This application relates generally to computer-based social environments. More specifically, this application relates to a crafting system and method that facilitates creating unique user-designed objects for virtual representations of real products in connection with a virtual environment.
Once primarily used for research and shopping, the Internet has quickly become an alternative source for entertainment, dating, and multi-player gaming. Through various types of websites, virtual communities have been established that allow users to create a virtual or online reality for themselves. Computer games have also crossed over into the online world, allowing users to play against or along with each other from the comfort of their own homes, Internet cafes or other Wi-Fi outlets around the world. When it comes to most online entertainment activities including gaming and virtual communities, a disconnection unfortunately exists between objects in the real world and objects in the virtual world.
Despite the popularity of such websites as well as similar computer games, consumers continue to demand more interactive capabilities and more flexibility with respect to their virtual products.
The subject application involves a system and/or method which facilitate designing and creating new objects by users using materials, templates and other design techniques made available through a game or other online social environment.
According to an aspect, a computer system for crafting virtual items is provided. The system includes a server computer system that registers a physical product via a computer network and produces outputs indicative of a user character corresponding to the physical product, said user character being assigned to a user account that is stored on said user computer; said server computer system distributing virtual items including a plurality of different item templates and a plurality of different virtual materials into user storage associated with the user account on the server computer system, wherein the server computer system determines which of the plurality of different item templates and which of the plurality of different virtual materials to distribute to the user storage; and said server computer system creating a customized virtual item based on user input received on the server computer system via the computer network, wherein based on the user input, the server computer system creates the customized virtual item by applying at least one of the plurality of virtual materials that is stored in the user storage to one of the plurality of different item templates that is stored in the user storage.
Regarding another aspect, a computer system for crafting virtual items includes a server computer system that registers a physical product via a computer network and generates a user character corresponding to the physical product, said user character being assigned to a user account; said server computer system distributing virtual items into user storage associated with the user account; and said server computer system controlling creation of a customized virtual item based on user input received via the computer network, wherein based on the user input, the server computer system creates the customized virtual item by combining two or more of said virtual items that are stored in the user storage, and wherein in response to a finish request received by the server computer system via the computer network, the server computer system locks the customized virtual item so that no additional virtual items can be added.
According to still another aspect, a method for crafting virtual items is provided. The method includes registering a physical product on a server computer system via a computer network and generating a user character corresponding to the physical product, said user character being assigned to a user account; distributing virtual items including a plurality of different item templates and a plurality of different virtual materials into user storage associated with the user account, wherein the server computer system determines which of the plurality of different item templates and which the plurality of different virtual materials to distribute to the user storage according to calculated probabilities based on a characteristic of the user character assigned to the user account; and creating a customized virtual item based on user input received on the server computer system via the computer network, wherein based on the user input, the server computer system creates the customized virtual item by applying at least one of the plurality of virtual materials that is stored in the user storage to one of the plurality of different item templates that is stored in the user storage.
With respect to yet another aspect, a method for crafting virtual items includes registering a physical product on a server computer system via a computer network and generating a user character corresponding to the physical product, said user character being assigned to a user account; distributing virtual items into user storage associated with the user account; creating a customized virtual item based on user input received on the server computer system via the computer network, wherein based on the user input, the server computer system creates the customized virtual item by combining two or more virtual items that are stored in the user storage; and in response to a finish request received by the server computer system via the computer network, locking the customized virtual item so that no additional virtual materials can be added.
Provided herein is a crafting system that allows users or players of a website to create their own “unique” virtual items for use on the site. With the crafting systems, players can collect materials from within a virtual social environment to customize items, which the player can use to express their individuality. Crafting can include materials such as, but not limited to, textiles and related finishes, edible materials, paint, as well as clay, stones and other earthen and organic materials to create pottery. Crafted items include but are not limited to clothing, shoes, accessories, jewelry, food, beverages, dishes, ceramics, paintings or other forms of artwork and designs and furniture. Note that all of these materials, in this paragraph, and as discussed throughout this specification, are virtual items for use on a website as described herein.
The crafting materials can be collected or obtained by the user and then used a limited number of times (e.g., one time) to make the desired item. Some materials are rarer than others and thus are more difficult to obtain. In particular, some materials or ingredients can be directly purchased during the game or on the website. Some can be revealed or uncovered during other game play or through the course of performing an activity in the game or website. Items can be altered or otherwise modified and need not be finished within a set time period. The user can begin to craft an item and then store it and return to it at a later time to perform more work on it. Items can be crafted in several stages or layers. For example, to achieve a particular look or pattern or color mix. The complexity of an item can depend on the user's materials and/or the template chosen. Some templates can offer either simpler or more complex design capabilities.
Users can also “sign” their items in a suitable manner in order to identify their items as their own creations. For instance, some users may become well known in the game or website environment for their crafted items and thus, their value or worth may increase. Security features may be employed in order to prevent or mitigate the potential for fraud such as modifying the item's signature or fraudulently copying a signature and adding to an unrelated item.
Crafted or finished items can be used by the user within the game or web environment as any other object or item is used throughout the game. They can also be gifted, bought and sold, or otherwise traded within the commerce of the game or website. A valuation system may be employed to assess a market value to the item based on the price of each material and the user's skill level—e.g., crafting skill level or demand for the user's crafted goods in the game or virtual environment.
The crafting system 100 includes an activity detection component 110 which identifies the type, frequency, and duration of each activity performed. It also identifies the participant who is performing the activity (e.g., village resident, visitor or tourist (e.g., resident to another village or not a resident of any village)) such as by name and status. The status of a user indicates whether the user has registered at least one physical product with the system and if so, the village name in which the user's virtual product resides. Each user has a user account assigned.
The kinds of activities which are detectable include any activity or game that a user can do or play in the environment. By way of example, this includes but is not limited to actions associated with buying a homestead lot, selecting a home structure, furnishing the home, planting flowers and trees around the home, building up the village with community structures and outdoor areas, shopping for items, playing games to earn currency, performing a job, cleaning the village and maintaining its appearance, meeting a virtual friend (another user), registering additional physical products to a user's account, etc.
As the user's activities are detected, the corresponding data regarding the type of activity and/or frequency and characteristics or other information about the user's characters (e.g., type of character, status or skill level of the character) is communicated to a distribution decision component 120. The distribution decision component 120 analyzes the data and determines whether to give or offer a bonus item (e.g., a drop) to the user. For example, a character having a higher level of skill will an increased probability of being offered higher quality or rarer item drops. The bonus item is selected from at least one of a materials database 130 and an object template database 140.
The materials database 130 contains various types of materials that are useful in creating an object such as a piece of clothing or artwork or a piece of furniture. This includes fabric textures, fabric patterns (e.g., stripes, polka-dots, paisley, solid, faded, tie-dye, etc.), paint, stain or dye colors, brushes, buttons, zippers, snaps, sequins, rhinestones, glitter, threading detail, grommets, cut-out patterns, pockets, pouches, ruffles, large gems or oversized rhinestones, bows and other materials that alter an object's geometry, wood textures and types, etc. The object template database 140 contains templates of items or objects that can be designed and crafted by the user. This includes but is not limited to all types of clothing, accessories, shoes, home furnishings, textiles, and art canvases.
The distribution decision component 120 determines which database to select from as well as which bonus to gift or make available for the user's (free) taking. The bonus or free item selected for a particular user depends one or more of the following: the user's registered character that has performed the activity (e.g., teacher, athlete, chef, student, baker, doctor, etc.), the skill set or expertise of the character, and the level of skill the character has or has achieved. Historical data can also be referenced such as the items previously gifted to this particular character (avatar). Users can increase the skill level of their characters by using their characters to participate in skill-building activities, such as virtual jobs, games or other virtual activities, which also trigger item drops.
Some items are deemed to be special or rare and thus, those items are more difficult to obtain. The gifted item is stored in the user's material-template storage 150 that is associated with the user's account until the user decides to use it.
When the user is ready to create an item, their available materials and templates are communicated to a design customization component 160 and presented on a user interface from which the user can readily view and select. Each gifted item has a limited number of uses associated with it. For example, once a shirt template and red dye are used, they are no longer available to create another item. The user will have to perform additional activities in the virtual environment in order to earn those items again.
The design customization component 160 offers different features which facilitate creating unique items that may be difficult if not impossible to recreate by another user who sees the item. The difficulty of recreating a unique item which has been designed by another depends on the rarity of the materials used in the design and how many materials are included in the design, including those that are rare. The features include techniques such as layering, blending, cut-outs and sew-on, and the like. When multiple materials are used, it is difficult to identify the exact materials used or to recognize the order and placement of them to achieve the final look of the item. Thus, the user has the opportunity and resources to create items which are unique to their design skills and in the virtual environment, such items can be sold or otherwise traded for virtual or real currency. The design customization component 160 also affords the user the ability to include her signature on the item and to “fix” or lock the designed item in time to prevent others (e.g., a buyer or subsequent owner) from modifying it. Such user-designed objects are stored in a database 170 until the user decides to sell or trade it to another user. Once fixed, each user-designed object has a unique identification in the database 170, so only one copy of a particular user-designed object may exist in the system.
As the user's character participates in the virtual environment, the activity is detected as stated above via an activity detection component 220 and communicated to a distribution component 230. As warranted according to the user and the activity, the distribution component 230 selects an item drop (bonus or free item) from either a template database 240 or a materials database 250. As described above with regard to
Assuming the user takes or accepts the item drop, it is stored in storage 260 associated with the user's account. In some cases, the user is not given a choice and the item drop is automatically deposited in storage 260. User storage 260 also holds the raw materials used for crafting such as the templates and the crafting materials (e.g., fabrics, dye color, accoutrements, etc.).
Any crafted items which were previously created by the user are also stored in the storage 260. This includes crafted items which are in the process of being created but are not yet finished. Blank template items and in-process crafted items stored in the user's storage can be customized using the design customization component 270 as described in more detail in the figures below. Those items which are finished and desired to be sold are placed on the market (via marketplace user interface) and optionally moved to marketplace storage database 280, where other items offered for sale by other users are stored.
Turning now to
To craft an item, a template item is needed, which is a basic item that can be customized. Examples of template items would be a “plain white T-shirt”, a “plain and simple rectangular wooden table”, etc. The template item also has a certain number of slots (permitted modifications) in which materials can be applied to customize the item.
Materials are applied to a template item by using a drag-and-drop interface. Materials are single-use, though some may be designated to have additional uses as part of the “bonus” or gift. After the materials are applied as desired, the user selects a “CRAFT THIS!” button to confirm the design. Once “crafted” onto the template item, the materials cannot be removed. In an alternative embodiment, a user may be permitted to remove a material from an in-process (unfinished) template and return it to her inventory. The specific order and combinations of materials the user employs to the chosen template define the final crafted item. As described above, because different users will have different materials and templates available to them depending upon factors such as which character(s) they have registered, the skills they have acquired and which drops they have obtained, the final crafted item will be somewhat unique and difficult for another user to reproduce.
Only templates which are suitable for this type of crafting are viewable in this interface. The template item is the basic building block of all crafted items. So for example, a red, striped, diamond-button dress T-shirt and a purple T-shirt with a front pocket both start out from a T-Shirt template item while the black evening dress and the purple sequin lace evening dress were created from the Evening Dress template item.
In general, there are several different ways for a user to get template items. For example, they can be purchased from real or virtual stores in the virtual environment or they can be gifted as an item drop. Some templates are more readily available or attainable while others are less common. For example, templates with fewer slots are more common and available than templates with many slots. This is because as the number of slots increases, the user's design can become more complex and unique. This may translate to a higher market demand or value for that design.
There can be restrictions placed on the trading of templates between users. For example, an empty template item, or a template item with one or more materials on it, cannot be bought/traded/sold/vended to other players. However, a template can be sold to a NPC (non-player character) Cashier (e.g., sold back to the system) at a fraction of the template's worth or original cost. Templates can also be discarded by the user through the Inventory interface, though no currency is received for this.
Crafted or designer items can be sold/traded/vended to other players within the virtual environment, or listed on an e-commerce marketplace. If the designer item is sold in the marketplace, it is no longer tradable/sellable/transferable in-game, and cannot be resold in the marketplace. At any point, a designer item can be sold to a NPC Cashier at a fraction of the item's worth or original cost.
According to one embodiment, each template item has a minimum and a maximum number of (initially) empty slots. The actual number of slots varies depending on the specific instance of the template item, and may be randomly set by the system, for example. Each slot can hold one material. To make the crafting experience more interesting, template item instances with fewer slots are more common, and those with more slots are rarer and more difficult to obtain.
As indicated in
In general, the default color of the template item is white. Each template item can support a maximum number of a ‘color’ material type. Some templates may support only one color while other templates which support more complex designs may support more than one color. If more than one color is supported, then the template may allow discreet areas of the template to be different colors or the template may allow color mixing and blending. Dropping a color onto a template item will color the majority of the object this color (e.g., see
By way of example, an evening dress template item may have the following characteristics:
In view of the above characteristics, every evening dress created would have the above properties, but the number of slots on any dress is between 3 and 9. With reference to
Aside from just the appearance of a blank template or the finished designed item, templates, in-design (in-process) items and finished items are given a quality rating. The quality rating value for a template is slightly different than quality rating values for other materials that are applied to the templates in terms of the actual value assigned. For in-process and finished items, the quality rating is the sum of the quality ratings of the different materials used in the item plus the quality rating of the original template item. The quality rating of in-process and finished items can help prospective buyers of the items and can also make items more marketable than others. Examples of the quality rating are as follows:
Some crafting items may have sections that are alterable. These sections will be visible by two clickable points or arrows as shown in
The term “alteration” generally applies to clothing or cloth materials, so only certain Crafting Stations have the “Alter” radial menu option. Alterations can be made to compatible Finished (Designer) and In-Design Items. Players can alter a Crafting Item as often as desired; however, there is a cost associated with each alteration made. The alterable section can extend/retract OR widen/shrink in the direction of the arrows; but an action to extend AND widen is not permitted, for example. For each alteration point, a minimum and maximum length that each section can be stretched is set by the system. It may also be possible to alter the geometry of an item. Otherwise, each alteration point will have pre-built increments that appear/disappear as the point is clicked. Some alteration is automatically asymmetrical. For example, if one shirt sleeve is lengthened, the other sleeve will need to be lengthened as well by the user. However, in the case of crafting pottery, for example, alterations are symmetrical. In practice, the term “alteration” is normally used for clothing and “reshaping” is used for pottery items.
The template items as described above can correspond to specific items such as a clothing item or a furniture item; however, a template item can also correspond or indicate a free-form item to be created and customized. The free-form item does not include predetermined limitations such as the number of slots, alteration points, mount points or other restrictions that somehow dictate the type or number of materials to be combined or arranged. Because the item can take on any form as desired by the user, there are no predefined portion shapes or sizes within an item—compared to a shirt template which requires the sleeves to be of equal length. By way of further example, a free-form chair may not have 4 legs if the user would rather design one that has 3 legs.
In addition, a free-form item can also be programmed to perform an action or function. For example, a free-form chair can be programmed to rock or swivel or another free-form object can be programmed to open and close. Music or other media can also be attached to a free-form object such as by way of an actionable button placed on or near the free-form object. For instance, a free-form object may be programmed to display one or more (real) photographs. Likewise, a different free-form object can play a favorite song when an “actionable” button is pushed on the object.
Materials are applied to template items to create unique items by way of slots on the template. To apply a material to a slot, the slot needs to be empty, the template item needs to support the material type (the UI box automatically filters out unsupported materials), and the material cannot be a duplicate of a material already applied to the template. It should be noted that, in the disclosed embodiment, materials cannot be removed once crafted onto a template item and materials crafted onto a template item are considered used and disappear from user's material inventory. A player can add one or more materials to a template item in a single session or can save design work that has been done and continue it later. Additional materials can be added to the template assuming there is room and at any time, so long as the template item isn't “finished.” Note that materials added in later sessions are added on as layers that are above materials that were crafted onto the template in previous sessions.
As previously mentioned, each material belongs to one material type. For example, the materials “Blue Diamond Brooch” and “Red Emerald Brooch” belong to the “Brooch” material type. Each material type belongs to a material class. A material class is a governing rule set on how those materials are used on the template. Exemplary material classes can have the following rules:
In practice, for example, some possible material combinations for a 3 SLOT SHIRT are:
Some NON-compatible material combinations for the 3 SLOT SHIRT are:
Materials in a user's inventory are represented by icons. A single material may (or may not) be applicable to several different template items. For example the color Blue can be applied to any Shirt, Dress or Skirt template item.
Materials can be obtained in a variety of ways such as the following:
If a user has materials that are unwanted, the following can be done to unload them from the user's inventory:
In an alternative embodiment, users may be permitted to gift, sell or trade materials and templates directly with other users.
In the virtual environment, crafting can be done at designated crafting stations located throughout the virtual environment. For example, in one part of the virtual environment such as a central town or village, there is a building that has an NPC that will craft (affix materials to template items) materials for the user. This NPC's crafting ability is limited (not skilled to craft highly-rare materials). Scattered throughout other parts of the virtual environment are other Crafting Stations that have full ability to Craft items that are compatible with the station. All levels of Crafting can be done in a village, such as in an Activity/Skill building that is owned by the user. When a user purchases an Activity building, she has an option of purchasing the Crafting upgrade for that building (represented by an object (station) in that building). Clicking on the object will allow the user to craft the related template item. For example, clothing template items must be crafted in Design buildings on the Clothing Crafting Station. Pottery template items must be crafted in the Design buildings on the Pottery Crafting Station.
Some conditions need to be satisfied and some guidelines should be followed in order to successfully craft:
When the player clicks on the “Craft” button, the following may occur:
When crafting, there are some common screen elements to facilitate the process. These include: a preview mannequin which can be a 3-D object or figure to which a template and the selected materials are dragged for a preview of crafting them together; a message window, which is a non-interactive window that displays instructions to the player; and an interaction box which displays options and buttons for user selection. A back button is also present which allows the user to skip back a step. A chat window allows the user to chat with others while crafting.
Referring now to
After the player drags a template item to the preview mannequin, the player now needs to click, drag and drop ONE or MORE materials (that they wish to preview/craft) to the preview mannequin.
An exemplary screen view showing the Crafting Materials UI is shown in
The preview mannequin displays a larger version of the selected template. Any materials dragged to the template item will be previewed on the Mannequin, but the attached material is held in-place by a “holding item” such as straight pins for clothing or nails for furniture to show it is a preview.
Once a user places a material onto the template, a “reorder layering” interface appears as shown in
As illustrated in
After pressing the “Craft This!” button, a message window appears asking the player to confirm the action (assuming the player has enough money). If the user does not have enough currency to pay for the crafting session, then a message to that effect will pop up and the user can save the project and continue it later.
The cost of the crafting fee depends on at least 2 factors: the rarity of the materials being applied and the slot number to which it is applied. For example, below is a Crafting Fee Table that indicates the crafting fee based on rarity a material and slot number to which the material is applied:
Fee Example:
Using the numbers in the Table above, imagine that a user wants to craft using a 5-slot template and has 3 materials: A (rarity 1), B (rarity 3), C (rarity 5). The Crafting Fee would be: Slot costs+Rarity Costs=(5+10+15)+(5+20+55)=100 Woodsies. Those materials are crafted or applied to the template. Later (e.g., in a different session), the user wants to add 2 more materials: D (rarity 8), E (rarity 6). Thus, the additional Crafting Fee would be: Slot costs+Rarity Costs=(20+25)+(145+80)=270 Woodsies.
Once the “craft this” action is confirmed by the user, the crafting action cannot be undone and the materials cannot be removed from the template and used again. This confirms the analog to the real world, since in the real world, once material is colored, for example, it cannot be uncolored. Similarly, use of supplies typically exhausts those supplies, and they cannot be later used again.
The illustration in
Before an item is “finished”, the user can modify or wear the template item. Finishing the template item means that the template item is fixed or locked and cannot have any more materials added to it (even if there are slots left). It is now referred to as a Designer Item in its name. Finished items include the user's signature which becomes a permanent part of the item and stays with the item even if it is sold or traded to other users. If there other slots open before the item is deemed finished, those slots cannot be filled after the item has been finished and signed.
Finished items cannot be altered; however, other “in-design”—that is, template items which are in the design process and have not been finished, can be altered via their respective alteration points.
The system 100 of
A web server can also be included as part of the computer system. The web server can host a website comprising the virtual environment as well as other features that are to appear within the virtual environment. The web server can serve content via a communication network to at least a first computing device (e.g., end-user) as well as a second computing device, each being remotely located from the web server and from each other. The administrative server and the web server can optionally be embodied by a single terminal. The communication network can include a wide area network (“WAN”), a local area network (“LAN”), or a combination thereof. For example, the web server may communicate with the first and second computing devices in a known manner using a TCP/IP protocol over the Internet, which is an illustrative embodiment of the communication network. One or both of the computing devices can optionally be connected to the Internet via an internal gateway, router, switch, and/or any other networking devices employed to achieve the Internet connection. In one embodiment, the web server can produce output over the network as an HTML webpage based on a request.
An exemplary architecture of the computer system, particularly the administrative and web servers that collectively operate to generate the virtual environment is described as follows. A non-transitory computer-readable medium such as a hard disk drive is operable as a storage component for storing data involved in maintaining the virtual environment and other content to be served to the computing devices via the communication network. The storage component may also store computer-executable instructions that, when executed by a computer processing unit, provide for the generation and management of the virtual environment as described above.
The foregoing description includes illustrative embodiments of various aspects of the subject system and/or method. It will be apparent to those skilled in the art that the above systems and methods may incorporate changes and modifications without departing from the general scope of this invention. It is intended to include all such modifications and alterations within the scope of the subject application. Furthermore, to the extent that the term “includes” is used in either the detailed description or the claims, such term is intended to be inclusive in a manner similar to the term “comprising” as interpreted when employed as a transitional word in a claim.
This application claims the benefit of U.S. Provisional Application No. 61/327,214, entitled CRAFTING SYSTEM and filed on Apr. 23, 2010, the entirety of which is incorporated herein by reference.
Number | Name | Date | Kind |
---|---|---|---|
5056019 | Schultz | Oct 1991 | A |
5890963 | Yen | Apr 1999 | A |
5923330 | Tarlton | Jul 1999 | A |
5926179 | Matsuda et al. | Jul 1999 | A |
5956038 | Rekimoto | Sep 1999 | A |
5971855 | Ng | Oct 1999 | A |
6009458 | Hawkins et al. | Dec 1999 | A |
6173267 | Cairns | Jan 2001 | B1 |
6227931 | Shackelford | May 2001 | B1 |
6251017 | Leason et al. | Jun 2001 | B1 |
6253167 | Matsuda et al. | Jun 2001 | B1 |
6267672 | Vance | Jul 2001 | B1 |
6273815 | Stuckman | Aug 2001 | B1 |
6343990 | Rasmussen | Feb 2002 | B1 |
6347995 | Igarashi | Feb 2002 | B1 |
6352478 | Gabai et al. | Mar 2002 | B1 |
6389375 | Thomsen et al. | May 2002 | B1 |
6394872 | Watanabe | May 2002 | B1 |
6468155 | Zucker et al. | Oct 2002 | B1 |
6494762 | Bushmitch et al. | Dec 2002 | B1 |
6539400 | Bloomfield et al. | Mar 2003 | B1 |
6554679 | Shackelford et al. | Apr 2003 | B1 |
6609968 | Okada et al. | Aug 2003 | B1 |
6663105 | Sullivan et al. | Dec 2003 | B1 |
6692360 | Kusuda et al. | Feb 2004 | B2 |
6719604 | Chan | Apr 2004 | B2 |
6720949 | Pryor et al. | Apr 2004 | B1 |
6729934 | Driscoll et al. | May 2004 | B1 |
6739941 | Brownsberger | May 2004 | B1 |
6758746 | Hunter et al. | Jul 2004 | B1 |
6772195 | Hatlelid et al. | Aug 2004 | B1 |
6773325 | Mawle et al. | Aug 2004 | B1 |
6773344 | Gabai et al. | Aug 2004 | B1 |
6800013 | Liu | Oct 2004 | B2 |
6910186 | Kim | Jun 2005 | B2 |
6954728 | Kusumoto et al. | Oct 2005 | B1 |
6959166 | Gabai et al. | Oct 2005 | B1 |
7012602 | Watson et al. | Mar 2006 | B2 |
7037166 | Shrock et al. | May 2006 | B2 |
7054831 | Koenig | May 2006 | B2 |
7066781 | Weston | Jun 2006 | B2 |
7092899 | Simas et al. | Aug 2006 | B2 |
7094154 | Kellerman et al. | Aug 2006 | B2 |
7139796 | Rekimoto et al. | Nov 2006 | B2 |
7171154 | Fujisawa | Jan 2007 | B2 |
7179171 | Forlines et al. | Feb 2007 | B2 |
7227965 | Sutton | Jun 2007 | B1 |
7288028 | Rodriquez et al. | Oct 2007 | B2 |
7314407 | Pearson | Jan 2008 | B1 |
7396281 | Mendelsohn et al. | Jul 2008 | B2 |
7425169 | Ganz | Sep 2008 | B2 |
7439972 | Timcenko | Oct 2008 | B2 |
7442108 | Ganz | Oct 2008 | B2 |
7465212 | Ganz | Dec 2008 | B2 |
7467096 | Antonucci et al. | Dec 2008 | B2 |
7480597 | Clark et al. | Jan 2009 | B2 |
7488231 | Weston | Feb 2009 | B2 |
7534157 | Ganz | May 2009 | B2 |
7548242 | Hughes et al. | Jun 2009 | B1 |
7568964 | Ganz | Aug 2009 | B2 |
7587338 | Owa | Sep 2009 | B2 |
7591703 | Zielinski et al. | Sep 2009 | B2 |
7596473 | Hansen et al. | Sep 2009 | B2 |
7604525 | Ganz | Oct 2009 | B2 |
7618303 | Ganz | Nov 2009 | B2 |
7645178 | Trotto et al. | Jan 2010 | B1 |
7677948 | Ganz | Mar 2010 | B2 |
7789726 | Ganz | Sep 2010 | B2 |
7843471 | Doan et al. | Nov 2010 | B2 |
7846004 | Ganz | Dec 2010 | B2 |
7862428 | Borge | Jan 2011 | B2 |
8130219 | Fleury et al. | Mar 2012 | B2 |
20010031603 | Gabai et al. | Oct 2001 | A1 |
20010037316 | Shiloh | Nov 2001 | A1 |
20010039206 | Peppel | Nov 2001 | A1 |
20020007313 | Mai et al. | Jan 2002 | A1 |
20020022523 | Dan et al. | Feb 2002 | A1 |
20020022994 | Miller et al. | Feb 2002 | A1 |
20020046109 | Leonard et al. | Apr 2002 | A1 |
20020090985 | Tochner et al. | Jul 2002 | A1 |
20020094851 | Rheey | Jul 2002 | A1 |
20020107073 | Binney | Aug 2002 | A1 |
20020143652 | Beckett | Oct 2002 | A1 |
20020147640 | Daniele | Oct 2002 | A1 |
20020169668 | Bank et al. | Nov 2002 | A1 |
20020198781 | Cobley | Dec 2002 | A1 |
20030018523 | Rappaport | Jan 2003 | A1 |
20030055984 | Shimakawa et al. | Mar 2003 | A1 |
20030220834 | Leung | Nov 2003 | A1 |
20040030595 | Park et al. | Feb 2004 | A1 |
20040043806 | Kirby | Mar 2004 | A1 |
20040053690 | Fogel et al. | Mar 2004 | A1 |
20040092311 | Weston | May 2004 | A1 |
20040093266 | Dohring | May 2004 | A1 |
20040143852 | Meyers | Jul 2004 | A1 |
20040189702 | Hlavac et al. | Sep 2004 | A1 |
20040193489 | Boyd et al. | Sep 2004 | A1 |
20040242326 | Fujisawa | Dec 2004 | A1 |
20040249710 | Smith | Dec 2004 | A1 |
20040259465 | Wright et al. | Dec 2004 | A1 |
20050043076 | Lin | Feb 2005 | A1 |
20050059483 | Borge | Mar 2005 | A1 |
20050071225 | Bortolin | Mar 2005 | A1 |
20050137015 | Rogers et al. | Jun 2005 | A1 |
20050177428 | Ganz | Aug 2005 | A1 |
20050192864 | Ganz | Sep 2005 | A1 |
20050222906 | Chen | Oct 2005 | A1 |
20050250415 | Barthold | Nov 2005 | A1 |
20050250416 | Barthold | Nov 2005 | A1 |
20060100018 | Ganz | May 2006 | A1 |
20060129458 | Maggio | Jun 2006 | A1 |
20060148567 | Kellerman et al. | Jul 2006 | A1 |
20060160594 | Brase | Jul 2006 | A1 |
20060234795 | Dhunjishaw et al. | Oct 2006 | A1 |
20060271433 | Hughes | Nov 2006 | A1 |
20060281555 | Kellerman et al. | Dec 2006 | A1 |
20060293103 | Mendelsohn | Dec 2006 | A1 |
20070033107 | Ubale et al. | Feb 2007 | A1 |
20070060368 | Cheng | Mar 2007 | A1 |
20070063997 | Scherer et al. | Mar 2007 | A1 |
20070073582 | Jung et al. | Mar 2007 | A1 |
20070082720 | Bradbury | Apr 2007 | A1 |
20070088656 | Jung et al. | Apr 2007 | A1 |
20070130001 | Jung et al. | Jun 2007 | A1 |
20070197297 | Witchey | Aug 2007 | A1 |
20070211047 | Doan et al. | Sep 2007 | A1 |
20070226062 | Hughes et al. | Sep 2007 | A1 |
20070253581 | Sutton | Nov 2007 | A1 |
20070262984 | Pruss | Nov 2007 | A1 |
20080009350 | Ganz | Jan 2008 | A1 |
20080009351 | Ganz | Jan 2008 | A1 |
20080032790 | Zielinski et al. | Feb 2008 | A1 |
20080039203 | Ackley et al. | Feb 2008 | A1 |
20080070690 | Van Luchene et al. | Mar 2008 | A1 |
20080109313 | Ganz | May 2008 | A1 |
20080111816 | Abraham et al. | May 2008 | A1 |
20080134099 | Ganz | Jun 2008 | A1 |
20080146342 | Harvey | Jun 2008 | A1 |
20080163055 | Ganz | Jul 2008 | A1 |
20080176658 | Wright | Jul 2008 | A1 |
20080221998 | Mendelsohn et al. | Sep 2008 | A1 |
20080265509 | Gatzios | Oct 2008 | A1 |
20080280684 | McBride et al. | Nov 2008 | A1 |
20080288343 | Ho et al. | Nov 2008 | A1 |
20090029772 | Ganz | Jan 2009 | A1 |
20090053970 | Borge | Feb 2009 | A1 |
20090054155 | Borge | Feb 2009 | A1 |
20090063282 | Ganz | Mar 2009 | A1 |
20090131164 | Ganz | May 2009 | A1 |
20090204420 | Ganz | Aug 2009 | A1 |
20090204499 | Caswell | Aug 2009 | A1 |
20090313084 | Chugh | Dec 2009 | A1 |
20100030660 | Edwards | Feb 2010 | A1 |
20100041481 | Smedley et al. | Feb 2010 | A1 |
20100060662 | Law | Mar 2010 | A1 |
20100151940 | Borge | Jun 2010 | A1 |
20100174593 | Cao et al. | Jul 2010 | A1 |
20100197389 | Ueda | Aug 2010 | A1 |
20100210333 | Halash | Aug 2010 | A1 |
20110092128 | Ganz | Apr 2011 | A1 |
20110261071 | Ganetakos et al. | Oct 2011 | A1 |
Number | Date | Country |
---|---|---|
2552367 | Jul 2005 | CA |
2365364 | Feb 2002 | GB |
2002063092 | Feb 2002 | JP |
0102072 | Jan 2001 | WO |
0133327 | May 2001 | WO |
2008067668 | Jun 2008 | WO |
Entry |
---|
Grace, “Web Site Tycoon's Next Goal: Sixth Grade”; Woonsocket Call, Jun. 19, 2002. |
http://web.archive.org.web.20031202190119/www.monopets.com/, Dec. 2, 2003. |
Real-Money Trade of Virtual Assets: Ten Different User Perceptions (Vili Lehdonvirta, 2005). |
Virtual Economics: Applying Economics to the Study of Game Worlds (Vili Lehdonvirta, 2005). |
Number | Date | Country | |
---|---|---|---|
20110261071 A1 | Oct 2011 | US |
Number | Date | Country | |
---|---|---|---|
61327214 | Apr 2010 | US |