U.S. patent application number 13/677335 was filed with the patent office on 2014-03-06 for systems and methods for dynamically altering behaviors and attributes of game objects in electronic games.
This patent application is currently assigned to INVNTN WIRELESS SOLUTIONS (P) LTD. The applicant listed for this patent is INVNTN WIRELESS SOLUTIONS (P) LTD. Invention is credited to SRINIVAS ANNAMBHOTLA.
Application Number | 20140066209 13/677335 |
Document ID | / |
Family ID | 50188307 |
Filed Date | 2014-03-06 |
United States Patent
Application |
20140066209 |
Kind Code |
A1 |
ANNAMBHOTLA; SRINIVAS |
March 6, 2014 |
SYSTEMS AND METHODS FOR DYNAMICALLY ALTERING BEHAVIORS AND
ATTRIBUTES OF GAME OBJECTS IN ELECTRONIC GAMES
Abstract
Exemplary embodiments are directed towards a system and method
for dynamically altering behaviors and attributes of game elements
in electronic games. The method includes associating one or more
products data with one or more relevant category of activities
chosen from a list of categories corresponding to the electronic
game and one or more relevant preferences chosen from a list of
preferences related to the categories of activities corresponding
to the electronic game. The method further includes processing the
associated data with relevant category of activities and relevant
preferences through a processing unit and to be stored in a
centralized database. The method further includes disseminating the
processed data to a local database of the gaming device operated in
a communication network, recognizing an object placed before an
image capturing device to dynamically correlate the object and
retrieve a relevant category of activities and relevant preferences
on recognizing the object, dynamically morph the object placed
before the image capturing device into another object on the
display of the gaming device and modify a behavior of one or more
appropriate virtual game elements of the chosen electronic
game.
Inventors: |
ANNAMBHOTLA; SRINIVAS;
(HYDERABAD, IN) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
INVNTN WIRELESS SOLUTIONS (P) LTD |
Bangalore |
|
IN |
|
|
Assignee: |
INVNTN WIRELESS SOLUTIONS (P)
LTD
BANGALORE
IN
|
Family ID: |
50188307 |
Appl. No.: |
13/677335 |
Filed: |
November 15, 2012 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/60 20140902;
A63F 2300/1087 20130101; A63F 13/12 20130101; A63F 2300/575
20130101; A63F 2300/69 20130101; A63F 9/24 20130101; G06Q 30/0241
20130101; A63F 2300/5546 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 28, 2012 |
IN |
3550/CHE/2012 |
Claims
1. A method for dynamically altering behaviors and attributes of
game elements in electronic games, the method comprising:
associating one or more products data with one or more relevant
category of activities chosen from a list of categories, and one or
more relevant preferences chosen from a related list of
preferences, whereby the list of categories and the related list of
preferences correspond to a chosen electronic game; processing an
input data of the one or more products associated with the one or
more relevant category of activities and the one or more relevant
preferences for storing as a processed data in a centralized
database; disseminating the processed data to a local database of
gaming device operated in a communication network; recognizing an
object placed before an image capturing device of the gaming device
to dynamically correlate the object with the one or more relevant
category of activities chosen from the list of categories, and the
one or more relevant preferences chosen from the related list of
preferences stored in the local database; retrieving one or more
relevant category of activities chosen form the list of categories,
and one or more relevant preferences chosen from the related list
of preferences on recognizing the object; dynamically morphing the
object placed before the image capturing device of the gaming
device into an another object corresponding to the one or more
relevant category of activities chosen from a list of categories,
and the one or more relevant preferences chosen from the related
list of preferences on the display of the gaming device; and
modifying a behavior of one or more appropriate virtual game
elements of the chosen electronic game in accordance with the
retrieved one or more relevant category of activities and the one
or more relevant preferences.
2. The method of claim 1 comprising a step listing the one or more
relevant category of activities and the one or more relevant
preferences for associating one or more products data.
3. The method of claim 1 comprising a step of exposing the one or
more relevant category of activities and the related list of one or
more relevant preferences to one or more brands.
4. The method of claim 1 comprising a step of enabling the one or
more brands to choose the one or more relevant category of
activities and the one or more relevant preferences.
5. The method of claim 1 comprising a step of receiving the input
data from the one or more brands for processing.
6. A method for dynamically altering the behaviors and attributes
of game elements in electronic games, the method comprising:
disseminating a processed data from a centralized database to a
local database of a gaming device operated in a communication
network, whereby an input data received from one or more brands
processed to store as the processed data in the centralized
database; identify an object placed before an image capturing
device of the gaming device for correlating the object with one or
more relevant category of activities chosen from a list of
categories, and one or more relevant preferences chosen from a
related list of preferences stored in the local database by an
electronic game engine; retrieving one or more relevant category of
activities chosen from the list of categories, and one or more
relevant preferences chosen from the list of preferences on
identifying the object by the electronic game engine; dynamically
morphing the object placed before the image capturing device of the
gaming device into an another object corresponding to the one or
more relevant category of activities chosen from a list of
categories, and the one or more relevant preferences chosen from
the related list of preferences on the display of the gaming
device; and modifying a behavior of one or more appropriate virtual
game elements of the chosen electronic game in accordance with the
retrieved one or more relevant category of activities and the one
or more relevant preferences.
7. The method of claim 6 comprising a step of associating one or
more products data with the one or more relevant category of
activities chosen from the list of categories of a chosen
electronic game.
8. The method of claim 6 comprising a step of associating the one
or more products data with the one or more relevant preferences
chosen from a list of preferences related to the categories of
activities of the chosen electronic game.
9. The method of claim 6 comprising a step of enabling the one or
more brands to associate the one or more products data with the one
or more relevant category of activities chosen from the list of
categories of a chosen electronic game for a predetermined time
period.
10. The method of claim 6 comprising a step of enabling the one or
more brands to associate the one or more products data with the one
or more relevant preferences chosen from a list of preferences
related to the categories of activities of the chosen electronic
game for a predetermined time period.
11. A system for dynamically altering behaviors and attributes of
game elements in electronic games comprising: an electronic game
engine configured in a gaming device to recognize an object placed
before an image capturing device for dynamically correlating the
object with one or more relevant category of activities chosen from
a list of categories, and one or more relevant preferences chosen
from a related list of preferences and dynamically morphing an
object into an another object on the display of the gaming device,
corresponding to the one or more relevant category of activities
chosen from a list of categories, and the one or more relevant
preferences chosen from the related list of preferences and modify
a behavior of one or more appropriate virtual game elements of a
chosen electronic game; a centralized database in communication
with the electronic game engine to store a processed data, whereby
an input data received from one or more brands processed by a
processing unit to convert into processed data; a configuration
interface for enabling to feed one or more products data associated
with one or more relevant category of activities chosen from a list
of categories, and one or more products data associated with one or
more relevant preferences chosen from a list of preferences related
to the categories of activities as the input data to the
centralized database; and a local database configured in the gaming
device communicates with the electronic game engine to store the
processed data disseminated by the centralized database.
12. The system of claim 11, wherein a user interface provided over
the image capturing device enables a user to communicate with the
electronic game engine.
13. The system of claim 11, wherein the one or more product
corresponds to one or more brands.
14. The system of claim 11, wherein the object corresponds to one
or more products of the one or more brands.
Description
TECHNICAL FIELD OF THE INVENTION
[0001] The disclosed subject matter relates generally to the field
of interactive electronic games, and more particularly to a system
and method for dynamically altering the behavior and attributes of
game objects in electronic games.
BACKGROUND OF THE INVENTION
[0002] Typically, wireless computing devices with faster internet
progressively became an attractive platform to play video games. A
wide variety of games are available such as games for playing
cards, for simulating sports events, and for conducting mock
battles. Generally, the video games incorporate a friendly and
hostile characters or creatures and vehicle elements such as cars,
air crafts, ships, etc. Many games include corresponding attributes
with in the game (e.g., health, energy, power boosters, fuel, pit
stops, etc) to add power or energy features that arise while
playing the game. Thus the attributes included with in the game are
utilized for selecting a set of determined control factors for
continuously playing the game thereby adding realism to the
situations that arise while playing the game.
[0003] Most of the video games are usually monetized in the way of
paid games, freemium games, in-app good purchases and in-game
advertising. The monetization platform utilized by the various
video games enables a unified multi-screen ad server capable of
handling a various mobile advertising formats like banners, text,
audio, video, graphics, multimedia, or other advertising formats
from a multiple ad networks and/or systems. It is also enabled to
select and provide a targeted advertising content that is available
from multiple advertising inventories, where the process of
selecting and targeting the advertising content is based on
demographic data, contextual data, behavioral data, or similar
other data types associated with a communication device of a
user.
[0004] Augmented reality technology is one of the most potent ways
of modernized video game which takes advantage of real and digital
assets. Augmented reality game provides to place a picture or 3d
artwork or video or text over a live video of reality for
augmenting that reality into the video game. Most commonly a live
video coming through a camera is augmented such that the image
being represents reality in nearly real time. The way of playing an
augmented reality game is accomplished with visual information,
characters and game objects overlaid on the live video so as to
assimilate these elements into the real world scenario
[0005] In the light of afore mentioned discussion, the present
invention provides a novel way of dynamically altering the behavior
of characters, creatures, objects and/or their attributes in an
electronic game in general and in an augmented reality game in
particular and an associated means of monetizing such games.
BRIEF SUMMARY OF THE INVENTION
[0006] The following presents a simplified summary of the
disclosure in order to provide a basic understanding to the reader.
This summary is not an extensive overview of the disclosure and it
does not identify key/critical elements of the invention or
delineate the scope of the invention. Its sole purpose is to
present some concepts disclosed herein in a simplified form as a
prelude to the more detailed description that is presented
later.
[0007] A more complete appreciation of the present invention and
the scope thereof can be obtained from the accompanying drawings
which are briefly summarized below and the following detailed
description of the presently preferred embodiments.
[0008] An exemplary aspect of the present invention is to
prioritize predefined category of activities and a related list of
relevant preferences based on the type of virtual characters in an
electronic game.
[0009] Another exemplary aspect of the present invention is to
allow a plurality of brands purchase a required category of
activities among the predefined category of activities and also one
or more preferences from a related list of relevant
preferences.
[0010] Another exemplary aspect of the present invention is to
dynamically configure a virtual character corresponding to the
electronic game to react to a product or an object associated with
a relevant brand among the plurality of brands.
[0011] Another exemplary objective of the present invention is to
modify the behavior of the virtual character and also demonstrate
appropriate emotions or actions of the virtual character by
recognizing the brand's products or objects in real world.
[0012] An exemplary embodiment of a method for dynamically altering
behaviors and attributes of game elements in electronic games is
disclosed. According to a first aspect, the method includes
associating one or more products data with one or more relevant
category of activities chosen from a list of categories, and one or
more relevant preferences chosen from a related list of
preferences. The list of categories and the related list of
preferences correspond to a chosen electronic game.
[0013] According to the first aspect, the method includes
processing an input data of the one or more products associated
with the one or more relevant category of activities and the one or
more relevant preferences for storing as a processed data in a
centralized database. The input data received from the one or more
brands is utilized for processing.
[0014] According to the first aspect, the method includes
disseminating the processed data to a local database of gaming
device operated in a communication network.
[0015] According to the first aspect, the method includes
recognizing an object placed before an image capturing device of
the gaming device to dynamically correlate the object with the one
or more relevant category of activities chosen from the list of
categories, and the one or more relevant preferences chosen from
the related list of preferences stored in the local database of the
gaming device
[0016] According to the first aspect, the method includes
retrieving one or more relevant category of activities chosen from
the list of categories, and one or more relevant preferences chosen
from the related list of preferences on recognizing the object.
[0017] According to the first aspect, the method includes
dynamically morphing an object placed before an image capturing
device of the gaming device into another object corresponding to
the one or more relevant category of activities chosen from a list
of categories, and the one or more relevant preferences chosen from
the related list of preferences, on a display of the gaming
device
[0018] According to the first aspect, the method includes modifying
a behavior of one or more appropriate virtual game elements of the
chosen electronic game in accordance with the retrieved one or more
relevant category of activities and the one or more relevant
preferences.
[0019] According to the first aspect, the method includes listing
the one or more relevant category of activities and the one or more
relevant preferences for associating one or more products data.
[0020] According to the first aspect, the method includes exposing
the one or more relevant category of activities and a related list
of one or more relevant preferences to one or more brands.
[0021] According to the first aspect, the method includes enabling
the one or more brands to choose the one or more relevant category
of activities and the one or more relevant preferences.
[0022] According to a second aspect, a system for dynamically
altering behaviors and attributes of game elements in electronic
games is disclosed. According to the second aspect, the system
includes an electronic game engine configured in a gaming device to
recognize an object placed before an image capturing device, for
dynamically correlating the object with one or more relevant
category of activities chosen from a list of categories, and one or
more relevant preferences chosen from a related list of preferences
and dynamically morphing the object into another object
corresponding to the one or more relevant category of activities
chosen from a list of categories, and the one or more relevant
preferences chosen from the related list of preferences, on a
display of the gaming device and modify behavior of one or more
appropriate virtual game elements of a chosen electronic game.
[0023] According to the second aspect, the system includes a
centralized database in communication with the electronic game
engine to store a processed data. The input data received from one
or more brands is processed by a processing unit to convert into
processed data.
[0024] According to the second aspect, the system includes a
configuration interface for enabling to feed one or more products
data associated with one or more relevant category of activities
chosen from a list of categories, and one or more relevant
preferences chosen from a related list of preferences as the input
data to the centralized database. The one or more product
corresponds to one or more brands and the object corresponds to one
or more products of the one or more brands.
[0025] According to the second aspect, the system includes a local
database configured in the gaming device and which communicates
with the electronic game engine to store the processed data
disseminated by the centralized database.
[0026] According to the second aspect, the system includes a user
interface provided over the image capturing device and which
enables a user to communicate with the electronic game engine.
BRIEF DESCRIPTION OF DRAWINGS
[0027] Other objects and advantages of the present invention will
become apparent to those skilled in the art upon reading the
following detailed description of the preferred embodiments, in
conjunction with the accompanying drawings, wherein like reference
numerals have been used to designate like elements, and
wherein:
[0028] FIG. 1 is a diagram depicting an overview of a system for
dynamically altering behaviors and attributes of game elements in
electronic games.
[0029] FIG. 2 is a flow chart depicting a method employed for
dynamically altering behaviors and attributes of game elements in
electronic games.
[0030] FIG. 3 is a flow chart depicting a method employed for
disseminating the processed data to a gaming device for altering
behaviors and attributes of game elements in electronic games.
[0031] FIG. 4 is a flow chart depicting a method employed for
configuring the virtual characters and gaming elements to respond
appropriately to the brand products.
[0032] FIG. 5 is a flow chart depicting a method employed for
configuring the data in the database.
[0033] FIG. 6 is a flow chart depicting a method employed for
processing the data by an electronic game engine.
[0034] FIG. 7 is an exemplary diagram depicting a virtual game
element in an electronic game reacting to an object placed before a
gaming device.
DETAIL DESCRIPTION OF THE INVENTION
[0035] It is to be understood that the present disclosure is not
limited in its application to the details of construction and the
arrangement of components set forth in the following description or
illustrated in the drawings. The present disclosure is capable of
other embodiments and of being practised or of being carried out in
various ways. Also, it is to be understood that the phraseology and
terminology used herein is for the purpose of description and
should not be regarded as limiting.
[0036] The use of "including", "comprising" or "having" and
variations thereof herein is meant to encompass the items listed
thereafter and equivalents thereof as well as additional items. The
terms "a" and "an" herein do not denote a limitation of quantity,
but rather denote the presence of at least one of the referenced
item. Further, the use of terms "first", "second", and "third", and
the like, herein do not denote any order, quantity, or importance,
but rather are used to distinguish one element from another. For a
better understanding, components of the described embodiment are
labelled with three digit component numbers. In general, the same
first digit is used throughout the entire component numbers
numbered and labelled within a figure. Like components are
designated by like reference numerals throughout the various
figures.
[0037] Referring to FIG. 1 is a diagram 100 depicting an overview
of a system for dynamically altering behaviors and attributes of
game elements in electronic games. In accordance to a non limiting
exemplary embodiment of the present subject matter, the system
includes a gaming device 102 including an electronic game engine
104 in communication with a local data base 106 and a centralized
data base 108. The system further includes a user interface 112
provided over an image capturing device 110 to recognize an object
and a configuration interface 114 in communication with a
processing unit 116 to process the input data.
[0038] According to a non limiting exemplary embodiment of the
present subject matter, the electronic game engine 104 which may
include but not limited to an augmented reality game engine and the
like in communication with the image capturing device 110 of the
gaming device 102 is utilized to recognize an object which may
include but not limited to an image of brand's product, a word mark
of brand's product, a logo of brand's product and also brand's
product itself. The gaming device 102 may include but not limited
to any portable data communication device or a hand-held device
operated in a data communication network. The product data of the
multiple brands is associated with relevant category of activities
and relevant list of preferences related to an electronic game. The
product data is fed as an input through a configuration interface
114 to expose a relevant category of activities chosen from a list
of categories and a relevant preference chosen from a list of
preferences related to an electronic game by the multiple
brands.
[0039] In accordance with a non limiting exemplary embodiment of
the present subject matter, the associated input data is processed
by a processing unit 116 and stored in a centralized database 108
and further disseminated to a local database 106 of the gaming
device 102. The image capturing device 110 of the gaming device 102
identifies the object and the electronic game engine 104 correlates
the object with the relevant category of activities chosen from the
list of categories and relevant preferences chosen from the related
list of preferences stored in the local database 106.
[0040] According to a non limiting exemplary embodiment of a
present subject matter, the user interface 112 provided over the
image capturing device 110 enables a user to communicate with the
electronic game engine 104 and the virtual game elements like
characters, creatures and objects of the electronic game. The
electronic game engine 104 retrieves the relevant category of
activities and related list of preferences on identifying the
object placed before an image capturing device 110. Thus behavior
of one or more appropriate virtual game elements of the chosen
electronic game are modified based on the priorities associated to
the category of activities and the related list of preferences.
[0041] Referring to FIG. 2 is a flow chart 200 depicting a method
employed for dynamically altering behaviors and attributes of game
elements in electronic games. In accordance with a non limiting
exemplary embodiment of the present subject matter, the method
starts at step 202 by associating multiple products data with a
relevant category of activities chosen from a list of categories
and relevant preferences chosen from a list of related preferences
corresponding to a chosen electronic game.
[0042] According to a non limiting exemplary embodiment of a
present subject matter, at step 204 the product data of the brand
associated with relevant category of activities and relevant
preferences is processed in a processing unit and the processed
data is stored in a centralized database at step 206. Next at step
208 the processed data is disseminated to a local database of a
gaming device operated in a communication network.
[0043] In accordance with a non limiting exemplary embodiment of a
present subject matter, at step 210 an object placed before an
image capturing device of the gaming device is recognized and
correlated with the relevant category of activities and the
relevant preferences at step 212 stored in the local database. Next
at step 214 the relevant category of activities chosen from the
list of categories and relevant preferences chosen from the list of
related preferences is retrieved. Further, at step 216 the object
placed before an image capturing device of the gaming device is
dynamically morphed to another object based on the relevant
category of activities chosen from the list of categories and
relevant preferences chosen from the related list of preferences on
a display of the gaming device and the behavior of appropriate
virtual game elements of the chosen electronic game is modified at
step 218.
[0044] Referring to FIG. 3 is a flow chart 300 depicting a method
employed for disseminating the processed data to a gaming device
for altering behaviors and attributes of game elements in
electronic games. In accordance with a non limiting exemplary
embodiment of a present subject matter, the method starts at step
302 by disseminating a processed data from a centralized database
to a local database of a gaming device.
[0045] According to a non limiting exemplary embodiment of a
present subject matter, at step 304 an object placed before an
image capturing device is recognized and correlated with the
relevant category of activities chosen and the relevant preferences
chosen from a list of preferences at step 306 stored in local
database by an electronic game engine. Next at step 308 the
relevant category of activities chosen from the list of categories
and relevant preferences chosen from the related list of
preferences is retrieved. Further at step 310 the object placed
before the image capturing device is dynamically morphed to another
object based on the category of activities and the related
preferences, on the display of the gaming device and the behavior
of appropriate virtual game elements of the chosen electronic game
is modified at step 312.
[0046] Referring to FIG. 4 is a flow chart 400 depicting a method
employed for configuring the virtual characters and gaming elements
to respond appropriately to a brand's products. In accordance with
a non limiting exemplary embodiment of a present subject matter,
the method starts at step 402, wherein relevant category of
activities and a related list of preferences for an electronic game
are listed for the brands and at step 404 the brands are enabled to
buy specific category of activity and/or preferences from a related
list of preferences. Further at step 406 the brands are enabled to
place a relevant product for the specific category of activity and
one or more preferences from a related list of preferences in the
electronic game for a specific duration of time.
[0047] According to a non limiting exemplary aspect of the present
invention, the method continues to step 408 the collected
information is processed and distributed it to a gaming device over
a network and at step 410 the electronic game engine in the gaming
device is dynamically configured to recognize and have the virtual
characters/game elements of the appropriate electronic game to
react to the brand's products and in accordance with the chosen
category of activity and the related preferences. Coming to step
412 the user places the brand's product in the view of image
capturing means of the electronic gaming device to enable the
electronic game engine to recognize the brand's object at step 414.
Next at step 416 the recognized brand's object is correlated with
the category of activity and the related preferences. Correlation
is performed by the electronic game engine by querying the database
containing data on products/objects and their relevant category of
activities/list of preferences, related virtual characters and the
appropriate behaviors for the category of activities and the
related list of preferences. Coming to step 418 the object placed
before the image capturing device is dynamically morphed to another
object based on the category of activities and the related
preferences, on the display of the gaming device. Further at step
420 the virtual characters gaming elements are modified to respond
appropriately to the brand's products.
[0048] Referring to FIG. 5 is a flow chart 500 depicting a method
employed for configuring the data in the database. In accordance
with a non limiting exemplary embodiment of the present subject
matter, the process of configuring the database starts at step 502,
wherein the category of activities and related list of preferences
relevant to the electronic game are exposed to the brand through an
interface. Next at step 504 the brand is allowed to buy at least
one category of activities and at least one preference from a
related list of preferences which may be relevant to the electronic
game and the brands are allowed to input the data related to at
least one product through the exposed interface residing on the
remote server at step 506. The data may include but not limited to
images and textual description of the product.
[0049] According to non limiting exemplary teachings of the present
subject matter, at step 508 the brands associate the multiple
products data with the category of activities and multiple
preferences chosen from the related list of preferences relevant to
the chosen electronic game through the exposed interface. Coming to
step 510 the data received through the interface is saved in the
database, processed at step 512 and the processed data is
disseminated to the network devices at step 514.
[0050] Referring to FIG. 6 is a flow chart 600 depicting a method
employed for processing the data by the electronic game engine. In
accordance with a non limiting exemplary embodiment of the present
subject matter, at step 602 the electronic game engine receives the
processed information from the centralized database and stores it
in a local database. Next at step 604 the electronic game engine
identifies an image or object placed before the image capturing
device of the gaming device to correlate with the data stored in
the database at step 606. A data validation for the availability of
image or object in the database is performed at step 608.
[0051] According to non limiting exemplary teachings of the present
subject matter, if the image or object is found in the database
then the process continues with step 610 to retrieve the associated
brand and if the validation at step 608 is unsuccessful then the
step 604 is repeated on a new image/object. Coming to step 612 the
associated category of activity is retrieved and associated
preference from the related list of preferences is retrieved from
the database at step 614. Next at step 616 the object placed before
the image capturing device of the gaming device is dynamically
morphed to another object based on the relevant category of
activities chosen from the list of categories and relevant
preferences chosen from the related list of preferences, on the
display of the gaming device. Finally at step 618 the electronic
game engine modifies the appropriate game elements in accordance
with the associated category of activity and the associated
preferences from the related list of preferences.
[0052] Referring to FIG. 7 is an exemplary diagram 700 depicting a
virtual game element in an electronic game reacting to an object
placed before the image capturing device of a gaming device. In
accordance with a non limiting exemplary embodiment of a present
subject matter, the system includes a gaming device 702, a user
interface 704, an object 706, a virtual item 708 and a virtual game
element 710.
[0053] According to a non limiting exemplary embodiment of a
present subject matter, the user interface 704 provided over the
gaming device 702 enables a user to communicate with an electronic
game engine included in the gaming device 702. An electronic game
utilizing the electronic game engine may include a virtual game
element 710 for example a virtual dog as a protagonist character.
The behavior and attributes of the virtual game element 710 are
modified based on the category of activities and related list of
preferences configured in the electronic game.
[0054] In accordance with a non limiting exemplary embodiment of
the present subject matter, for example feeding the virtual dog
with favourable virtual item 708 (for example bone) replaces a real
world object 706 to modify the behavior of the virtual dog. The
image capturing device included in the gaming device 702 recognizes
the real world object 706 which may include but not limited to an
image of brand's product, a word mark of brand's product, a logo of
brand's product and also brand's product itself. The recognized
object 706 is correlated with the relevant categories of activities
and the relevant preferences stored in a local database through the
electronic game engine.
[0055] According to a non limiting exemplary embodiment of a
present subject matter, the object 706 when placed before an image
capturing device changes to the appropriate category and the
preference options for example in case of a bar of chocolate is
morphed to a bone which is the favourite meal of virtual dog. Thus
the behavior of virtual dog is modified by showing relevant
emotions to the user. The degree of emotions of the virtual game
elements are displayed based on the chosen preferences. Similarly
in case of a war/battle themed electronic game the protagonist
character is injured and the health of this character is
instantaneously replenished by displaying a real world object 706
which can be a band-aid or an image of band-aid and the like to
modify the virtual character in the game. In such a case, the
extent of health replenished may depend on the chosen preferences
for the band-aid product.
[0056] While specific embodiments of the invention have been shown
and described in detail to illustrate the inventive principles, it
will be understood that the invention may be embodied otherwise
without departing from such principles.
* * * * *