U.S. patent application number 13/458439 was filed with the patent office on 2013-08-01 for location services game engine.
The applicant listed for this patent is Michael Cuff, Gordon John Hines, Camron Lockeby. Invention is credited to Michael Cuff, Gordon John Hines, Camron Lockeby.
Application Number | 20130196773 13/458439 |
Document ID | / |
Family ID | 48870690 |
Filed Date | 2013-08-01 |
United States Patent
Application |
20130196773 |
Kind Code |
A1 |
Lockeby; Camron ; et
al. |
August 1, 2013 |
Location Services Game Engine
Abstract
A location services game engine (LSGE) that is concerned with
the geographic location of the wireless devices used to play in the
game. The operations performed by players on wireless devices
inside the location services game engine have location proximity
requirements on the wireless devices being played in the game, and
other wireless devices they interact with. A common game experience
provides a virtual game instance including a plurality of
geographically remote playing wireless devices virtually gathered
together within the virtual game to physically interact with one
another, and traveling relative to one another within the virtual
game. A location update of each of the plurality of playing
wireless devices active within the virtual game is obtained, with
any movement from a last reported position applied against a
virtual origin point within the virtual reality game.
Inventors: |
Lockeby; Camron; (Puyallup,
WA) ; Cuff; Michael; (Clyde Hill, WA) ; Hines;
Gordon John; (Kirkland, WA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Lockeby; Camron
Cuff; Michael
Hines; Gordon John |
Puyallup
Clyde Hill
Kirkland |
WA
WA
WA |
US
US
US |
|
|
Family ID: |
48870690 |
Appl. No.: |
13/458439 |
Filed: |
April 27, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61591511 |
Jan 27, 2012 |
|
|
|
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/46 20140902;
A63F 13/216 20140902; A63F 13/79 20140902; A63F 2300/204 20130101;
H04L 67/38 20130101; A63F 13/533 20140902; A63F 13/12 20130101;
A63F 2300/5573 20130101; H04W 4/023 20130101; A63F 13/332
20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A game engine server, comprising: a communicator, at said game
engine server, to communicate a location request to obtain a
location update of each of a plurality of playing wireless devices
active within a virtual reality game; and a game user server
interface, at said game engine server, to apply a change in virtual
geographic position of each of said playing wireless devices
against a virtual item point within said virtual reality game;
wherein at least one of said plurality of playing wireless devices
acquires a virtual item within said virtual reality game when said
at least one of said plurality of playing wireless devices is at a
fixed physical location.
2. The game engine server according to claim 1, wherein: said game
engine server virtually locates a plurality of geographically
disparate player wireless devices virtually proximate to one
another at a virtual coordinate starting position within said
virtual game.
3. The game engine server according to claim 2, wherein: virtual
movement of said plurality of geographically disparate player
wireless devices within said virtual reality game with respect to
respective virtual coordinate starting positions, mirrors real
geographical movement of said plurality of geographically disparate
player wireless devices.
4. The game engine server according to claim 1, further comprising:
a game transaction history database in communication with said
virtual game.
5. The game engine server according to claim 1, further comprising:
an item location point database.
6. The game engine server according to claim 1, further comprising:
a virtual items matrix database.
7. The game engine server according to claim 1, further comprising:
a player wireless devices database.
8. A method of providing a common game experience to a plurality of
geographically remote playing wireless devices, comprising:
generating a virtual game instance including a plurality of playing
wireless devices active within said virtual reality game; obtaining
a location update of each of said plurality of playing wireless
devices active within said virtual reality game; and applying a
change in virtual geographic position of each of said playing
wireless devices against a virtual item point within said virtual
reality game; wherein at least one of said plurality of playing
wireless devices acquires a virtual item within said virtual
reality game when said at least one of said plurality of playing
wireless devices is at a fixed physical location.
9. The method of providing a common game experience to a plurality
of geographically remote playing wireless devices according to
claim 8, further comprising: virtually locating a plurality of
geographically disparate player wireless devices virtually
proximate to one another at a virtual coordinate starting position
within said virtual game.
10. The method of providing a common game experience to a plurality
of geographically remote playing wireless devices according to
claim 8, wherein: mirroring virtual movement of said plurality of
geographically disparate player wireless devices within said
virtual reality game with respect to respective virtual coordinate
starting positions, to real geographical movement of said plurality
of geographically disparate player wireless devices.
11-17. (canceled)
Description
[0001] This application claims priority from U.S. Provisional No.
61/591,511, entitled "Location services game engine", to Lockeby et
al., filed Jan. 27, 2012, the entirety of which is explicitly
incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] This invention relates generally to wireless
telecommunications, specifically cellular location services for
mobile devices, and most particularly a location-based game engine
component.
[0004] 2. Background of Related Art
[0005] Gaming applications today allow players to interact with
other players in the game space, i.e., in the virtual world created
by the game engine only. Those game engines provide players in the
virtual world of the game with a virtual location.
SUMMARY
[0006] In accordance with the principles of the present invention,
a location services game engine comprises a virtual game instance
generator to generate a virtual game including a plurality of
playing wireless devices active within the virtual game. A location
request module obtains a location update of each of the plurality
of playing wireless devices active within the virtual game. A game
user server interface applies a change in geographic position of
each of the playing wireless devices against a virtual origin point
within the virtual reality game. The plurality of playing wireless
devices are geographically remote from one another yet appear
gathered together within the virtual game, and traveling relative
to one another.
[0007] A method of providing a common game experience to a
plurality of geographically remote playing wireless devices in
accordance with another aspect comprises generating a virtual game
instance including a plurality of playing wireless devices active
within the virtual game. A location update of each of the plurality
of playing wireless devices active within the virtual game is
obtained. A change in geographic position of each of the playing
wireless devices is applied against a virtual origin point within
the virtual reality game. The plurality of playing wireless devices
are geographically remote from one another yet appear gathered
together within the virtual game, and traveling relative to one
another.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Features and advantages of the present invention will become
apparent to those skilled in the art from the following description
with reference to the drawings, in which:
[0009] FIG. 1 shows exemplary architecture of a location services
game engine (LSGE), in accordance with the principles of the
present invention.
[0010] FIG. 2 shows details of the structure of an exemplary
location services game engine (LSGE) as shown in FIG. 1.
[0011] FIG. 3 shows an exemplary mock-up screen shot of the
application map interface when a player is about to initiate an
operation against another player, in accordance with the principles
of the present invention.
[0012] FIG. 4 shows an exemplary mock-up screen shot of the
application map interface when a player is not close enough in
proximity to any other player to initiate an operation, in
accordance with the principles of the present invention.
[0013] FIG. 5 shows an exemplary mock-up screen shot of check in
interface when a player has traveled to a location where an item
can be acquired or an item left to trigger an operation against the
next player to visit the same location point, in accordance with
the principles of the present invention.
[0014] FIG. 6 shows an exemplary mock-up screen shot of the item
inventory interface, in accordance with the principles of the
present invention.
DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0015] Conventional game engines do not include location of a
wireless device used to play the game as part of the game
engine.
[0016] The present invention provides a location services game
engine (LSGE) that is concerned with the geographic location of the
wireless devices used to play in the game. The operations performed
by players on wireless devices inside the location services game
engine have location proximity requirements on the wireless devices
being played in the game, and other wireless devices they interact
with. No other gaming application in the world has in-game
mechanics affected by the geographic location of where the game is
being played and the location of the wireless devices in the game
relative to each other.
[0017] FIG. 1 shows exemplary architecture of a location services
game engine (LSGE), in accordance with the principles of the
present invention.
[0018] In particular, as shown in FIG. 1, a location services game
engine 100 resides typically on a server in communication with the
Internet 160 and a given wireless carrier network 170. The location
services game engine 100 communicates with a location based service
(LBS) via, e.g., the Internet 160.
[0019] The location based service (LBS) 150 fulfills requests for
location of each active player in a given game facilitated by the
location services game engine 100. Returned current location of
players may be stored in the players database 110 or other suitable
location. Frequently updated location data points of each playing
wireless device 181 in a given game are required by the location
services game engine 100.
[0020] An item location point (ILP) is a fixed, physical location
where a virtual item can be acquired by a playing wireless device
181. The location services game engine 100 additionally requires
the location of item location points in each given game as well,
though the location of virtual items may be artificially generated
by the location services game engine 100 itself without the need
for a request to the location based service 150. A virtual item can
be "left" by the location services game engine 100 to trigger an
operation against the next playing wireless device 181 that
subsequently visits that physical item location point (or within a
predetermined proximity thereto.)
[0021] The location services game engine (LSGE) 100 uses databases
or data sets to manage the configurable content of the game: a
virtual item matrix in an items matrix database 116; the identities
of playing wireless devices in a players database 110; a game
transaction history database 112; and an item location point (ILP)
database 114.
[0022] The item location point (ILP) data set maintained in the
item location point (ILP) database 114 is a list (or lists) that
may be provided by a game administrator, of item location points
for a given game. The item location points may include, e.g.,
retail locations, points of interest, places of business, etc. The
game administrator may determine which location types are valid
item location points, and how many item location points are part of
a given game facilitated by the location services game engine
100.
[0023] The item location point (ILP) data set may also include a
cool down or reset time based parameter. For instance, when a
playing wireless device 181 visits an item location point, perhaps
due to game rules it cannot acquire another virtual item at that
same item location point until a predetermined reset time has
passed. This is to incentivize movement within the game. There may
be no limit to how many different playing wireless devices 181 can
acquire a given virtual item at the same item location point, but
preferably the same playing wireless device 181 cannot acquire a
virtual item more than once per reset period at the same item
location point.
[0024] The virtual items matrix database 116 preferably contains
all of the virtual items that exist in a given game. For instance,
each virtual item entry in the virtual items matrix database 116
may contain an item type (e.g., for Initiating operations,
countering operations, or triggering operations); attributes of the
virtual item that establishes its geographic proximity requirement,
if any, for use of that virtual item; a magnitude of impact
attribute of the virtual item; and whether or not the virtual item
will be countered when it is used and what virtual item(s) are
required in the inventory of the targeted playing wireless device
181 for the counter to occur.
[0025] The list of playing wireless devices in the players database
110 includes the identity (and perhaps latest reported location) of
all registered and playing wireless devices 181 which voluntary
preregistered or otherwise agreed (via opt-in) to be located by
other playing wireless devices 181 within a given game instance in
the location services game engine 100. The list of playing wireless
devices includes the identity of each playing wireless device 181
that the location services game engine 100 must track at all times
within a given game, e.g., using network-initiated location
requests that occur at regular, periodic and/or frequent time
intervals.
[0026] The location services game engine 100 may optionally include
a transactional database in a game transaction history database 112
to record every transaction of a given type or types that occurs in
a given game. Exemplary transaction types that may be recorded are,
e.g., another playing wireless device 181 joining the game; a
playing wireless device 181 acquiring a virtual item; and a playing
wireless device initiating an operation against another playing
wireless device 181 using a target virtual item, the result of that
operation, (e.g., determined by the virtual item used, the
geographic proximity, and the virtual items in the inventory of the
targeted playing wireless device 181.) Additional exemplary
transaction types may include a playing wireless device 181
constructing a new virtual item from previously acquired virtual
items; a playing wireless device 181 leaving a virtual item at an
item location point; the outcome of triggered initiated operations;
and the virtual item inventory of each playing wireless device 181,
i.e., the net result of virtual item acquisition and virtual item
use history for each playing wireless device 181.
[0027] The present invention combines location-based communication
services with a location service 150 to provide a location-based
game engine component 100 that is tightly coupled to wireless
devices 181. In accordance with the principles of the present
invention, as mobile devices 181 are driven by a software game
application, a location-based services game engine component within
each playing wireless device 181 communicates with a game engine
server including the location services game engine 100 that makes
frequent location service requests. The results of these location
requests control the game.
[0028] In accordance with the principles of the present invention,
the physical geographic location of participating wireless devices
181, assumed to be one and the same with the operator of the
wireless device 181 he or she is carrying, is what controls the
game.
[0029] The location services game engine 100 processes personal
geographic proximity when evaluating interactions between the
player wireless devices 181, as well as interactions between
playing wireless devices 181 and fixed locations.
[0030] A goal of the invention is to provide, as a service, top
notch game playing entertainment, to groups of voluntary playing
mobile devices 181 that are willing and able to move location or
otherwise travel to play a given location-based game. Another goal
of the invention is to provide retail opportunities and means to
motivate players of a game to physically travel to desired retail
premises.
[0031] When playing, wireless devices 181 carried by participating
players travel in accordance with a given game to various fixed
physical locations where they can "check-in" with the facilitating
location services game engine 100 to acquire virtual items.
[0032] Physical locations containing virtual items are referred to
herein as item location points (ILPs). Virtual items are used to
initiate operations between a given wireless device 181 and other
playing wireless devices 181 that meet predetermined geographic
proximity requirement(s). Specific geographic proximity
requirement(s) to use any given virtual item against another
playing wireless device 181 varies from item to item. The result of
an operation initiated against another playing wireless device 181
depends on the virtual item used, the geographic proximity between
the playing wireless devices 181, and the virtual items in the
inventory of the targeted playing wireless device 181.
[0033] Certain virtual items can be left by a playing wireless
device 181 (or the location services game engine 100) at an item
location point. In play, this action initiates a triggered response
operation against the next playing wireless device 181 that
attempts to acquire a virtual item at that point of interest (POI),
preferably regardless of the geographic proximity of the playing
wireless device 181 that left the virtual item, that is, the
playing wireless device 181 that put the triggered response in
place. The triggered response fires when a playing wireless device
181 performs a check-in at an item location point to acquire a
virtual item where another playing wireless device 181 previously
left a virtual item.
[0034] The locations acquired and processed by the location
services game engine 100 can be applied to any game instance in
relative or absolute terms. For instance, a relative game location
option gathers the true physical geographic location of many
different playing wireless devices 100, that are all at different
locations, and maps them to a single common, virtual, origin point
for all playing wireless devices 181 at the start of a game. In
this way the location services game engine 100 can form a virtual
gathering of playing movable wireless devices 181 that may each be
in a location entirely remote from all others, yet appear within
aspects of the game being played to be in a common virtual location
and traveling relative to one another. Simply put, each playing
wireless device 181 is placed at a virtual coordinate position,
e.g., "0,0" on a given game map for all playing wireless devices
181 at the beginning of a given "relative location" game. Then,
once the "relative location" game has been started, and after a
virtual origin point established for all players in that game at a
common or otherwise pre-established starting point, the location
updates of each playing wireless device 181 over time will move
with respect to one another from their real origin point as applied
against the virtual origin point in the game space.
[0035] For instance, if all relevant wireless devices 181
participating in a given relative location-based game initialize
their starting positions to be at a same virtual location within
that game, then walk at the same pace in a direction north, the
location services game engine will place all relevant wireless
devices in a virtual game as if they are all walking
side-by-side.
[0036] Using the virtual coordinate position capability of the
location services game engine 100, e.g., ten wireless devices 181
actually respectively located in ten different countries can play
tag against one another within the same virtual game space--and
appear within the game to be proximate to one another--without ever
leaving their different countries. Moreover, and particularly
important with respect to young players, the playing wireless
devices 181 need not ever expose to any other playing wireless
device 181 its true location. Rather, the true location delta, or
relative movement, of each playing wireless device 181 is captured,
and the resulting vector applied to the common virtual origin point
within a given game instance. This actual location anonymity
provides an important level of safety--particularly to minor aged
players, or even to celebrities or other high-profile individuals
who may not want to disclose their actual location at any given
time.
[0037] FIG. 2 shows details of the structure of an exemplary
location services game engine (LSGE) as shown in FIG. 1.
[0038] In particular, as shown in FIG. 2, the location services
game engine 100 interfaces to the subscriber wireless devices
(participants in the game) on their respective wireless carrier
network with two components: a Request Broker 210 and a Response
Broker 212. Each component listens on its own respective thread for
incoming requests to pass on to the Instance Manager 200 or for
updates from a Game Instance within the location services game
engine 100 to pass on to the subscriber wireless device 181. The
Instance Manager 200 determines the correct game instance for the
request and sends the request to the appropriate Game Instance
Interface 230 within the game instance 100 depending on the request
type. The game instance processes the request, which may be an
actual game operation (transaction) or a simple update to the GUI
with nothing else having changed other than one or more of the
player wireless device's location. In all cases the GUI Server
delivers the outbound message back to the subscriber 181, sending
updated location information, plus recent game engine transactions,
if any, back to the subscriber 181. The Instance Manager 200 makes
requests and receives responses, over the Internet, to Location
Based Services (LBS) 150. The Instance Manager 200 tracks the
location of all subscribers regardless of their activity in one or
more game instances. Game instances receive the Location of players
from the Instance Manager 200, which sends the location information
to the Game Instance within the location services game engine 100
using the Administrative Interface. Each of the Game Instance
Interfaces 230 listens on its own thread. The Game Operation
Interface 230 and Administrative Interface 240 process requests
that affect the internal data state of the Game Instance, that is,
these interfaces will always execute (pending failure or error
condition) transactions against one of the data stores contained
with the Game Instance. Both the Game Operation Interface 230 and
Administrative Interface 240, upon completion of their processing
and transaction, send a notification to the GUI server, which in
turn prepares and sends a response to the subscriber to be rendered
on their mobile device 181.
[0039] Major operations/concepts in the game and how these elements
relate to the physical location of the player wireless devices in
the game is now discussed in more detail.
Travel
[0040] Players in the game travel by moving or traveling with their
wireless devices 181 in reality. There is no explicit in game
action to be taken using the game application software in order to
travel. Travel simply changes location. Location determines if the
player can: [0041] 1) Check-in to an ILP to acquire an
item--or--leave an item (already acquired or constructed
previously) at the ILP. [0042] 2) Perform an operation against
another player (has proximity requirements)
Relative Location
[0043] The game engine can also operate using relative location
instead of fixed location. For relative location mode all player
wireless devices within the game must calibrate their true location
to a common virtual origin point, e.g., at the beginning of the
game. That player wireless device's location within the game
becomes virtual and relative to the origin point. The Item Location
Points are visited by players by means of traveling in the correct
vector, relative to the origin point.
Location Visibility
[0044] Players can view of a map of their location, the location of
the other players in the same game, and any ILPs denoted on the
map, at any time. ILPs are always visible based on mapped locations
but not specially denoted by the LSGE 100. All players in the game
are also visible at all times unless a player wireless device 181
acquires an item that hides their location from other player
wireless devices 181 for a limited amount of time once they chose
to use the item. Likewise, players 181 may acquire an item that
allows them to see hidden players, if any, for a limited amount of
time once they choose to use that item.
Check-in to an ILP
[0045] A player wireless device 181 with a location that matches
the location of an ILP can check-in to the ILP to acquire a virtual
item. The player 181 may use a simple menu or button in the
Graphical User Interface of the game to check-in to the ILP. If
they are not within the ILP's acceptable radius (e.g., if its
location does not match) the player wireless device 181 receives a
message explaining that the wireless device 181 is not within the
appropriate proximity and no item has been received. If the player
wireless device 181 has already acquired an item from the same ILP
and the reset time parameter has not yet passed, the player
wireless device 181 receives a similar message stating that they
have already checked-in to the ILP and received the available item
for that day.
[0046] When a player checks-in to an eligible ILP to acquire an
item, the player either receives the item contained at the ILP, or
the player becomes the target of a triggered response from an item
explicitly placed at the ILP previously by another player.
Leave an Item at an ILP
[0047] Only certain items can be left at an ILP to trigger an
operation against the next player wireless device 181 to check-in
to that ILP. Items that are candidates to be left at an ILP have
visual indicators in the Graphical User Interface. These items can
be left at an ILP if the player is at an eligible ILP and has the
item available in their inventory.
Triggered Operation
[0048] When a triggered operation fires, the targeted player's
inventory is evaluated against the item that fired the triggered
operation. If the target player's inventory contains item(s) with a
counter measure relationship to the item operating against the
target player, the result of the operation will be affected
accordingly, possibly, nulling out the affect all together or
diminishing the score effect of the operation. The score effect
result of a triggered operation is not influenced by geographic
proximity between the player wireless devices 181. The end result
score effect of a triggered operation can preferably only be
assigned to the player wireless device 181 that left the item that
fired the triggered operation.
Player Operations
[0049] FIG. 3 shows an exemplary mock-up screen shot of the
application map interface when a player is about to initiate an
operation against another player, in accordance with the principles
of the present invention.
[0050] Player wireless devices 181 within the required geographic
proximity to other player wireless devices 181 may initiate an
operation against another player. The geographic proximity
requirement between the initiating and target player wireless
device 181 depends on the item being used in the operation. The end
result of the operation will be a score effect, awarding the
initiating player a numeric score. The score effect is calculated
based on the magnitude of impact attribute of the item being used,
the geographic proximity between the players, and the target
player's item inventory. To use the item in an operation against a
target player, the two player wireless devices 181 must be under
the geographic proximity minimum for the item being used. A
threshold distance may also work, as you can be too far away, but
never too close. In addition, the magnitude of impact increases as
the geographic proximity decreases. In other words, the closer two
players are together, the higher the stakes of the interaction. The
score effect end result is also determined by the target player's
inventory. The targeted player wireless device may have, in its
inventory, items with a counter measure relationship to the item
being used in the operation that is targeting them. The counter
measure items may decrease, void all together, or even oppositely
reverse the score effect, in which case the score effect is
assigned to the target player instead of the initiating player.
[0051] FIG. 4 shows an exemplary mock-up screen shot of the
application map interface when a player wireless device 181 is not
close enough in proximity to any other player wireless device 181
to initiate an operation, in accordance with the principles of the
present invention.
Item Use
[0052] FIG. 5 shows an exemplary mock-up screen shot of check in
interface when a player wireless device 181 has traveled to a
location where an item can be acquired or an item left to trigger
an operation against the next player wireless device 181 to visit
the same location point, in accordance with the principles of the
present invention.
[0053] Items in a player's inventory may be: used to initiate an
operation against a target player, left at an ILP for a triggered
operation, used to counter an operation initiated by another player
wireless device 181 or a triggered operation, or combined to form a
new, composite item. When a player uses an item in an operation
against a target player or leaves an item at an ILP, the item is
"consumed" or used, and the item is no longer in the player's
inventory of items. This requires action by the initiating player.
When an item is used to counter an operation initiated by another
player or to counter a triggered operation, the item is also
consumed or used in the same way. This requires no action by the
targeted player, only that it have the required countering item
available in its inventory. When items are combined to form a
composite item, the individual items are each consumed and their
attributes changed or removed. The new composite item that is
created will have its own item type, attributes, effective radius
(if any) and magnitude of impact as well as a possible new counter
item.
Score Effect
[0054] The use of items, triggered or player initiated, results in
a score effect, a numeric value that is assigned to a player. In
player to player operations, the score effect can be assigned to
either player. In triggered operations, the score effect can only
be assigned to the player wireless device 181 that left the item
that fired the triggered operation or possibly made null by a
target player's counter operation.
Magnitude of Impact
[0055] Each item acquired through movement and action of a player
wireless device 181 has a Magnitude of Impact attribute that
determines how high the score effect of a triggered or player
initiated operation will be. Items with higher Magnitude of Impact
values are more desirable as they enable players to achieve higher
score affects. The Magnitude of Impact attribute is also affected
in the case of a player initiated operation by the initiating
player's proximity to the target player.
Default Items
[0056] FIG. 6 shows an exemplary mock-up screen shot of the item
inventory interface, in accordance with the principles of the
present invention.
[0057] Game instances within the location services game engine 100
can be configured so that every player wireless device 181 in the
game will start with a default inventory of items before it travels
to any given item location point to acquire a virtual item.
Counter Measure
[0058] Items in the virtual items database 116 have relationships
to other items. One of the relationship types is a counter measure
effect, which alters the outcome of a player initiated operation or
a trigger initiated operation. Counter measures can reduce points
awarded to the initiating player, nullify the point award
completely, or reverse the points awarded from initiating player to
the target player.
Cumulative Scoring
[0059] The outcome of each player initiated and trigger initiated
operation, which are recorded in the Game Transaction History
database 112, may be totaled so that the player's total scores can
be viewed in-game. One possible scoring aggregation scheme is that
total scores are calculated each day with the oldest day's score
within a predetermined period dropped and replaced by the newest
day's score. For example, if a player was awarded no points on a
given day, its cumulative score would decrease by virtue that its
oldest score, in a seven day period, was replaced with a zero score
for the newest day, and the total recalculated. Historical scores
and individual transactions are also viewable in the transaction
history. Scoring is preferably highly configurable since it need be
nothing more than reporting of historical data already
recorded.
[0060] The location services game engine 100 by design may be used
as a configurable marketing tool for retailers, and also a fun way
for wireless carriers to get customers to make a high number of
location requests.
[0061] The location services game engine 100 in accordance with the
principles of the present invention may also be implemented in
partnership with retailers. For instance, retailers may be
established as item location points (ILP) in a given game. The game
mechanics provide incentive for players of the game to travel to
the retailers to check-in to the ILP to acquire game items. Players
of the game are required to enter retailer locations frequently to
play the game effectively. In addition, retailers can provide,
possibly even pay to provide, content to the game administrators so
that game themes, including game items that can be acquired and
used in the game, coordinate with current retail promotions or
other current news and events highly relevant to the target
demographic of users of the player wireless devices 181 that play
the game, such as the release of certain movies, books, other video
games, conventions, etc. The location services game engine 100 is
preferably implemented generic enough that any theme of content can
be provisioned in, based on popular current events, seasons,
holidays, or other market trends.
[0062] Retailers are enabled to partner with the location services
game engine 100 system in a micro-transaction model. For instance,
players 181 can be offered special game items, highly desirable
game items with above average attributes and game utilization, such
as less strict geographic proximity requirements (higher range
items), higher magnitude of impact values, items with no counter
measure relationship to other items, in exchange for fulfilling
purchases at the retailer per the terms of the promotion. The
general idea is that retailers offer game advantages to players in
exchange for players giving retailers business.
[0063] While the invention has been described with reference to the
exemplary embodiments thereof, those skilled in the art will be
able to make various modifications to the described embodiments of
the invention without departing from the true spirit and scope of
the invention.
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