U.S. patent application number 14/570054 was filed with the patent office on 2016-06-16 for social network system and method for use with and integration into a video game.
This patent application is currently assigned to ACTIVISION PUBLISHING, INC.. The applicant listed for this patent is ACTIVISION PUBLISHING, INC.. Invention is credited to MARTYN RICHARD CHUDLEY, CRAIG HOWARD, PAUL KERBY, GERARD-LEE TALBOT, BEN JAMES WARD, GARETH GEORGE WILSON.
Application Number | 20160166939 14/570054 |
Document ID | / |
Family ID | 42631465 |
Filed Date | 2016-06-16 |
United States Patent
Application |
20160166939 |
Kind Code |
A9 |
CHUDLEY; MARTYN RICHARD ; et
al. |
June 16, 2016 |
SOCIAL NETWORK SYSTEM AND METHOD FOR USE WITH AND INTEGRATION INTO
A VIDEO GAME
Abstract
A centralized social network tool is configured to interface
with and integrates into one or more videogames and/or videogame
series. The social network tool may be integral to the theme of the
games and be pervasive within game play. The social network may
drive progression of the story and interaction between characters.
According to another aspect of the invention, the members of the
social network may include actual members (corresponding to real
people) and virtual members (e.g., artificial intelligence
controlled bot members). The virtual members may be part of the
social network and may interact with real members within and
outside of the game as part of the theme of the game.
Inventors: |
CHUDLEY; MARTYN RICHARD;
(KNUTSFORD, GB) ; HOWARD; CRAIG; (MANCHESTER,
GB) ; KERBY; PAUL; (LANCASHIRE, GB) ; WILSON;
GARETH GEORGE; (KNUTSFORD, GB) ; TALBOT;
GERARD-LEE; (LIVERPOOL, GB) ; WARD; BEN JAMES;
(LIVERPOOL, GB) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
ACTIVISION PUBLISHING, INC. |
SANTA MONICA |
CA |
US |
|
|
Assignee: |
ACTIVISION PUBLISHING, INC.
SANTA MONICA
CA
|
Prior
Publication: |
|
Document Identifier |
Publication Date |
|
US 20150352448 A1 |
December 10, 2015 |
|
|
Family ID: |
42631465 |
Appl. No.: |
14/570054 |
Filed: |
December 15, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
13868013 |
Apr 22, 2013 |
8911296 |
|
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14570054 |
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12390272 |
Feb 20, 2009 |
8425326 |
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13868013 |
|
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Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/12 20130101;
A63F 13/55 20140902; G06F 30/20 20200101; A63F 13/35 20140902; A63F
13/87 20140902; A63F 13/795 20140902; G06F 3/048 20130101; A63F
13/825 20140902; A63F 13/54 20140902; A63F 2300/572 20130101 |
International
Class: |
A63F 13/825 20060101
A63F013/825; G06F 3/048 20060101 G06F003/048; A63F 13/795 20060101
A63F013/795; A63F 13/54 20060101 A63F013/54; A63F 13/35 20060101
A63F013/35; G06F 17/50 20060101 G06F017/50 |
Claims
1. A system configured to provide a social network that is
integrated into one or more videogames, the system comprising: a
videogame platform configured to execute one or more computer
software modules to generate, for a player, visual and audio
stimulus associated with a videogame, wherein one or more virtual
member characters that are controlled by artificial intelligence
interact with the player in the videogame; and a server configured
to execute one or more computer software modules to provide a
social network to the player and a plurality of other players,
wherein the one or more virtual member characters interact with the
player in the social network, and wherein the social network is
accessible outside the videogame.
2. The system of claim 1, wherein types of interactions between the
one or more virtual members and the player within the videogame
engaged in by the one or more virtual members are determined based
on interactions between the one or more virtual members and the
player within the social network initiated by the player.
3. The system of claim 2, wherein the types of interactions between
the one or more virtual members and the player within the videogame
engaged in by the one or more virtual members are determined based
on disposition modes that describe the dispositions of the one or
more virtual members toward the player, and wherein the disposition
mode describing the disposition of a given virtual member toward
the player is impacted by the tone of interactions between the
player and the given virtual member within the social network that
are initiated by the player.
4. The system of claim 3, wherein the types of interactions between
the one or more virtual members and the player within the videogame
engaged in by the one or more virtual members comprise one or more
behaviors of the one or more virtual members that are switched on
or off based on the disposition modes describing the dispositions
of the one or more virtual members to the player.
5. The system of claim 4, wherein the one or more behaviors
comprise one or more of blocking, sideswiping, ramming from behind,
braking with a real member behind, allowing a pass, drafting,
allowing drafting, or overtaking.
6. The system of claim 3, wherein the videogame platform rewards
the player for engaging in certain types of interactions with the
one or more virtual members within the videogame, and wherein the
reward provided to the player for engaging in a given interaction
with one of the one or more virtual member is based on the
disposition mode describing the disposition of the virtual member
toward the player.
7. The system of claim 1, wherein types of interactions between the
one or more virtual members and the player within the social
network engaged in by the one or more virtual members are
determined based on interactions between the one or more virtual
members and the player within the videogame initiated by the
player.
8. The system of claim 7, wherein the types of interactions between
the one or more virtual members and the player within the social
network engaged in by the one or more virtual members are
determined based on disposition modes that describe the
dispositions of the one or more virtual members toward the player,
and wherein the disposition mode describing the disposition of a
given virtual member toward the player is impacted by interactions
between the player and the given virtual member within the
videogame that are initiated by the player.
9. The system of claim 1, wherein the server is configured such
that the one or more virtual players interact with the player via
one or more of a member page post, a group invitation, an
acceptance of a group invitation, an offer to sell a virtual good,
an offer to purchase a virtual good, a challenge invitation, or an
acceptance of a challenge.
10. The system of claim 1, wherein tone of interactions between the
one or more virtual members and the player within the social
network initiated by the one or more virtual members are determined
based on interactions between the one or more virtual members and
the player within the videogame initiated by the player.
11. The system of claim 1, wherein a profile of the player on the
social network is persistent across a plurality of different
videogame titles.
12. The system of claim 1, wherein the server is configured such
that the social network is accessible to the user through a client
computing platform other than the videogame platform.
13. The system of claim 12, wherein the server is configured such
that the social network is a website accessible through a web
browser executed on the client computing platform.
14. The system of claim 12, wherein the server is configured such
that the social network is accessible through the client computing
platform without regard for whether the client computing platform
is configured to execute the videogame.
15. A method of integrating a social network into one or more
videogames, the system comprising: execute one or more computer
software modules on a videogame platform to generate, for a player,
visual and audio stimulus associated with a videogame; implementing
artificial intelligence within the videogame platform to control
one or more virtual member characters to interact with the player
in the videogame; executing one or more computer software modules
on a server remote from the videogame platform to provide a social
network to the player and a plurality of other players, wherein the
social network is accessible outside of the videogame; and
controlling the one or more virtual member characters interact with
the player in the social network.
16. The method of claim 15, wherein the types of interactions
between the one or more virtual members and the player within the
videogame that the one or more virtual members are controlled to
engage in are determined based on interactions between the one or
more virtual members and the player within the social network
initiated by the player.
17. The method of claim 16, further comprising determining
disposition modes that describe the dispositions of the one or more
virtual members toward the player, wherein the disposition mode
describing the disposition of a given virtual member toward the
player is impacted by the tone of interactions between the player
and the given virtual member within the social network that are
initiated by the player, and wherein the types of interactions
between the one or more virtual members and the player within the
videogame that the one or more virtual members are controlled to
engage in are determined based on the determined disposition
modes.
18. The method of claim 17, wherein the types of interactions
between the one or more virtual members and the player within the
videogame that the virtual members are controlled to engage in
comprise one or more behaviors of the one or more virtual members
that are switched on or off based on the disposition modes
describing the dispositions of the one or more virtual members to
the player.
19. The method of claim 18, wherein the one or more behaviors
comprise one or more of blocking, sideswiping, ramming from behind,
braking with a real member behind, allowing a pass, drafting,
allowing drafting, or overtaking.
20. The method of claim 17, further comprising rewarding the player
for engaging in certain types of interactions with the one or more
virtual members within the videogame, and wherein the reward
provided to the player for engaging in a given interaction with one
of the one or more virtual member is based on the disposition mode
describing the disposition of the virtual member toward the
player.
21. The method of claim 15, wherein types of interactions between
the one or more virtual members and the player that the one or more
virtual members are controlled to engage in within the social
network are determined based on interactions between the one or
more virtual members and the player within the videogame initiated
by the player.
22. The method of claim 21, further comprising determining
disposition modes that describe the dispositions of the one or more
virtual members toward the player, wherein the disposition mode
describing the disposition of a given virtual member toward the
player is impacted by interactions between the player and the given
virtual member within the videogame that are initiated by the
player, and wherein the types of interactions between the one or
more virtual members and the player within the social network that
the one or more virtual members are controlled to engage in are
determined based on the determined disposition modes.
23. The method of claim 15, wherein the one or more virtual players
interact with the player through the social network via one or more
of a member page post, a group invitation, an acceptance of a group
invitation, an offer to sell a virtual good, an offer to purchase a
virtual good, a challenge invitation, or an acceptance of a
challenge.
24. The method of claim 15, wherein tone of interactions between
the one or more virtual members and the player within the social
network that the one or more virtual members are controlled to
initiate are determined based on interactions between the one or
more virtual members and the player within the videogame initiated
by the player.
25. The method of claim 15, wherein the social network is
accessible to the user through a client computing platform other
than the videogame platform.
26. The method of claim 25, wherein the social network is a website
accessible through a web browser executed on the client computing
platform.
27. The method of claim 25, wherein the social network is
accessible through the client computing platform without regard for
whether the client computing platform is configured to execute the
videogame.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 13/868,013, filed on Apr. 22, 2013 (status:
pending), which is a continuation of U.S. patent application Ser.
No. 12/390,272, filed on Feb. 20, 2009 (which issued as U.S. Pat.
No. 8,425,326 on Apr. 23, 2013), each of which is hereby
incorporated by reference herein in its entirety.
FIELD OF THE INVENTION
[0002] The invention relates to an online social network that
interfaces with and integrates into one or more video game and/or
video game series and uses virtual member s to interact with real
members within and outside of the game, where such interaction
relates to at least part of the theme and progression of the
game.
BACKGROUND OF THE INVENTION
[0003] Various videogames are known. Social networks in general are
known. Some social networks include communication about a game.
SUMMARY
[0004] One aspect of the invention relates to a centralized social
network tool that interfaces with and integrates into one or more
videogames and/or videogame series. The social network tool may be
integral to the theme of the games and be pervasive within game
play. The social network may drive progression of the story and
interaction between characters. According to another aspect of the
invention, the members of the social network may include actual
members (corresponding to real people) and virtual members (e.g.,
artificial intelligence controlled bot members). The virtual
members may be part of the social network and may interact with
real members within and outside of the game as part of the theme of
the game.
[0005] By way of example, interaction between a real and a virtual
member within the game may dynamically and adaptively impact
interactions between the real and virtual member outside of the
game (e.g., actions in game impact interactions via chat outside
game, postings on member pages within the social network,
membership and/or status within social network groups) and vice
versa. For example, postings to member pages within the social
network (or responses to such postings) outside the game may impact
interaction within the game (e.g., challenging or hostile postings
or responses by the real member may lead to an in-game challenge or
aggressive behavior by the virtual member with respect to the real
member during game play). Thus, the virtual member's personality
and/or disposition toward a particular real member may vary based
on interactions in game and out. This attitude/disposition may be
dynamic and adaptive e.g., it can change over time based on
different interactions. Additionally, a given virtual member may
have different attitudes and/or dispositions to different real
members, based on the specific interactions between the virtual
member and the different individual real members. For example,
individual virtual member behaviors toward a real member can be
switched on or off based on an overarching disposition mode
dynamically assigned to the relationship between the virtual member
and the real member. Non-limiting examples of the possible
overarching disposition modes including friend, rival, and/or
neutral.
[0006] The virtual member may be programmed to be able to take
different actions and/or perform various different in game moves
with respect to a given real member player. The likelihood of a
virtual member performing of these moves will be determined by its
character setup, with some character features in the character set
up being switched on or off depending on their relationship to the
given real member player. In some instances, the status of the
relationship between the virtual member and the given real member
may be conveyed to the given real member. The status may be
conveyed to the given member, for example, via a visual and/or
audio indicator provided to the given real member in the game, via
a visual and/or audio indicator provided to the given real member
within the social network, and/or otherwise conveyed to the given
member.
[0007] Relationships between real members and virtual members may
impact the way the performance of real members in the game is
evaluated and/or scored. For example, performance of certain skills
(e.g., driving maneuvers) with respect to other participants (e.g.,
blocking, drafting, forcing into a crash, and/or other maneuvers)
may be executed by real members during the game to earn experience
points. Depending on the relationship between a real member and the
virtual member(s) involved in a maneuver executed by the real
member, the real member may receive more or less experience points.
By way of non-limiting example, if the skill performed by the real
member is detrimental to a virtual member that is a rival, the real
member may receive more experience points than for performing the
same skill with respect to a virtual member that is neutral toward
the real member.
[0008] A relationship between a virtual member and a real member
may be impacted by other relationships of the virtual member and
the real member. For example, if the virtual member and the real
member are both friends of another member, the virtual member may
be more inclined to have a positive attitude or disposition toward
the real member both in game and in out of game interactions. If
the relationship between the real member other member becomes
adversarial, then the friend relationship between the virtual
member and the real member may become more tenuous, or even fall to
neutral or worse. The other member may be a virtual member or a
real member. As such, the in game and/or out of game interactions
of one real user with a virtual member may impact the relationship
of other real users with the same virtual member.
[0009] According to another aspect of the invention, there may be
various virtual member types. The types may include, for example,
primary virtual members, secondary virtual members, extra virtual
members, and/or other types of virtual members. For example,
primary virtual members may play more central roles within in the
game. The type of a given virtual member may impact the types
and/or manner of interaction that the given virtual member can have
with real members in and/or out of the game (e.g., in game chat,
social network page posts, issue of challenges, acceptance of
challenges, offering and/or accepting group membership, and/or
other interaction).
[0010] By way of non-limiting example, a primary virtual member may
be a leader of a group or gang of other virtual and/or real members
within the game. A primary virtual member may be "boss" that must
be defeated in order to unlock additional game content (e.g., move
on to a new level, racetrack, battleground, challenge). A primary
virtual member may be a character within the game that disseminates
information. The information may include information about the
progress and/or achievements of other members (real and/or
virtual), quests to be completed, and/or other information.
[0011] A secondary virtual member may be a competitor with real
members that does not present any extraordinary challenge. A
secondary virtual member may be a character within the game that
provides support or assistance to real members (e.g., a mechanic, a
parts or car vendor).
[0012] An extra virtual member may be a non-player character that
provides ambiance or context to the game, but does not contribute
in a substantive manner to the experience. For example, spectators
of a race, fight, or sporting event may be extra virtual
members.
[0013] According to one embodiment of the invention, a system may
include at least one game platform, a user profile module, a social
network module, a virtual member management module, a game module,
an external application input module, and/or other modules or
components.
[0014] The game platform can include one or more of a game console,
a personal computer, a mobile game platform, a handheld device, a
mobile communications device, and/or other game platforms.
[0015] The user profile module may be configured to store and/or
manage user information about one or more users that play the game
and/or interact with the social network. The user information may
include an identity of a user (e.g., a username, a gamertag, and/or
other identities), demographic information associated with the
user, real members of the game and/or social network associated
with the user, and/or other information associated with the user.
The user profile module may be configured to ensure that access to
the game and/or the social network as a given user and/or a real
member associated with the given user is secure (e.g., password
protected).
[0016] The social network module may include a member page module,
a communications module, a challenge module, an achievement module,
a group module, and/or other modules. The social network module may
be configured to provide the social network the is integrated with
the game(s), and enables real and virtual members to interact
therein. The social network provided by the social network module
may be provided to real and/or virtual members that take part in
the game(s) on different types of gaming platform (e.g., Xbox,
PlayStation, Nintendo Wii, PC, Apple, mobile communications device,
handheld device, and/or other platforms). Users implementing
different platforms may not be able to participate in the actual
game with each other (e.g., during a multiplayer session). However,
the social network may provide a unitary forum in which the users
of platforms that are incompatible for game play can socialize,
compete, trade, and/or otherwise interact in the context of the
game(s).
[0017] The member page module may be configured to manage,
organize, and/or maintain member pages that correspond to
individual members (virtual and/or real). A member page may include
information related to the corresponding member. The member page
may be a virtual "home" for the corresponding member in the social
network, and may be customized with content and/or information
chosen by the member. The member page may be accessible to one or
more other members. Access to the member page by the one or more
other members may enable the other members to add or modify content
or information on the user page (e.g., to communicate with the
member corresponding to the member page). Member pages may be
hosted on a network and may be accessed, for example, on a gaming
platform or via a browser being executed on a different processing
platform.
[0018] As used herein the term "member page" is not limited to a
single view or interface (e.g., a single web page). A member page
may include several separate views and/or areas, some of which may
be kept more or less private from other members that other views
and/or areas. For example, a member page may include a profile view
that includes content and information related to the competition
results, game progress, group memberships, invitations, events
attended, scheduled events, friends, possessions (e.g., cars),
public messages to and/or from the member, challenges accepted,
challenges completed, and/or other information associated with the
member. A member page may include a private message view that
enables a member to access and manage private messages sent to and
from other members. A member page may include a view that provides
the member with updates about the activities of the member, other
members, and/or other events in game or out of game. A member page
may include other views and/or areas that include other types of
content and/or information related to the in game and/or out of
game activities of the member. Member pages may be provided and
maintained in the social network for both real members and virtual
members. Virtual members may access and/or contribute to the member
pages of real members, and vice versa.
[0019] The communications module of the social network may include
a multi-mode communication tool (e.g., email, text, chat, in-game
communication (voice and/or text), exportation to the Web) for
communicating results, invites, challenges, events, locales, new
features of game/sequels. As such, the communication module may
provide communication to members by updates and/or messages to
member pages. The communication module may communicate with members
via other communication media. For example, updates and/or messages
posted to a member page may result in notifications of these
updates and/or messages being transmitted to an email account, SMS
capable device, a voicemail box, and/or other electronic
communication accounts or devices associated with the member
page.
[0020] The communications module may disseminate information within
the game and/or outside the game regarding the progression of an
individual or groups within the game. For example, the
communications module may broadcast to some or all members in-game
activity (e.g., achievements, changes, challenges, and other
activities), which may lead to interaction outside the game (chat,
challenges, member page postings, public messages, private
messages, and/or other interactions), which in turn may lead to new
activity in the game (e.g., a game between the real and/or virtual
member s who engaged in the interaction outside the game.
[0021] The challenge module may enable members to define and
disseminate challenges. A challenge may include one or more in-game
tasks that are specifically defined by a member. By way of
non-limiting example, the tasks may include stunts, crashes, races,
race results (e.g., finishing place), adversaries, and/or other
tasks performed in-game. A challenge may dictate restrictions or
self-imposed handicaps that must be employed during performance
(e.g., no use of nitrous). The challenge module may enable a member
to selectively disseminate a created challenge to one or more
specific other members or groups of members, or globally to any
members.
[0022] As was mentioned above, challenges may be disseminated by a
virtual member to a real member, or vice versa. Challenges
transmitted from a virtual member to a real member may be impacted
by the attitude and/or disposition of the virtual member toward the
real member. For example, if the virtual member and the real member
are friends, the virtual member may send more and/or easier
challenges to the real member. If the virtual member and the real
member are rivals, the virtual member may send fewer and/or more
difficult challenges to the real member.
[0023] The challenge module may track the status of individual
members with respect to the challenges they have received and
accepted. Tracking the status of individual members with respect to
the challenges they have received and accepted may include
comparing the in-game activities of individual members with the
parameters of their accepted challenges. Upon determining that a
member has performed a challenge, the challenge module may generate
a notification. The notification may be added to the member page of
the member that performed the challenge, and/or disseminated to
other members (e.g., the member that created the challenge, other
members that have accepted the challenge, friends of the member
that performed the challenge). The notification may be disseminated
to other members by the communication module.
[0024] The achievement module may be configured to track the
achievements of members in the game and/or out of the game. The
achievements of members in the game may include game results, and
may indicate which of the members has performed "better" within the
game. For example, the achievement module may track the finish
times at individual race tracks, lap times, top five finishes,
wins, crashes, stunts, accumulated points, vehicles owned, number
of friends, number of rivals, and/or other activities. The
achievement module may establish rankings based on the activities
tracked. The rankings may include rankings based on individual
activities (e.g., race times at a single track), and/or rankings
based on a set of activities. The rankings may be accessible to
members via the social network, on a separate website, via a gaming
console, and/or other types of real time or near real time
communication.
[0025] The achievement module may establish rankings for a
predetermined set of members. For example, a group of members set
up on the social network may have its own rankings for specified
activities. The achievement module may establish global rankings
that encompass substantially all of the members taking part in the
game(s).
[0026] The group module may be configured to manage member groups
within the social network. Groups may include sets of members that
have a dedicated space within the virtual network for posting
content and/or communications. These spaces may be private (e.g.,
only open to members who are a part of the group) or public. Groups
membership in a given group may be reflected in the member pages of
the members that are a part of the given group.
[0027] Groups may be established by members. In establishing a
group, a member may provide a name for the group, set criteria for
joining the group, set criteria for remaining a part of the group,
and/or otherwise define the group. Criteria for joining and/or
remaining a part of the group may include in-game activities (e.g.,
win a certain race, achieve a certain lap time, crash a specified
number of times, and/or other activities), activity within the
group (e.g., posting to the group page, issuing challenges to the
group, performing challenges issued by the group), ownership of
virtual items (e.g., ownership of a certain type of car), and/or
other criteria. Groups can be established by real members and by
virtual members.
[0028] In some groups, in order to become a part of the group a
member must receive an invitation. The invitation may be in place
of, or in addition to, satisfying the criteria for joining Upon
reception of an invitation, a member may accept an invitation and
join the designated group, or reject the invitation. Group
invitations may be sent from virtual members to real members, or
vice versa.
[0029] Actions of real members with respect to groups may impact
the relationships of the real members with virtual members. For
example, if a real member rejects the invitation of a group, the
attitudes and/or dispositions toward the rejecting real member of
virtual members that are a part of the group may be negatively
impacted. If a virtual member sent the rejected invitation to the
real member, the attitude and/or disposition of the virtual member
to the real member may be especially negatively impacted. As
another example, if a real member invites a virtual member to join
a group, the attitude and/or disposition of the virtual member
toward the real member may be positively impacted.
[0030] Membership and/or status within a group in the social
network may be linked with progression through the game. For
example, satisfying the criteria required to join a group and/or
obtaining an invitation to join the group may unlock content within
the game. The new content may include, for instance, a new race, a
new locale, new virtual members to compete against, a new level,
and/or other game content.
[0031] Points and/or status within the game may be achieved through
participation in the social network. For example, experience
points, virtual currency, and/or other incentives may be provided
to real members for posting content to the social network, creating
and/or joining groups, filling in profile information, creating
friendships, rating content posted by others, and/or other
activities on the social network. As such, a real member may begin
to accrue points and/or status within the game prior to owning or
even playing the actual game.
[0032] Returning to the components of the overall system, the
virtual member management module may be configured to manage the
virtual members that participate in the game and/or the social
network. The virtual member management module may include a virtual
member character set up module, a virtual member game control
module, and a virtual member social network control module.
[0033] The virtual member character set up module may determine the
attitude and/or disposition of individual virtual members to
individual real members. The attitude and/or disposition of
individual virtual members to individual real members may be based
on interactions in the game and in the social network between the
individual real members and the individual real members. The
virtual member character set up module may track the interactions
between a given real member and a given real member (and/or other
interactions involving these members), and may determine an
attitude of the given virtual member toward the given real member
based on the friendliness or enmity of these interactions. In some
implementations, an overarching disposition mode is assigned to the
relationship between the given real member and the given virtual
member based on their interactions. Non-limiting examples of the
possible overarching disposition modes including friend, rival,
and/or neutral. Individual virtual member behaviors toward the
given real member by the given virtual member can be switched on or
off based on the assigned disposition mode.
[0034] The virtual member game control module may be configured to
control the virtual members in the game. The virtual member game
control module may alter the manner in which the virtual members
are control based on the attitudes and/or dispositions determined
by the virtual member character set up module.
[0035] The virtual member social network control module may be
configured to control the interactions of the virtual members in
the social network. The virtual member social network control
module may alter the manner in which the virtual members interact
with real members on the social network based on the attitudes
and/or dispositions determined by the virtual member character set
up module.
[0036] The game module may include any one or more software-based
videogame and/or a series of games.
[0037] The external application input module may enable inputs to
be received to the social network from external information
sources, such as external applications, external data stores,
external web applications and/or other external information
sources. This information may be reflected on the social network
(e.g., within one or more member pages and/or one or more group
spaces). The information received from the external information
sources through the external application input module may be
reflected in the game provided to real players. By way of example,
weather reports may be received from an external source (e.g., a
weather related website), and the information within the weather
report may be reflected in the social network. The updated weather
information reflected in the social network may then be implemented
by one or more of the modules being executed by the game platform
to determine the weather present at one or more events in the game
(e.g., at one or more racetracks).
[0038] According to another aspect of the invention, the
interaction between a real and virtual member is part of the theme
of the game. For example, in the context of a racing game, real and
virtual members can engage in chat outside of the game which can
lead to a challenge within the game. Thus, the virtual member can
become a player within the game and interact with the real member
who may also play.
[0039] According to another aspect of the invention, the story
and/or progression of the game for a given real member are impacted
by the interactions that the given real member has with virtual
members both in the game and on the social network. For example,
new locations and story elements may become available in the game
as real member makes friends and rivals with the various virtual
members. The relationships of the real member are dynamically
developed into friendships and/or rivalries based on the actions of
the real member toward the virtual members in the game, and the
interactions of the real member with the virtual members on the
social network.
[0040] According to another aspect of the invention, the social
network module provides a cross-platform Social Network for one or
more game titles with communication across different game
platforms, game titles and/or game series. For example, the user
profiles can be used with the same game title across multiple
platforms, within a series of games (e.g., persistent across
different titles in the same series), across game series and/or
with different game titles (e.g., persistent across different
titles in different series). This may produce loyalty among users
to the games and/or platforms that are supported by the social
network. Users that build their profiles, and/or amass rewards,
status, points and/or virtual currency via games that are supported
by the social network may be hesitant to migrate to new games
outside of the social network where they may have to "start
fresh."
[0041] The system can use the social network to preview, in a
variety of ways, enhancements, sequels, new games in the series
and/or other games or content. By way of example, the system may
provide content about the new offering (e.g, to provide a preview
or trailer video to deliver a `coming soon` message into the
player's news feed, that could show them a video trailer of the new
offering). As another example, the system can use virtual member
messages (e.g., a virtual member can send one or more player
messages about upcoming features in the new offering). As another
example, the system can send screenshots of the new offering (e.g,
a virtual member can send a player screenshots of new content in
the new offering), preview parts of new version for free in current
version (trailer, video virtual member messages, screen shots,
etc.), and/or provide new content to players in other ways.
[0042] Characters in an upcoming game may be introduced as new
virtual members to the social network. The new virtual members
create new relationships with real member through member messages,
joining groups, accepting challenges and/or friendships, starting
new groups, issuing new challenges, and/or other interactions on
the social network. In some instances, previously existing virtual
members may suddenly become less prevalent in existing games, as
they "visit" the content of an upcoming game. They may report back
the real members of the social network about the upcoming content
through member page postings, member messages, and/or other types
of interactions.
[0043] The social network may be leveraged to obtain user feedback
concerning upcoming content and/or games. Content postings, member
messages, and/or other interactions of virtual members conveying
information about upcoming content may be monitored to gauge the
reaction of real members on the social network. These reactions may
be used to make decisions about the design and/or execution of the
yet to be released game content.
[0044] A player that has played previous games supported by the
social network may enter a new game release with the status,
relationships, equipment, and/or skills that he has acquired
through game play in previous releases and/or involvement in the
social network. As such, as new games become public, and are
supported by the social network, previous involvement in the social
network may encourage users to adopt the new releases. For example,
players that have spent time playing the previous releases and
building their profiles on the social network may be motivated to
participate in the new releases to maintain their membership in
groups on the social network with game play requirements for
membership, to gain access to new user groups, to perform and/or
design challenges in the new releases, to interact in game with
friends and rivals that are participating in the new releases,
and/or for other social reasons. As such, the social network builds
brand loyalty amongst users by leveraging the time and energy that
users have previously spent building their characters and the
status of the characters within the context of the games.
[0045] The social network may support the development of
third-party applications that are usable with the social network.
The third-party applications may be subject to review by the
provider of the social network.
[0046] For illustrative purposes only, an example of the use of the
social network and virtual members in a racing game is discussed
herein. However, the social network module and other features of
the invention may be used with or in other types of games as well.
According to one embodiment of the invention, the racing game may
include one or more components involving a locale-based, event and
group focused game with real and virtual members. Players may join
groups and/or may increase their status within the groups in order
to progress in the game. The game may be divided in several
locales, each providing plurality of different races. By competing
in the various races to achieve results, perform challenges and/or
defeat other characters, player may advance in the game.
[0047] The groups that players must join and/or advance in to
progress within the game may be groups formed on the social
network. By interacting with members of the social network and
competing in races, members may be admitted to the groups and/or
rise in status within the groups. Further, by teaming with virtual
members and/or working against virtual members during races,
players may form alliances and/or rivalries with virtual members
that shape the manner in which the races unfold. In some instances,
virtual members may provide guidance to real members via
interactions in the social network regarding what the real members
should do to advance in the game. This guidance may include
information about future locales, groups that should be joined,
race achievements that should be attained, sources or offers for
sale of cars and/or parts that may facilitate advancement, and/or
other guidance.
[0048] The system described may provide opportunities for enhanced
targeted in-game sponsorship and/or advertising. For example,
rather than only selling advertisement space within the game,
advertising space may be sold in the social network. This may
include banner ads in view of the social network. Further,
demographic information, consumer preferences, and/or other
information entered by users into the social network may be
implemented to generated targeted advertising opportunities in the
game and/or via the social network. For example, individual user
information, group information, friendship information,
communications between members, and/or other information from the
social network may provide for targeted advertising opportunities.
In some implementations, virtual members may endorse products or
services. These endorsements may include virtual product usage
(e.g., fastest virtual member drives a certain type of car),
express statements in game, express statements in the social
network, and/or other types of endorsements.
[0049] These and other objects, features, and characteristics of
the present invention, as well as the methods of operation and
functions of the related elements of structure and the combination
of parts and economies of manufacture, will become more apparent
upon consideration of the following description and the appended
claims with reference to the accompanying drawings, all of which
form a part of this specification, wherein like reference numerals
designate corresponding parts in the various figures. It is to be
expressly understood, however, that the drawings are for the
purpose of illustration and description only and are not intended
as a definition of the limits of the invention. As used in the
specification and in the claims, the singular form of "a", "an",
and "the" include plural referents unless the context clearly
dictates otherwise.
BRIEF DESCRIPTION OF THE DRAWINGS
[0050] FIG. 1 illustrates a system configured to provide a social
network tool that interfaces with and integrates into one or more
videogames, in accordance with one or more implementations.
[0051] FIG. 2 provides a table of examples of messages that may be
sent from artificial intelligence controlled virtual members of a
social network to real members of the network, according to one or
more implementations.
DETAILED DESCRIPTION
[0052] FIG. 1 illustrates a system 10 configured to provide a
centralized social network tool that interfaces with and integrates
into one or more videogames and/or videogame series. The social
network tool may be integral to the theme of the games and be
pervasive within game play. The social network may drive
progression of the story and interaction between characters. The
members of the social network may include actual members
(corresponding to real people) and virtual members (e.g.,
artificial intelligence controlled bot members). The virtual
members may be part of the social network and may interact with
real members within and outside of the game as part of the theme of
the game. The system 10 may include one or more game platforms 12,
a server 14, one or more communication devices 16, and/or other
components. Although some specific examples are given below
describing the operation of the social network in connection with a
vehicle racing game, these are given for illustrative purposes and
are not intended to be limiting.
[0053] The game platforms 12 may include one or more of a game
console, a personal computer, a mobile game platform and/or other
game platforms. A given game platform 12 may include one or more
processors, one or more electronic storage media, an electronic
display, and/or other components that enable the given game
platform 12 to execute one or more computer software programs that
cause the given game platform 12 to provide a player with the
gaming experience described herein. A user may input information to
game platform 12 via one or more peripherals that interface with
game platform 12. For example, the peripherals may include one or
more of a game controller, a joystick, a direction pad, a button, a
switch, a mouse, a trackball, a touch screen, a keyboard, and/or
other peripheral input devices. By way of non-limiting example,
game platform 12 may include one or more of an Xbox.RTM. game
platform, a Sony PlayStation.RTM. game platform, a Nintendo WHO
game platform, a Nintendo DS.RTM. mobile game platform, a Sony
PlayStation Portable.RTM. mobile game platform, a handheld device,
a mobile communications device, and/or other game platforms.
[0054] The game platform 12 may execute one or more modules to
provide the videogame and/or social network described herein to a
player. The one or more modules may include a software module, a
hardware module, a firmware module, and or one or more modules
formed from a combination of software, hardware, and/or firmware.
The one or more modules may include game module 18, virtual member
management module 20, and/or other modules. It will be appreciated
that the designation of various modules as performing certain
functions herein is not intended to be limiting. The functions
described within this disclosure may be performed by any
combination of modules and/or by a variety of different
configurations of processors and/or modules. For example, some of
the modules and/or functionality attributed herein to game platform
12 may be provided by server 14, and vice versa.
[0055] The game module 18 may be configured to control game
platform 12 to generate visual, audio, and/or tactile stimulus that
provides a player with the game experience. For example, with
respect to a game (or games) that involve racing vehicles, game
module 18 may control game platform 12 to generate a display,
sounds, and/or haptic feedback to the player that mimics the
visual, audio, and/or tactile stimulus experienced during racing
vehicles in real life. As such, game module 18 may include a
physics engine, representations of one or more physical spaces
(e.g., a plurality of racecourses), representations of one or more
characters (e.g., a player representation or avatar corresponding
to a player, representations of other characters in the game
controlled by artificial intelligence and/or other players), and/or
other information, instructions, and/or modules that generate the
sensory stimulation associated with the videogame(s).
[0056] Within the both the social network and the videogame(s)
provided by system 10, the player may interact with a plurality of
other members. These members include real members that are
controlled by real people, and virtual members that are controlled
by artificial intelligence provided by system 10. The virtual
member management module 20 may be configured to manage the virtual
members that participate in the game and/or the social network. The
virtual member management module 20 may include a virtual member
character set up module 22, a virtual member game control module
24, a virtual member social network control module 26, and/or other
modules.
[0057] The virtual member character set up module 22 may determine
the attitude and/or disposition of individual virtual members to
individual real members (e.g., the real member corresponding to the
player playing the game(s) on game platform 12). The attitude
and/or disposition of individual virtual members to individual real
members may be based on interactions in the game and in the social
network between the individual real members and the individual real
members. The virtual member character set up module 22 may track
the interactions between a given real member and a given real
member (and/or other interactions involving these members), and may
dynamically determine an attitude of the given virtual member
toward the given real member based on the friendliness or enmity of
these interactions. In some implementations, an overarching
disposition mode is assigned by virtual member character set up
module 22 to the relationship between the given real member and the
given virtual member based on their interactions. Non-limiting
examples of the possible overarching disposition modes including
friend, rival, and/or neutral.
[0058] The status of relationships between the virtual members and
a real member may be conveyed to the real member. The status may be
conveyed to the real member, for example, via a visual and/or audio
indicator provided to the real member in the game, via a visual
and/or audio indicator provided to the real member within the
social network, and/or otherwise conveyed to the real member.
[0059] The virtual member character set up module 22 may switch
individual virtual member behaviors toward the given real member by
the given virtual member on or off based on the assigned
disposition mode and a predetermined profile established for the
given virtual member. For instance, for a first disposition mode,
the predetermined profile for the given virtual member may dictate
that behaviors A, B, and C may be switched on while behaviors D, E,
and F may be switched off. If virtual member character set up
module 22 determines that the relationship between the given real
member and the given virtual member has changed to a second
disposition mode, the predetermined profile may dictate that one or
more of behaviors A, B, and C be switched off and/or one or more
behaviors D, E, and F be switched on.
[0060] Behaviors that may be switched on and/or off by virtual
member character set up module 22 in accordance with predetermined
profiles of virtual members may include on the racetrack moves that
are intended to help or hinder real members. For example, such
behaviors may include one or more of blocking, sideswiping, ramming
from behind, braking with a real member behind, allowing a pass,
drafting, allowing drafting, overtaking, and/or other
behaviors.
[0061] Behaviors that may be switched on and/or off by virtual
member character set up module 22 may include behaviors within the
social network toward real members. For example, these behaviors
may include inviting to join groups, accepting invitations to join
groups, posting encouraging, positive, and/or helpful messages to
member pages, posting discouraging, negative, and/or derisive
messages to member pages, issuing challenges, accepting challenges,
and/or other behaviors.
[0062] The virtual member game control module 24 may be configured
to control the virtual members in the game. The virtual member game
control module 24 may alter the manner in which the virtual members
are control based on the attitudes and/or dispositions determined
by the virtual member character set up module 22, and/or the
behaviors switched on and/or off by virtual member character set up
module 22.
[0063] The virtual member social network control module 26 may be
configured to control the interactions of the virtual members in
the social network. The virtual member social network control
module 26 may alter the manner in which the virtual members
interact with real members on the social network based on the
attitudes and/or dispositions determined by the virtual member
character set up module, and/or the behaviors switched on and/or
off by virtual member character set up module 22.
[0064] As will be appreciated from the foregoing, virtual member
management module 20 functions such that interaction between a real
and a virtual member within the game may dynamically and adaptively
impact interactions between the real and virtual member outside of
the game (e.g., actions in game impact interactions via chat
outside game, postings on member pages within the social network,
membership and/or status within social network groups) and vice
versa. For example, postings to member pages within the social
network (or responses to such postings) outside the game may impact
interaction within the game (e.g., challenging or hostile postings
or responses by the real member may lead to an in-game challenge or
aggressive behavior by the virtual member with respect to the real
member during game play). Thus, the virtual member's personality
and/or disposition toward a particular real member may vary based
on interactions in game and out. This attitude/disposition may be
dynamic and adaptive e.g., it can change over time based on
different interactions.
[0065] Relationships between real members and virtual members may
impact the way the performance of real members in the game is
evaluated and/or scored. For example, performance of certain skills
(e.g., driving maneuvers) with respect to other participants (e.g.,
blocking, drafting, forcing into a crash, and/or other maneuvers)
may be executed by real members during the game to earn experience
points. Depending on the relationship between a real member and the
virtual member(s) involved in a maneuver executed by the real
member, the real member may receive more or less experience points.
By way of non-limiting example, if the skill performed by the real
member is detrimental to a virtual member that is a rival, the real
member may receive more experience points than for performing the
same skill with respect to a virtual member that is neutral toward
the real member.
[0066] A relationship between a virtual member and a real member
may be impacted by other relationships of the virtual member and
the real member. For example, if the virtual member and the real
member are both friends of another member, the virtual member may
be more inclined to have a positive attitude or disposition toward
the real member both in game and in out of game interactions. If
the relationship between the real member other member becomes
adversarial, then the friend relationship between the virtual
member and the real member may become more tenuous, or even fall to
neutral or worse. The other member may be a virtual member or a
real member. As such, the in game and/or out of game interactions
of one real user with a virtual member may impact the relationship
of other real users with the same virtual member.
[0067] Amongst the virtual members controlled by virtual member
management module 20, there may be various virtual member types.
The types may include, for example, primary virtual members,
secondary virtual members, extra virtual members, and/or other
types of virtual members. For example, primary virtual members may
play more central roles within in the game. The type of a given
virtual member may impact the types and/or manner of interaction
that the given virtual member can have with real members in and/or
out of the game (e.g., in game chat, social network page posts,
issue of challenges, acceptance of challenges, offering and/or
accepting group membership, and/or other interaction).
[0068] By way of non-limiting example, a primary virtual member may
be a leader of a group or gang of other virtual and/or real members
within the game. A primary virtual member may be "boss" that must
be defeated in order to unlock additional game content (e.g., move
on to a new level, racetrack, battleground, challenge). A primary
virtual member may be a character within the game that disseminates
information. The information may include information about the
progress and/or achievements of other members (real and/or
virtual), quests to be completed, and/or other information.
[0069] A secondary virtual member may be a competitor with real
members that does not present any extraordinary challenge. A
secondary virtual member may be a character within the game that
provides support or assistance to real members (e.g., a mechanic, a
parts or car vendor).
[0070] An extra virtual member may be a non-player character that
provides ambiance or context to the game, but does not contribute
in a substantive manner to the experience. For example, spectators
of a race, fight, or sporting event may be extra virtual
members.
[0071] By controlling interactions of virtual members with real
members on the social network, virtual member management module 20
may implement the virtual members to provide guidance within the
game(s), prompt the real members to participate in the game(s)
and/or the social network in ways that are desirable to the
game/network provider, inform the real members of the
accomplishments of their real and/or virtual friends, and/or
provide a forum for other automated communication between the
game(s) and the players. By controlling interactions between
virtual members with real members in this manner, communications
between virtual members and the real members may be impacted by the
relationships between the virtual members, relationships between
the real members and other real members, membership of the real
members within groups, social network participation, and/or other
factors. By way of non-limiting example, FIG. 2 presents a table of
different social network communications that may be sent from
virtual members to a real member, and the impetus for these
messages being transmitted.
[0072] Returning to FIG. 1, the server 14 may manage the
communication of information between players, virtual members, game
platforms 12, and/or other entities participating in system 10. For
example, server 14 may manage the communication of data between
game modules 18 to enable players to participate in the game by
competing in the same races or other events simultaneously. Server
14 may manage the transmission of communications data between game
platform 12 to enable players of the game(s). This communications
data may include text communications, voice communications, and/or
video communications. Server 14 may manage communication between
players and/or virtual members by hosting the social network.
[0073] Server 14 may include one or more processors executing one
or more modules to provide the videogame and/or social network
described herein to a player. The server 14 may include one or more
devices co-located providing the functions described herein, or
server 14 may include a plurality of different devices that are
located remotely from each other that cooperate to provide the
described functionality. The one or more modules may include a
software module, a hardware module, a firmware module, and or one
or more modules formed from a combination of software, hardware,
and/or firmware. The one or more modules may include a user profile
module 28, a social network module 30, and/or other modules. It
will be appreciated that the designation of various modules as
performing certain functions herein is not intended to be limiting.
The functions described within this disclosure may be performed by
any combination of modules and/or by a variety of different
configurations of processors and/or modules. For example, some of
the modules and/or functionality attributed herein to server 14 may
be provided by game platform 12, and vice versa.
[0074] The user profile module 28 may be configured to store and/or
manage user information about one or more users that play the game
and/or interact with the social network. The user information may
include an identity of a user (e.g., a username, a gamertag, and/or
other identities), demographic information associated with the
user, real members of the game and/or social network associated
with the user, and/or other information associated with the user.
The user profile module 28 may be configured to ensure that access
to the game and/or the social network as a given user and/or a real
member associated with the given user is secure (e.g., password
protected).
[0075] The social network module 30 may be configured to provide
the social network that is integrated with the game(s), and enables
real and virtual members to interact therein. The social network
provided by the social network module 30 may be provided to real
and/or virtual members that take part in the game(s) on different
types of gaming platform (e.g., Xbox, PlayStation, Nintendo Wii,
PC, Apple, and/or other platforms). Users implementing different
platforms may not be able to participate in the actual game with
each other (e.g., during a multiplayer session). However, the
social network may provide a unitary forum in which the users of
platforms that are incompatible for game play can socialize,
compete, trade, and/or otherwise interact in the context of the
game(s). The social network module 30 may include a member page
module 32, a communications module 34, a challenge module 36, an
achievement module 38, a group module 40, external application
input module 41, and/or other modules.
[0076] The member page module 32 may be configured to manage,
organize, and/or maintain member pages that correspond to
individual members (virtual and/or real). A member page may include
information related to the corresponding member. The member page
may be a virtual "home" for the corresponding member in the social
network, and may be customized with content and/or information
chosen by the member. The member page may be accessible to one or
more other members. Access to the member page by the one or more
other members may enable the other members to add or modify content
or information on the user page (e.g., to communicate with the
member corresponding to the member page). Member pages may be
hosted on a network and may be accessed, for example, on gaming
platform 12 or via a browser being executed on a different
processing platform (e.g., communication devices 16).
[0077] The information on a member page for a given member may
include information added, or posted, to the member page by the
member, information automatically added to the member page,
information that is updated automatically on the member page,
information that is provided by other members, and/or information
from other sources. The information on the member page may include
biographic information about the member and/or the player
corresponding to the member, pictures, videos, screenshots,
machinima, information related to progress or achievements of the
member in the game, messages from other members, information
related to groups that the member belongs to, ratings of other
content on the social network, ratings of the content on the member
page provided by other members, and/or other information.
[0078] As used herein the term "member page" is not limited to a
single view or interface (e.g., a single web page). A member page
may include several separate views and/or areas, some of which may
be kept more or less private from other members that other views
and/or areas. For example, a member page may include a profile view
that includes content and information related to the competition
results, game progress, group memberships, invitations, events
attended, scheduled events, friends, possessions (e.g., cars),
public messages to and/or from the member, challenges accepted,
challenges completed, and/or other information associated with the
member. A member page may include a private message view that
enables a member to access and manage private messages sent to and
from other members. A member page may include a view that provides
the member with updates about the activities of the member, other
members, and/or other events in game or out of game. A member page
may include other views and/or areas that include other types of
content and/or information related to the in game and/or out of
game activities of the member. Member pages may be provided and
maintained in the social network for both real members and virtual
members. Virtual members may access and/or contribute to the member
pages of real members, and vice versa.
[0079] The communications module 34 of the social network may
include a multi-mode communication tool (e.g., email, text, chat,
in-game communication (voice and/or text), exportation to the Web)
for communicating results, invites, challenges, events, locales,
new features of game/sequels. As such, the communication module 34
may provide communication to members by updates and/or messages to
member pages. The communication module may communicate with members
via other communication media. For example, updates and/or messages
posted to a member page may result in notifications of these
updates and/or messages being transmitted to one or moreof
communication devices 16 (e.g., an email to an email account
accessible by communication device 16, an SMS text to communication
device 16) associated with the member page.
[0080] The communications module 34 may disseminate information
within the game and/or outside the game regarding the progression
of an individual or groups within the game. For example, the
communications module 34 may broadcast to some or all members
information related to in-game activity (e.g., achievements,
changes, challenges, and other activities), which may lead to
interaction outside the game (chat, challenges, member page
postings, public messages, private messages, and/or other
interactions), which in turn may lead to new activity in the game
(e.g., a game between the real and/or virtual member s who engaged
in the interaction outside the game. At least some of the
communications communicated by communications module 34 regarding
in-game activity may be in the form of communications from virtual
members to real members that informs the real members of the
progress and/or performance of other virtual members and/or real
members (e.g., as described above, and illustrated in FIG. 2).
[0081] The challenge module 36 may enable members to define and
disseminate challenges. A challenge may include one or more in-game
tasks that are specifically defined by a member. By way of
non-limiting example, the tasks may include stunts, crashes, races,
race results (e.g., finishing place), adversaries, and/or other
tasks performed in-game. A challenge may dictate restrictions or
self-imposed handicaps that must be employed during performance
(e.g., no use of nitrous, using a specific car). The challenge
module may enable a member to selectively disseminate a created
challenge to one or more specific other members or groups of
members, or globally to any members.
[0082] As was mentioned above, challenges may be disseminated by a
virtual member to a real member, or vice versa. Challenges
transmitted from a virtual member to a real member may be impacted
by the attitude and/or disposition of the virtual member toward the
real member. For example, if the virtual member and the real member
are friends, the virtual member may send more and/or easier
challenges to the real member. If the virtual member and the real
member are rivals, the virtual member may send fewer and/or more
difficult challenges to the real member.
[0083] The challenge module 36 may track the status of individual
members with respect to the challenges they have received and
accepted. Tracking the status of individual members with respect to
the challenges they have received and accepted may include
comparing the in-game activities of individual members with the
parameters of their accepted challenges. Upon determining that a
member has performed a challenge, the challenge module 34 may
generate a notification. The notification may be added to the
member page of the member that performed the challenge, and/or
disseminated to other members (e.g., the member that created the
challenge, other members that have accepted the challenge, friends
of the member that performed the challenge). The notification may
be disseminated to other members by the communication module 32.
The notification disseminated to other real members by member page
module 32 may be in the form of communications from virtual members
that witnessed and/or have been notified of the performance of the
challenge.
[0084] The achievement module 38 may be configured to track the
achievements of members in the game and/or out of the game. The
achievements of members in the game may include game results, and
may indicate which of the members has performed "better" within the
game. For example, the achievement module 38 may track the finish
times at individual race tracks, lap times, top five finishes,
wins, crashes, stunts, accumulated points, vehicles owned, number
of friends, number of rivals, and/or other activities. The
achievement module 38 may establish rankings based on the
activities tracked. The rankings may include rankings based on
individual activities (e.g., race times at a single track), and/or
rankings based on a set of activities. The rankings may be
accessible to members via the social network, on a separate
website, via a gaming console, and/or other types of real time or
near real time communication.
[0085] The achievement module 38 may establish rankings for a
predetermined set of members. For example, a group of members set
up on the social network may have its own rankings for specified
activities. The achievement module 38 may establish global rankings
that encompass substantially all of the members taking part in the
game(s).
[0086] The group module 40 may be configured to manage member
groups within the social network. Groups may include sets of
members that have a dedicated space within the virtual network for
posting content and/or communications. These spaces may be private
(e.g., only open to members who are a part of the group) or public,
or includes separate areas of the space that are private and
public. Groups membership in a given group may be reflected in the
member pages of the members that are a part of the given group.
[0087] Groups may be established by members. In establishing a
group, a member may provide a name for the group, set criteria for
joining the group, set criteria for remaining a part of the group,
and/or otherwise define the group. Criteria for joining and/or
remaining a part of the group may include in-game activities (e.g.,
win a certain race, achieve a certain lap time, crash a specified
number of times, and/or other activities), activity within the
group (e.g., posting to the group page, issuing challenges to the
group, performing challenges issued by the group), ownership of
virtual items (e.g., ownership of a certain type of car), and/or
other criteria. Groups can be established by real members and by
virtual members.
[0088] When a group is created, group module 40 may enable a
creating player to customize gameplay for players that join the
group. For example, group module 40 may enable a customized set of
rules to be associated with the group that define gameplay for
players that join the group. The customized set of rules may
include one or more rules that define a distribution of score,
points, experience points, and/or virtual currency to members of
the group based on gameplay. Group module 40 may enable the
creating member (and/or other members that join the group) to
associate a set of race circuits with the group for players that
join the group to participate in. This set of race circuits may
include one or more race circuits that have been created or
customized by the creating member (and/or other members that join
the group).
[0089] In some groups, in order to become a part of the group a
member must receive an invitation. The invitation may be in place
of, or in addition to, satisfying the criteria for joining Upon
reception of an invitation, a member may accept an invitation and
join the designated group, or reject the invitation. Group
invitations may be sent from virtual members to real members, or
vice versa.
[0090] Actions of real members with respect to groups may impact
the relationships of the real members with virtual members. For
example, if a real member rejects the invitation of a group, the
attitudes and/or dispositions toward the rejecting real member of
virtual members that are a part of the group may be negatively
impacted. If a virtual member sent the rejected invitation to the
real member, the attitude and/or disposition of the virtual member
to the real member may be especially negatively impacted. As
another example, if a real member invites a virtual member to join
a group, the attitude and/or disposition of the virtual member
toward the real member may be positively impacted.
[0091] Membership and/or status within a group in the social
network may be linked with progression through the game. For
example, satisfying the criteria required to join a group and/or
obtaining an invitation to join the group may unlock content within
the game. The new content may include, for instance, a new race, a
new locale, new virtual members to compete against, a new level,
and/or other game content.
[0092] External application input module 41 may enable inputs to be
received to the social network from external information sources,
such as external applications, external data stores, external web
applications and/or other external information sources. This
information may be reflected on the social network (e.g., within
one or more member pages and/or one or more group spaces). The
information received from the external information sources through
external application input module 41 may be reflected in the game
provided to real players. By way of example, weather reports may be
received from an external source (e.g., a weather related website),
and the information within the weather report may be reflected in
the social network. The updated weather information reflected in
the social network may then be implemented by one or more of the
modules being executed by the game platform to determine the
weather present at one or more events in the game (e.g., at one or
more racetracks).
[0093] Points and/or status within the game may be achieved through
participation in the social network. For example, experience
points, virtual currency, and/or other incentives may be provided
to real members for posting content to the social network, creating
and/or joining groups, filling in profile information, creating
friendships, rating content posted by others, and/or other
activities on the social network. As such, a real member may begin
to accrue points and/or status within the game prior to owning or
even playing the actual game.
[0094] According to another aspect of the invention, the social
network module 30 provides a cross-platform Social Network for one
or more game titles with communication across different game
platforms, game titles and/or game series. For example, the user
profiles can be used with the same game title across multiple
platforms, within a series of games, across game series and/or with
different game titles. This may produce loyalty among users to the
game titles and/or platforms that are supported by the social
network. Users that build their profiles, and/or amass rewards,
status, points and/or virtual currency via games that are supported
by the social network may be hesitant to migrate to new game titles
outside of the social network where they may have to "start
fresh."
[0095] System 10 can use the social network provided by social
network module 30 to preview, in a variety of ways, enhancements,
sequels, new game titles in a series and/or other game titles or
content. By way of example, system 10 may provide content about the
new offering (e.g, to provide a preview or trailer video to deliver
a `coming soon` message into the player's news feed, that could
show them a video trailer of the new offering). As another example,
the system can use virtual member messages (e.g., a virtual member
can send one or more player messages about upcoming features in the
new offering). As another example, the system can send screenshots
of the new offering (e.g, a virtual member can send a player
screenshots of new content in the new offering), preview parts of
new version for free in current version (trailer, video virtual
member messages, screen shots, etc.), and/or provide new content to
players in other ways.
[0096] Characters in an upcoming game may be introduced as new
virtual members to the social network. The new virtual members may
create new relationships with real member through member messages,
joining groups, accepting challenges and/or friendships, starting
new groups, issuing new challenges, and/or other interactions on
the social network. In some instances, previously existing virtual
members may suddenly become less prevalent in existing games, as
they "visit" the content of an upcoming game. They may report back
the real members of the social network about the upcoming content
through member page postings, member messages, and/or other types
of interactions.
[0097] The social network may be leveraged to obtain user feedback
concerning upcoming content and/or games. Content postings, member
messages, and/or other interactions of virtual members conveying
information about upcoming content may be monitored to gauge the
reaction of real members on the social network. These reactions may
be used to make decisions about the design and/or execution of the
yet to be released game content.
[0098] A player that has played previous game titles supported by
the social network may enter a new game release with the status,
relationships, equipment, and/or skills that he has acquired
through game play in previous releases and/or involvement in the
social network. As such, as new games become public, and are
supported by the social network of system 10, previous involvement
in the social network may encourage users to adopt the new
releases. For example, players that have spent time playing the
previous releases and building their profiles on the social network
may be motivated to participate in the new releases to maintain
their membership in groups on the social network with game play
requirements for membership, to gain access to new user groups, to
perform and/or design challenges in the new releases, to interact
in game with friends and rivals that are participating in the new
releases, and/or for other social reasons. As such, the social
network builds brand loyalty amongst users by leveraging the time
and energy that users have previously spent building their
characters and the status of the characters within the context of
the games.
[0099] The social network may support the development of
third-party applications that are usable with the social network.
The third-party applications may be subject to review by the
provider of the social network.
[0100] System 10 may provide opportunities for enhanced targeted
in-game sponsorship and/or advertising. For example, rather than
only selling advertisement space within the game, advertising space
may be sold in the social network. This may include banner ads in
views of the social network. Further, demographic information,
consumer preferences, and/or other information entered by users
into the social network may be implemented to generated targeted
advertising opportunities in the game and/or via the social
network. For example, individual user information, group
information, friendship information, communications between
members, and/or other information from the social network may
provide for targeted advertising opportunities. In some
implementations, virtual members may endorse products or services.
These endorsements may include virtual product usage (e.g., fastest
virtual member drives a certain type of car), express statements in
game, express statements in the social network, and/or other types
of endorsements.
[0101] Although the invention has been described in detail for the
purpose of illustration based on what is currently considered to be
the most practical and preferred embodiments, it is to be
understood that such detail is solely for that purpose and that the
invention is not limited to the disclosed embodiments, but, on the
contrary, is intended to cover modifications and equivalent
arrangements that are within the spirit and scope of the appended
claims. For example, it is to be understood that the present
invention contemplates that, to the extent possible, one or more
features of any embodiment can be combined with one or more
features of any other embodiment.
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