accordingly, the subject
matter of the present disclosure includes all novel and nonobvious
combinations and subcombinations of the various systems, methods
configurations, embodiments, features, functions, and/or properties
disclosed herein.
[0431] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in this patent application, but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of this patent application. Applicants intend to file
additional applications to pursue patents for subject matter that
has been disclosed and enabled but not claimed in this patent
application.
[0432] Of course it will be appreciated that the systems methods
described herein are provided for the purposes of example only and
that none of the above systems methods should be interpreted as
necessarily requiring any of the disclosed components or steps nor
should they be interpreted as necessarily excluding any additional
components or steps. Furthermore, it will be understood that while
various embodiments are described, such embodiments should not be
interpreted as being exclusive of the inclusion of other
embodiments or parts of other embodiments.
* * * * *