U.S. patent application number 13/536943 was filed with the patent office on 2014-01-02 for exchanging virtual rewards for computing resources.
The applicant listed for this patent is Mark Kern. Invention is credited to Mark Kern.
Application Number | 20140004952 13/536943 |
Document ID | / |
Family ID | 49778692 |
Filed Date | 2014-01-02 |
United States Patent
Application |
20140004952 |
Kind Code |
A1 |
Kern; Mark |
January 2, 2014 |
EXCHANGING VIRTUAL REWARDS FOR COMPUTING RESOURCES
Abstract
Systems and methods for exchanging virtual rewards for computing
resources are provided herein. Exemplary methods may include
receiving access to a portion of computing resources of an end user
computing system and providing a virtual reward within a networked
gaming environment to an end user in exchange for utilizing an
amount of the portion of the computing resources of the end user
computing system.
Inventors: |
Kern; Mark; (Aliso Viejo,
CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Kern; Mark |
Aliso Viejo |
CA |
US |
|
|
Family ID: |
49778692 |
Appl. No.: |
13/536943 |
Filed: |
June 28, 2012 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/69 20140902;
G07F 17/3258 20130101; A63F 13/34 20140902; A63F 13/355
20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for exchanging virtual rewards for computing resources,
the method comprising: implementing a networked gaming environment
for a plurality of end users of the networked gaming environment;
receiving access to a portion of computing resources of an end user
computing system of an end user while the end user is interacting
with the networked gaming environment, the computing resources for
use in implementation of the networked gaming environment; and
providing a virtual reward when the portion of the computing
resource is dedicated for access by the networked gaming
environment, the virtual reward provided for use within the
networked gaming environment to the end user in exchange for
utilizing an amount of the portion of the computing resources of
the end user computing system.
2. The method according to claim 1, wherein the computing resources
comprises any of processing, memory, network bandwidth, or any
combinations thereof.
3. The method according to claim 1, wherein a value of the virtual
reward is increased as additional portions of the computing
resources are dedicated and utilized.
4. The method according to claim 1, wherein the virtual reward that
is provided is also based upon an operating period during which
access to the computing resources has been provided.
5. (canceled)
6. The method according to claim 1, wherein the virtual reward
comprises any of virtual currency, virtual items, gaming points,
prioritized access to the networked gaming environment, or any
combinations thereof.
7. The method according to claim 1, providing to the end user
computing system, a visual indication of the amount of the portion
of the computing resources of the end user computing system that
are being utilized.
8. The method according to claim 7, further comprising providing to
the end user computing system, a visual indication that virtual
rewards have been provided to the end user.
9. The method according to claim 1, further comprising:
calculating, over a period of time, a total amount of the computing
resources of the end user computing system utilized by a networked
gaming environment; and selecting the virtual reward based upon the
total amount of the computing resources of the end user computing
system utilized by the networked gaming environment.
10. A method for exchanging virtual rewards for computing
resources, the method comprising: monitoring an amount of computing
resources of an end user computing system utilized by a networked
gaming environment over a given period of time; and providing a
virtual reward to an end user within the networked gaming
environment when the amount of computing resources of the end user
computing system utilized by the networked gaming environment over
the given period of time exceeds a threshold value and when the
portion of the computing resource is dedicated for access by the
networked gaming environment.
11. The method according to claim 10, wherein a value of the
virtual reward is proportional to the amount of computing resources
of the end user computing system utilized by the networked gaming
environment.
12. The method according to claim 10, wherein the virtual reward
that is provided to the end user is based upon a type of computing
resource that is provided to the networked gaming environment by
the end user computing system.
13. An online gaming system that facilitates a networked gaming
environment, the online gaming system comprising: at least one
server that is selectively coupleable to an end user computing
system, the at least one server comprising a processor configured
to execute instructions that comprise: a resource manager that
receives access to a portion of computing resources of the end user
computing system for use in the networked gaming environment; and a
reward module that provides a virtual reward within the networked
gaming environment to an end user in exchange for an amount of the
portion of computing resources of the end user computing system
that is utilized to facilitate operation of the networked gaming
environment, the virtual reward being provided when the portion of
the computing resource is dedicated for access by the networked
gaming environment.
14. The system according to claim 13, wherein the computing
resources comprises any of processing, memory, network bandwidth,
or any combinations thereof.
15. The system according to claim 13, wherein a value of the
virtual reward that is provided by the reward module is increased
as additional portions of the computing resources are utilized by
the resource manager.
16. The system according to claim 13, wherein the virtual reward
that is provided is also based upon an operating period during
which access to the computing resources has been provided.
17. (canceled)
18. The system according to claim 13, wherein the virtual reward
comprises any of virtual currency, virtual items, gaming points,
prioritized access to the networked gaming environment, or any
combinations thereof.
19. The system according to claim 13, wherein the reward module
further: calculates, over a period of time, a total amount of the
computing resources of the end user computing system utilized by
the networked gaming environment; and selects the virtual reward
based upon the total amount of the computing resources of the end
user computing system utilized by the networked gaming environment.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This non-provisional patent application relates to U.S.
patent application Ser. No. 13/191,321, filed on Jul. 26, 2011,
entitled "Systems and Methods of Distributed File Storage," which
is hereby incorporated by reference herein in its entirety.
FIELD OF THE INVENTION
[0002] The present technology relates generally to the exchanging
of virtual rewards for computing resources, and more specifically,
but not by way of limitation, to the provisioning of virtual
rewards within a networked gaming environment in exchange for the
computing resources (e.g., processing, memory, bandwidth, and so
forth) of an end use computing system.
BACKGROUND
[0003] Virtual rewards within gaming environments are ubiquitous.
These virtual rewards may be provided to the end user in exchange
for actions conducted within the gaming environment or the purchase
of game related products that are either intrinsic or extrinsic to
the gaming environment. The composition of virtual rewards may
depend upon the type of game played. For example, in a first-person
shooter game a virtual reward may include weaponry, currency,
health, and experience--just to name a few. Additionally, the type
of virtual rewards provided within a gaming environment may depend
on the design preferences of game designers or the demands of end
users (e.g., gamers).
[0004] Additionally, gaming environments, especially networked
gaming environments, such as a MMORPGs (massively multiplayer
online role-playing games) require and consume a large amount of
computing resources in order to facilitate game play. In contrast,
the computing resources of end user computing systems used to play
these online games may frequently be unused or underutilized. If
dedicated back to the networked gaming system that is utilized to
facilitate the networked gaming environment, these dedicated
computing resources of end user computing systems may be utilized
to reduce the operating expenses associated with the networked
gaming system. End user computing systems may form a distributed
computing environment that provides computing resources to the
networked gaming system. To incentivize participation and
dedication of computing resources, virtual rewards may be provided
to the end user within the networked gaming environment. These and
other advantages of the present technology will be described in
greater detail herein.
SUMMARY OF THE INVENTION
[0005] According to some embodiments, the present technology may be
directed to methods for exchanging virtual rewards for computing
resources. These methods may comprise: (a) receiving access to a
portion of computing resources of an end user computing system; and
(b) providing a virtual reward within a networked gaming
environment to an end user in exchange for utilizing an amount of
the portion of the computing resources of the end user computing
system.
[0006] According to other embodiments, the present technology may
be directed to methods for exchanging virtual rewards for computing
resources. These methods may comprise: (a) monitoring an amount of
computing resources of an end user computing system utilized by a
networked gaming environment over a given period of time; and (b)
providing a virtual reward to an end user within the networked
gaming environment when the amount of computing resources of the
end user computing system utilized by the networked gaming
environment over the given period of time exceeds a threshold
value.
[0007] According to additional embodiments, the present technology
may be directed to an online gaming system that facilitates a
networked gaming environment. The online gaming system may
comprise: (a) at least one server that is selectively coupleable to
an end user computing system, the at least one server comprising a
processor configured to execute instructions that comprise: (i) a
resource manager that receives access to a portion of computing
resources of an end user computing system for use in the networked
gaming environment; and (ii) a reward module that provides a
virtual reward within the networked gaming environment to an end
user in exchange for an amount of the portion of the computing
resources of the end user computing system that is utilized to
facilitate operation of the networked gaming environment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 illustrates an exemplary architecture for practicing
aspects of the present technology.
[0009] FIG. 2 is a flowchart of an exemplary method for exchanging
virtual rewards for computing resources.
[0010] FIG. 3 is a flowchart of another exemplary method for
exchanging virtual rewards for computing resources.
[0011] FIG. 3A depicts an exemplary a graphical user interface in
the form of a dashboard.
[0012] FIG. 4 is a block diagram of an exemplary computing system
that may be utilized to practice aspects of the present
disclosure.
DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS
[0013] While this technology is susceptible of embodiment in many
different forms, there is shown in the drawings and will herein be
described in detail several specific embodiments with the
understanding that the present disclosure is to be considered as an
exemplification of the principles of the technology and is not
intended to limit the technology to the embodiments
illustrated.
[0014] Generally speaking, the present technology may be configured
to exchange virtual rewards for computing resources within the
context of a networked gaming system. The networked gaming system
may be implemented as a server-based or cloud-based gaming system
that facilitates a networked gaming environment. An exemplary
networked gaming environment may include an MMORPG, first-person
shooter, or other networked program. As mentioned above, the
implementation of these networked gaming environments requires a
large amount of computational resources, such as processing
capacity, memory, storage, network bandwidth, and so forth. As the
complexity of the gaming environment increases and the number of
end users increases, the computing resources necessary to
facilitate game play must scale accordingly. Thus, the cost to
administer the gaming environment also scales upwardly. Often
times, these costs are passed onto the end user in the form of
increased access fees and/or costly in-game products and
services.
[0015] The present technology alleviates these drawbacks by
allowing for the provision of virtual rewards within a gaming
environment in exchange for an end user allowing the networked
gaming system to utilize at least a portion of the computing
resources of the end user computing system. The computing resources
provided to the networked gaming system may include processing
capacity, network bandwidth, storage space, and other computing
resources that would be known to one of ordinary skill in the art
with the present disclosure before them.
[0016] The virtual rewards that are provided to the end user may be
provided within the networked gaming environment (e.g., videogame).
The content of the virtual rewards may depend upon the subject
matter of the gaming environment (e.g., type of videogame),
preferences of game designers, demands of the end users, and so
forth. Exemplary virtual rewards may include, but are not limited
to, virtual currency, virtual items, gaming points, prioritized
access to the networked gaming environment, or any combinations
thereof. One of ordinary skill in the art will appreciate the
limitless number of virtual rewards types that may be contemplated
for use within a gaming environment.
[0017] FIG. 1 illustrates an exemplary architecture 100 for
practicing aspects of the present technology. The architecture 100
is shown as including a networked gaming system 105 implemented
within the context of a server 110 (shown within a plurality of web
servers). The networked gaming system 105 may facilitate the
operation of a networked gaming environment 130.
[0018] An end user computing system 115 (shown within a plurality
of end user computing systems) may be communicatively coupled to
the server 110 via a network connection 120. It will be understood
that the network connection 120 may include any private or public
network such as the Internet.
[0019] When the end user computing system 115 is communicatively
coupled to the server 110, the end user computing system 115 may
allocate at least a portion of its computing resources to the
server 110 (and in turn the networked gaming system 105) in
exchange for one or more virtual rewards. In some instances when
each of a plurality of end user computing systems have dedicated a
portion of their resources to the server 110, the end user
computing systems behave as a cloud-based computing environment or
distributed computing system.
[0020] In general, a cloud-based computing environment is a
resource that combines the computational power of a large grouping
of processors and/or that combines the storage capacity of a large
grouping of computer memories or storage devices. For example,
systems that provide a cloud resource may be utilized exclusively
by their owners. These systems may be accessible to outside users
who deploy applications within the computing infrastructure to
obtain the benefit of large computational or storage resources.
[0021] The cloud may be formed, for example, by a network of web
servers, with each web server (or at least a plurality thereof)
providing processor and/or storage resources. These servers may
manage workloads provided by multiple users (e.g., cloud resource
consumers or other users). Typically, each user places workload
demands upon the cloud that vary in real-time, sometimes
dramatically. The nature and extent of these variations typically
depend on the type of business associated with the user.
[0022] According to some embodiments, the networked gaming system
105 may be generally described as a particular purpose computing
environment that includes executable instructions stored in memory.
These instructions, when executed by the processor exchange virtual
rewards for computing resources. Advantageously, these virtual
rewards may be provisioned within the networked gaming environment
130. The networked gaming system 105 may receive access to a
portion of computing resources of an end user computing system and
provide a virtual reward within a networked gaming environment to
an end user in exchange for utilizing an amount of the portion of
the computing resources of the end user computing system.
[0023] In some embodiments, the networked gaming system 105 may
exchange virtual rewards for computing resources by monitoring an
amount of computing resources of an end user computing system
utilized by a networked gaming environment over a given period of
time. Moreover, the networked gaming system 105 may provide a
virtual reward to an end user within the networked gaming
environment when the amount of computing resources of the end user
computing system utilized by the networked gaming environment over
the given period of time exceeds a threshold value.
[0024] According to some embodiments, the end user computing system
115 may allocate a portion of its resources to the networked gaming
system 105 in a manner that is transparent to the end user. That
is, the end user may authorize the networked gaming system 105 to
utilize a portion of the computing resources of the end user
computing system 115. The end user may also establish a usage
period (e.g., a timeframe) for when these computing resources may
be allocated. Once these parameters have been established, the
networked gaming system 105 may utilize the computing resources
without further involvement of the end user.
[0025] In other embodiments, the end user computing system 115 may
comprise a resource allocation application 125 that is configured
to allow end users of the end user computing system 115 to specify
the amount and type of computing resources that are to be allocated
to networked gaming system 105. The resource allocation application
125 may be configured to run inconspicuously (for example, in the
system tray of the operating system) to the end user when the end
user is not interacting with the resource allocation application
125, so as to be unobtrusive to the end user. Additionally, the
resource allocation application 125 may be configured to generate
graphical user interfaces that allow end users to configure the
operating parameters of the resource allocation application 125.
For example, the end user may utilize the resource allocation
application 125 to specify which computing resources of the end
user computing system 115 are to be allocated to the networked
gaming system 105.
[0026] The end user may also selectively determine the times at
which specified computing resources are allocated. For example, the
end user may choose to allocate computing resources only when the
user is not utilizing the end user computing system 115 (e.g., when
the end user has logged out of the end user computing system, or
when the end user computing system goes into screensaver mode). In
other embodiments, the end user may allocate computing resources
even when the end user is currently utilizing the end user
computing system 115 and even when the end user is interacting with
the networked gaming environment 130.
[0027] The resource allocation application 125 may provide
allocated resource data to the networked gaming system 105 to
indicate that allocated resources are available for use by the
networked gaming system 105. The resource allocation application
125 may provide the end user with resource utilization data that
corresponds to the amount of distributed resources of the end user
computing system 115 that are currently being utilized by the
networked gaming system 105. In some embodiments, the resource
allocation application 125 may display an aggregate amount of
resources that have been utilized by the networked gaming system
105 within a given period of time.
[0028] According to some embodiments, the networked gaming system
105 may include executable instructions for exchanging virtual
rewards for the computing resources of the end user computing
system 115. In some embodiments, the executable instructions may
reside on the server 110 and may include a resource manager module
135 and a reward module 140. It is noteworthy that the server 110
may include additional modules, engines, or components, and still
fall within the scope of the present technology. As used herein,
the term "module" may also refer to any of an application-specific
integrated circuit (ASIC), an electronic circuit, a processor
(shared, dedicated, or group) that executes one or more software or
firmware programs, a combinational logic circuit, and/or other
suitable components that provide the described functionality.
[0029] An additional consideration is the actual availability of
the distributed resources of the end user computing system 115. For
example, while the end user computing system 115 allocates
computing resources to the networked gaming system 105, the end
user computing system 115 may rarely be communicatively coupled to
the networked gaming system 105 (typically through a front end
server such as server 110). As such, the resource manager module
135 may be configured to evaluate not only the available computing
resource allocation from the end user computing system 115, but
also determine the actual availability of the computing resources
of the end user computing system 115. This availability may include
immediate/current availability or an analysis of the availability
of the allocated computing resources over a given period of
time.
[0030] For example, the resource allocation application 125 of the
end user computing system 115 may specify an amount of allocated
computing resources such as a certain percentage of CPU processing
availability. In reality, the resource manager module 135 may
determine that the CPU processing resources of the end user
computing system 115 are rarely available. For example, the end
user computing system 115 may be offline a considerable amount of
time, or may be online only during off-peak periods (e.g., times
when the workload of the networked gaming system is inherently
low). Based upon the actual resource allocation data determined by
the resource manager module 135, the reward module 140 may
selectively vary the virtual rewards that are provided to the end
user.
[0031] In some instances, virtual rewards may be provided to the
end user upon the dedication of computing resources to the
networked gaming system 105. That is, the end user may not be
negatively affected by the fact that the networked gaming system
105 has not actually used the allocated resources.
[0032] According to some embodiments, the computing resources that
are allocated by the end user computing system 115 may comprise any
of processing, network bandwidth, or any combinations thereof.
Additional types of computing resources that would be known to one
of ordinary skill in the art are likewise contemplated for use in
accordance with the present technology.
[0033] The resource manager module 135 may also be configured to
calculate, over a period of time, a total amount of computing
resources of the end user computing system utilized by the
networked gaming environment 130. Based upon this calculation, the
reward module 140 may select one or more virtual rewards based upon
the total amount of the computing resources of the end user
computing system utilized by the networked gaming environment 130.
To incentivize end users to dedicate their computing resources to
the networked gaming environment 130 the reward module 140 may be
configured to provide virtual rewards of greater value (or amount)
based upon the amount of computing resources that are allocated
and/or utilized by the networked gaming environment 130. Thus, the
reward module 140 may provision rare or "expensive" items to end
users that dedicate a desirable amount of computing resources.
[0034] In some instances, the value of the virtual rewards may
increase as additional portions of the computing resources are
dedicated and utilized. For example, larger amounts of virtual
currency may be provided to the end user as the end user dedicates
additional computing resources. An end user that allocates 5% of
their processing capacity may receive a first amount of virtual
currency, while another end user that allocates 8% of their
processing capacity may receive a second amount of virtual currency
that is greater than the first amount of virtual currency.
[0035] In some instances, the reward module 140 may provide
different virtual rewards to end users based upon the type of
computing resource that has been allocated/utilized. For example,
more valuable virtual rewards may be provided to end users that
dedicated processing capacity relative to end users that only
dedicate network bandwidth.
[0036] Additionally, the reward module 140 may provide a virtual
reward that is based upon an operating period during which access
to the computing resources has been allocated/utilized. For
example, if an end user allocates computing resources during peak
operating hours for the networked gaming environment 130, the
virtual reward that is provided by the reward module 140 may be of
greater value relative to a virtual reward provided to an end user
that allocates computing resources during an off-peak time.
[0037] It will be understood that the virtual rewards that are
provided to the end user may be provisioned by the reward module
140 within the context of the networked gaming environment 130. As
mentioned briefly above, the reward module 140 may provide an
almost limitless variety of virtual rewards to the end user. For
example, virtual rewards may comprise any of virtual currency,
virtual items, gaming points, prioritized access to the networked
gaming environment, or any combinations thereof. In particular,
virtual items may comprise, but are not limited to, virtual pets,
experience points, health points, inventory, armor, weapons,
clothing, unlocking codes, cheat codes, hidden game features, and
so forth.
[0038] The networked gaming environment 130 may provide a dashboard
that provides an end user with visual indicators that inform the
end user of various metrics. These metrics may comprise
dedicated/allocated computing resources, current utilization of
allocated computing resources, utilization of allocated computing
resources over a given period of time, virtual rewards that have
been received, and so forth. For example, the dashboard may
comprise a visual indication of the amount of the portion of the
computing resources of the end user computing system that are being
utilized. In further embodiments the dashboard may comprise a
visual indication that virtual rewards have been provided to the
end user.
[0039] Referring now to FIG. 3A, a graphical user interface 320 in
the form of a dashboard is shown. Generally, the dashboard 320 may
include, for each computing resource, an indication of how much of
the computing resource has been allocated, along with a graphical
display of the actual amount of the computing resource that has
been used over a given period of time. For example, a CPU resource
allocation slider bar can be slidably actuated to vary the amount
of CPU resources which are allocated or dedicated. In this example,
CPU resource allocation has been set to fifty percent. Disposed
proximate the slider bar 325, a graphical representation of Actual
CPU Utilized 330 is provided. The graphical representation shows
the actual CPU resources of the end user computing system that has
been used by the networked gaming system 105. As is shown, the
amount of CPU resources that are actually used by the networked
gaming system 105 varies over time. Thus, although fifty percent of
available CPU resources have been allocated, the amount that is
actually used by the networked gaming system 105 may fall somewhere
between zero and fifty percent.
[0040] Similar slider bars and graphical displays may be used for
other computing resources such as Bandwidth and Storage, 335 and
340, respectively.
[0041] The dashboard 320 may also comprise a list 345 of virtual
rewards that have been provided to the end user. For example, the
end user is shown as having unlocked a CPU master achievement,
ostensibly for either allocating a particular amount of CPU
resources, the use of an amount of CPU resources by the networked
gaming system 105, or a combination thereof. Other rewards such as
avatar customization and virtual currency may be provided for other
types of computing resource allocation/usage. The dashboard 320 may
also include a notification 350 that informs the end user that a
reward such as a weapon has been provisioned in response to either
their allocation and/or usage of allocated resources.
[0042] Notifications may also be provided to end users via the
dashboard that includes requests for end users to allocate
resources. For example, if the network gaming system is in need of
additional processing capacity, the dashboard may provide a
notification to a plurality of end users requesting that the end
users dedicate a portion of their processing capacities to the
system. The request may include an indication that a virtual reward
is available to end users that allocate the needed resources. In
some instances, a selection of virtual rewards may be provided to
the end user. Selecting one of the virtual rewards then provides
the networked gaming system with access to the requested computing
resource of the end user computing system.
[0043] According to some embodiments, the resource manager module
135 may monitor the reaction of end users to the provisioning of
virtual rewards and adjust the provisioning of virtual rewards
based upon such feedback. That is, the resource manager module 135
may tailor the type of virtual reward that is provided to the end
user in order to entice or encourage the end user to dedicate a
specific type or amount of a computing resource. For example, the
resource manager module 135 may determine that end users readily
dedicate more processing capacity when a particular virtual reward
is provided. Thus, the resource manager module 135 may select the
virtual reward based upon such feedback.
[0044] FIG. 2 illustrates a flowchart of an exemplary method 200
for exchanging a virtual reward for computing resources. The method
200 may comprise a step 205 of establishing a portion of computing
resources of an end user computing system that are allocated to a
networked gaming system that facilitates a networked gaming
environment. Step 205 may be executed by an end user utilizing a
resource allocation application that executes on the end user
computing system. The end user may specify which computing
resources are to be allocated and an amount of each type of
computing resource that is to be allocated. For example, an end
user may specify that 5% of the processing capacity of the CPU of
the end user computing system is to be allocated, while 20% of the
network bandwidth of the end user computing system is to be
allocated. Other types of computing resources may also be
allocated.
[0045] In addition to specifying the type and amount of computing
resources that are to be allocated, the end user may also specify
time frames that govern when specific computing resources are
allocated for use.
[0046] Next, the method may comprise a step 210 of the network
gaming system receiving access to a portion of computing resources
of an end user computing system. This step 210 may comprise the end
user computing system establishing a network connection with the
network gaming system.
[0047] According to some embodiments, the method may comprise an
optional step 215 of calculating, over a period of time, a total
amount of the computing resources of the end user computing system
utilized by a networked gaming environment. Step 215 may be
followed by a subsequent optional step 220 of selecting the virtual
reward based upon the total amount of the computing resources of
the end user computing system utilized by the networked gaming
environment.
[0048] Regardless of how the virtual reward has been selected, the
method may comprise a step 225 of the network gaming system
providing a virtual reward within a networked gaming environment to
an end user in exchange for utilizing an amount of the portion of
the computing resources of the end user computing system.
[0049] Again, in some instances, the virtual reward may be provided
to the end user upon the end user allocating the computing
resources, or alternatively, only after the allocated resources
have actually be utilized by the network gaming system.
[0050] FIG. 3 illustrates a flowchart of another exemplary method
300 for exchanging a virtual reward for computing resources.
According to some embodiments, the method 300 may comprise a step
305 of monitoring an amount of computing resources of an end user
computing system utilized by a networked gaming environment over a
given period of time. As with the method 200 illustrated in the
flowchart of FIG. 2, the end user may specify which computing
resources are to be allocated and an amount of each type of
computing resource that is to be allocated. For example, an end
user may specify that 5% of the processing capacity of the CPU of
the end user computing system is to be allocated, while 20% of the
network bandwidth of the end user computing system is to be
allocated. Other types of computing resources may also be
allocated.
[0051] In addition to specifying the type and amount of computing
resources that are to be allocated, the end user may also specify
time frames that govern when specific computing resources are
allocated for use.
[0052] The method 300 may also include a step 310 of establishing a
threshold value for the provision of a virtual reward. For example,
a threshold value may established which specifies that a virtual
reward is to be provided to an end user when the networked gaming
system has utilized 5% of processing capacity of the end user
computing system for a total of ten hours. Different threshold
values may be established for each type of computing resource. For
example, the system may provide a virtual reward upon the network
gaming system utilizing at least 20 megabytes of storage space on
the end user computing system. According to some embodiments, the
threshold value may comprise a series of tiered threshold values.
For each tier level of the tiered threshold values, a different
virtual reward may be provided to the end user. As the threshold
values increase the value (or quantity) of the virtual reward(s)
may be increased. For example, a first virtual reward may be
provided to the end user when the network gaming system has
utilized at least 5% of the processing capacity of the CPU of the
end user computing system. A second virtual reward may be provided
to the end user when the network gaming system has utilized at
least 8% of the processing capacity of the CPU of the end user
computing system, and a third virtual reward may be provided to the
end user when the network gaming system has utilized at least 10%
of the processing capacity of the CPU of the end user computing
system. In sum, stepwise increases in allocated processing capacity
may result in stepwise provisioning of virtual rewards.
Additionally, combinations of allocated computing resources may
warrant the provisioning of more valuable virtual rewards to the
end user. For example, a virtual reward may be provided to the end
user when the end user has allocated an amount of processing
capacity along with an amount of network bandwidth. The virtual
reward may have a greater value relative to another virtual reward
that would have been provided to the end user if the end user had
only allocated an amount of network bandwidth.
[0053] Next, the method 300 may comprise a step 315 of providing a
virtual reward to an end user within the networked gaming
environment when the amount of computing resources of the end user
computing system utilized by the networked gaming environment over
the given period of time exceeds a threshold value.
[0054] FIG. 4 illustrates an exemplary computing system 400 that
may be used to implement an embodiment of the present technology.
Either of the end user computing system 115 and/or the server 110
may include one or more of the components of computing system 400.
The computing system 400 of FIG. 4 includes one or more processors
410 and memory 420. Main a memory store 420 stores, in part,
instructions and data for execution by processor 410. Main a memory
store 420 can store the executable code when the system 400 is in
operation. The system 400 of FIG. 4 may further include a mass
storage device 430, portable storage medium drive(s) 440, output
devices 450, user input devices 460, a graphics display 470, and
other peripheral device(s) 480.
[0055] The components shown in FIG. 4 are depicted as being
connected via a single bus 490. The components may be connected
through one or more data transport means. The one or more processor
410 and main a memory store 420 may be connected via a local
microprocessor bus, and the mass storage device 430, peripheral
device(s) 480, portable storage device 440, and graphics display
470 may be connected via one or more input/output (I/O) buses.
[0056] Mass storage device 430, which may be implemented with a
magnetic disk drive or an optical disk drive, is a non-volatile
storage device for storing data and instructions for use by
processor unit 410. Mass storage device 430 can store the system
software for implementing embodiments of the present technology for
purposes of loading that software into main a memory store 420.
[0057] Portable storage medium drive(s) 440 operate in conjunction
with a portable non-volatile storage medium, such as a floppy disk,
compact disk or digital video disc, to input and output data and
code to and from the computing system 400 of FIG. 4. The system
software for implementing embodiments of the present technology may
be stored on such a portable medium and input to the computing
system 400 via the portable storage medium drive(s) 440.
[0058] Input devices 460 provide a portion of a user interface.
Input devices 460 may include an alphanumeric keypad, such as a
keyboard, for inputting alphanumeric and other information, or a
pointing device, such as a mouse, a trackball, stylus, or cursor
direction keys. Additionally, the system 400 as shown in FIG. 4
includes output devices 450. Suitable output devices include
speakers, printers, network interfaces, and monitors.
[0059] Graphics display 470 may include a liquid crystal display
(LCD) or other suitable display device. Graphics display 470
receives textual and graphical information, and processes the
information for output to the display device.
[0060] Peripherals device(s) 480 may include any type of computer
support device to add additional functionality to the computing
system. Peripheral device(s) 480 may include a modem or a
router.
[0061] The components contained in the computing system 400 of FIG.
4 are those typically found in computing systems that may be
suitable for use with embodiments of the present technology and are
intended to represent a broad category of such computer components
that are well known in the art. Thus, the computing system 400 of
FIG. 4 can be a personal computer, hand held computing system,
telephone, mobile computing system, workstation, server,
minicomputer, mainframe computer, or any other computing system.
The computer can also include different bus configurations,
networked platforms, multi-processor platforms, etc. Various
operating systems can be used including UNIX, Linux, Windows,
Macintosh OS, Palm OS, and other suitable operating systems.
[0062] Some of the above-described functions may be composed of
instructions that are stored on storage media (e.g.,
computer-readable medium). The instructions may be retrieved and
executed by the processor. Some examples of storage media are
memory devices, tapes, disks, and the like. The instructions are
operational when executed by the processor to direct the processor
to operate in accord with the technology. Those skilled in the art
are familiar with instructions, processor(s), and storage
media.
[0063] It is noteworthy that any hardware platform suitable for
performing the processing described herein is suitable for use with
the technology. The terms "computer-readable storage medium" and
"computer-readable storage media" as used herein refer to any
medium or media that participate in providing instructions to a CPU
for execution. Such media can 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, such as a fixed disk. Volatile media include dynamic memory,
such as system RAM. Transmission media include coaxial cables,
copper wire and fiber optics, among others, including the wires
that comprise one embodiment of a bus. Transmission media can also
take the form of acoustic or light waves, 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, a hard disk, magnetic tape, any other
magnetic medium, a CD-ROM disk, digital video disk (DVD), any other
optical medium, any other physical medium with patterns of marks or
holes, a RAM, a PROM, an EPROM, an EEPROM, a FLASHEPROM, any other
memory chip or data exchange adapter, a carrier wave, or any other
medium from which a computer can read.
[0064] Various forms of computer-readable media may be involved in
carrying one or more sequences of one or more instructions to a CPU
for execution. A bus carries the data to system RAM, from which a
CPU retrieves and executes the instructions. The instructions
received by system RAM can optionally be stored on a fixed disk
either before or after execution by a CPU.
[0065] While various embodiments have been described above, it
should be understood that they have been presented by way of
example only, and not limitation. The descriptions are not intended
to limit the scope of the technology to the particular forms set
forth herein. Thus, the breadth and scope of a preferred embodiment
should not be limited by any of the above-described exemplary
embodiments. It should be understood that the above description is
illustrative and not restrictive. To the contrary, the present
descriptions are intended to cover such alternatives,
modifications, and equivalents as may be included within the spirit
and scope of the technology as defined by the appended claims and
otherwise appreciated by one of ordinary skill in the art. The
scope of the technology should, therefore, be determined not with
reference to the above description, but instead should be
determined with reference to the appended claims along with their
full scope of equivalents.
* * * * *