Event-based currency

Abstract
An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.
Description
FIELD OF THE DISCLOSURE

This disclosure relates generally to event-specific currency, such as virtual currency for an event within a virtual space that is available and/or distributed to users during an event time period for performing certain operations and/or achievements during the event time period.


BACKGROUND

Virtual currency provides users of virtual spaces with an alternative to real-world money for obtaining in-space benefits, while providing service providers with a source of revenue by offering the virtual currency in exchange for real-world money. Because the virtual currency that is offered in virtual spaces is typically “permanent,” users of the virtual spaces generally associate certain values to the virtual currency over time, which limits profitability associated with purchases of virtual currency per unit and/or perceived benefits of the virtual currency per unit when offered to users as an incentive to perform operations/achievements. In addition, while promotional events relating to a virtual currency regularly used in a virtual space (e.g., discounting of price of the virtual currency, offers of the virtual currency as an incentive to perform operations/achievements, etc.) may have the effect of boosting short-term profits or in-space operations/achievements, such promotional events may have lingering long-term negative effects, for instance, relating to profitability from sale of the virtual currency or perceived benefits of the virtual currency by users.


SUMMARY

One aspect of the disclosure relates to a system configured to facilitate event-based currency, in accordance with one or more implementations. In exemplary implementations, a default virtual currency that may be usable by users of a game space to purchase in-space benefits may be made available to the users. An event conducted in the game space during a predetermined event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. In-space benefits associated with the event virtual currency may be provided during the event time period to individual ones of the users in exchange for the distributed event virtual currency of the individual users. After the event time period, the event virtual currency may become unusable by or unavailable to the users. In this way, among other benefits, negative impact on the default virtual currency that is associated with virtual-currency-related promotions may be avoided or otherwise reduced.


In some implementations, the system may include one or more servers. The server(s) may be configured to communicate with one or more client computing platforms according to a client/server architecture. The users may access the system and/or a virtual space (e.g., a virtual world, a game space, etc.) via the client computing platforms.


The server(s) may be configured to execute one or more computer program modules to facilitate event-based currency. The computer program modules may include one or more of a game module, a default currency module, an event module, an exchange module, a user module, and/or other modules. In some implementations, the client computing platforms may be configured to execute one or more computer program modules that are the same as or similar to the computer program modules of the server(s) to facilitate event-based currency.


The game module may be configured to execute an instance of a game space. The game module may be configured to facilitate presentation of views of the game space to users. The game space may be configured to facilitate interaction of the users with the game space and/or each other by performing operations in the game space in response to commands received from the users. The users may include a first user, a second user, and/or other users.


The default currency module may be configured to manage a first virtual currency usable by the users to purchase in-space benefits. In certain implementations, the default currency module may be configured such that the first virtual currency may be purchasable with real-world money or a second virtual currency. In some implementations, the in-space benefits purchasable with the first virtual currency may include one or more of virtual goods, accesses to regions of the game space, abilities to perform operations in the game space, or other in-space benefits.


The event module may be configured to manage an event in the game space that is conducted during an event time period. The event module may be configured such that, during the event time period, an event virtual currency is distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period.


In certain implementations, the default currency module may be configured such that the first virtual currency is available to the users during the event time period. In some implementations, the default currency module may be configured such that the first virtual currency is available to the users during and after the event time period.


The exchange module may be configured to effectuate, for one or more of the users, exchanges of in-space benefits associated with the event virtual currency. The in-space benefits associated with the event virtual currency may include one or more of virtual goods, accesses to regions of the game space, abilities to perform operations in the game space, or other in-space benefits.


In some implementations, the event module may be configured such that the event virtual currency may be purchasable with real-world money or a second virtual currency. In other implementations, the event module may be configured such that the event virtual currency may not be purchased with other currencies.


In certain implementations, the event module may be configured to deactivate the event virtual currency after the event time period. For example, the event virtual currency may be deactivated such that the event virtual currency is not available to the user after the event time period. In various implementations, the event module may be configured such that the event virtual currency is distributed to a first user responsive to the first user performing a first operation and/or achievement during the event time period, and such that the event virtual currency is not distributed to the first user responsive to the first user performing the first operation and/or achievement after the event time period. In some implementations, the event module may be configured such that the event virtual currency expires after the event time period.


In various implementations, the exchange module may be configured such that the in-space benefits associated with the event virtual currency may be different than the in-space benefits purchasable with the first virtual currency.


In certain implementations, the exchange module may be configured such that at least one of the in-space benefits associated with the event virtual currency is the same as at least one of the in-space benefits purchasable with the first virtual currency. In some implementations, the exchange module may be configured to manage costs associated with purchase of in-space benefits. The exchange module may be configured such that the costs include (i) a first set of costs for purchasing individual in-space benefits of a first set of in-space benefits using the first virtual currency and (ii) a second set of costs for purchasing the individual in-space benefits of the first set of in-space benefits using the event virtual currency.


In various implementations, the user module may be configured to manage virtual currency account information for the users. In some implementations, the user module may be configured to, responsive to a determination that the event time period has passed, modify the virtual currency account information to remove indications that the users have event virtual currency.


These and other features, and characteristics of the present technology, 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


FIG. 1 illustrates a system configured to facilitate event-based currency, in accordance with one or more implementations.



FIG. 2 illustrates a user interface depicting a notification in a game space that indicates an event to be conducted during an event time period in which event virtual currency associated with the event will be available, in accordance with one or more implementations.



FIG. 3 illustrates a method for facilitating event-based currency, in accordance with one or more implementations.





DETAILED DESCRIPTION


FIG. 1 illustrates a system 100 configured to facilitate event-based currency, in accordance with one or more implementations. In exemplary implementations, a default virtual currency that may be usable by users of a game space to purchase in-space benefits may be made available to the users. An event conducted in the game space during a predetermined event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. For example, a first user may be provided with a first amount of the event virtual currency responsive to performing a first operation and/or achievement during the event time period and a second amount of event virtual currency responsive to performing a second operation and/or achievement during the event time period.


In-space benefits associated with the event virtual currency may be provided during the event time period to individual ones of the users in exchange for the distributed event virtual currency of the individual users. These in-space benefits may, for instance, be automatically allocated to the individual users when they obtain a threshold amount of the event virtual currency. The in-space benefits may be allocated to the individual users during the event time period in accordance with the amounts of the event virtual currency held by the individual users at some predetermined time during the event time period. A particular in-space benefit may be allocated to a user when that user purchases the in-space benefit during the event time period in exchange for an amount of the event virtual currency that is associated with the in-space benefit.


After the event time period, the event virtual currency may become unusable by or unavailable to the users. On the other hand, in some implementations, the default virtual currency may independently remain available to the users for purchase (e.g., in exchange for real-world money, in exchange for other virtual currencies, etc.) or to purchase in-space benefits. In this way, promotional events (e.g., contests, third-party sponsored events, etc.) may be applied in the game space using the event virtual currency in lieu of or in addition to the default virtual currency for such events. Among other benefits, events that utilize event virtual currency may have little or no adverse effect on the default virtual currency while providing revenue for service providers or incentives to encourage users to perform designated operations and/or achievements.


In some implementations, system 100 may include one or more servers 102. Server(s) 102 may be configured to communicate with one or more client computing platforms 104 according to a client/server architecture. The users may access system 100 and/or a virtual space (e.g., a virtual world, a game space, etc.) via client computing platforms 104.


Server(s) 102 may be configured to execute one or more computer program modules to facilitate event-based currency. The computer program modules may include one or more of a game module 106, a default currency module 108, an event module 110, an exchange module 112, a user module 114, and/or other modules. In some implementations, client computing platforms 104 may be configured to execute one or more computer program modules that are the same as or similar to the computer program modules of server(s) 102 to facilitate event-based currency.


Game module 106 may be configured to execute an instance of a game space. In some implementations, the game space may be a virtual space. As such, an instance of the game space may be an instance of the virtual space. A space module (not shown for illustrative convenience) may be configured to implement the instance of the virtual space executed by the computer modules. The instance of the virtual space may reflect the state of the virtual space. The instance of the virtual space may be used to push state information to clients for implementation on the clients, may be used to verify state information generated on clients executing expressions of the instance locally, and/or for other purposes. State information may include information about the state of the virtual space such as, without limitation, position information of one or more objects, topography information, object status/shape information, battle information, score information, user or character progress information, user inventory information, progress information for one or more activities or actions, view information describing a view of the virtual space, and/or other information that describes the state of the virtual space. Expressions of the instance executed on the clients facilitate presentation of views on the clients of the virtual space. Expressions of the instance executed on the clients may be configured to simply present views of the virtual space based on the state information (e.g., via streaming view information, object/position information, and/or other state information) received from the space module. Expressions of the instance executed on the clients may include space logic that effectively provides for execution of a limited version of the instance on a client that is synchronized and/or verified with state information received from the space module. The view presented on a given client may correspond to a location in the virtual space (e.g., the location from which the view is taken, the location the view depicts, and/or other locations), a zoom ratio, a dimensionality of objects, a point-of-view, and/or view parameters. One or more of the view parameters may be selectable by the user.


The instance of the virtual space may comprise a simulated space that is accessible by users via clients (e.g., client computing platforms 104) that present the views of the virtual space to a user. The simulated space may have a topography, express ongoing real-time interaction by one or more users, and/or include one or more objects positioned within the topography that are capable of locomotion within the topography. In some instances, the topography may be a 2-dimensional topography. In other instances, the topography may be a 3-dimensional topography. The topography may include dimensions of the space, and/or surface features of a surface or objects that are “native” to the space. In some instances, the topography may describe a surface (e.g., a ground surface) that runs through at least a substantial portion of the space. In some instances, the topography may describe a volume with one or more bodies positioned therein (e.g., a simulation of gravity-deprived space with one or more celestial bodies positioned therein). The instance executed by the computer modules may be synchronous, asynchronous, and/or semi-synchronous.


The above description of the views of the virtual space determined from the instance executed by the space module is not intended to be limiting. The virtual space may be presented in a more limited, or more rich, manner. For example, views of the virtual space may be selected from a limited set of graphics depicting an event in a given place within the virtual space. The views may include additional content (e.g., text, audio, pre-stored video content, and/or other content) that describes particulars of the current state of the place, beyond the relatively generic graphics. For example, a view may include a generic battle graphic with a textual description of the opponents to be confronted. Other representations of individual places within the virtual space are contemplated.


Within the instance of the virtual space executed by the space module, users may control characters, objects, simulated physical phenomena (e.g., wind, rain, earthquakes, and/or other phenomena), and/or other elements within the virtual space to interact with the virtual space and/or each other. The user characters may include avatars. As used herein, the term “user character” may refer to an object (or group of objects) present in the virtual space that represents an individual user. The user character may be controlled by the user with which it is associated. The user controlled element(s) may move through and interact with the virtual space (e.g., non-user characters in the virtual space, other objects in the virtual space). The user controlled elements controlled by and/or associated with a given user may be created and/or customized by the given user. The user may have an “inventory” of virtual goods and/or currency that the user can use (e.g., by manipulation of a user character or other user controlled element, and/or other items) within the virtual space.


The users may participate in the instance of the virtual space by controlling one or more of the available user controlled elements in the virtual space. Control may be exercised through control inputs and/or commands input by the users through client computing platforms 104. The users may interact with each other through communications exchanged within the virtual space. Such communications may include one or more of textual chat, instant messages, private messages, voice communications, and/or other communications. Communications may be received and entered by the users via their respective client computing platforms 104. Communications may be routed to and from the appropriate users through server(s) 102 (e.g., through the space module).


Default currency module 108 may be configured to manage a first virtual currency usable by the users to purchase in-space benefits. In certain implementations, default currency module 108 may be configured such that the first virtual currency may be purchasable with real-world money or a second virtual currency. In some implementations, the in-space benefits purchasable with the first virtual currency may include one or more of virtual goods, accesses to regions of the game space, abilities to perform operations in the game space, or other in-space benefits.


By way of example, the first virtual currency may be a default virtual currency that is available for purchase by the users or use by the users to purchase in-space benefits. In one use case, a particular user may purchase 1000 Gems in exchange for 50 units of real-world money (e.g., US$50), and the user's account may be credited with 1000 Gems. The user may then pay for a specific virtual good (e.g., a food/beverage item, a clothing item, an accessory item, a weapon item, a time reduction item, etc.) with the purchased Gems, and the cost of the virtual good may be deducted from the user's account.


Event module 110 may be configured to manage an event in the game space that is conducted during an event time period. Event module 110 may be configured such that, during the event time period, an event virtual currency is distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period.


For example, FIG. 2 illustrates a user interface 200 depicting a notification 202 in a game space that indicates an event to be conducted during an event time period in which event virtual currency associated with the event will be available, in accordance with one or more implementations. As indicated by notification 202, in one scenario, users may earn Event X Gems during event time period X by performing one or more listed operations and/or achievements. As an example, the listed operations and/or achievements may include visiting a virtual store in the virtual space depicted by user interface 200, purchasing one or more virtual goods at the virtual store, engaging in battle with other users in the virtual space, defeating one or more enemies in the virtual space, joining an alliance of users, checking in to a particular location in the virtual space, collecting a certain amount of resources of a particular type in the virtual space, building a certain structure in the virtual space, trying out new features available via the virtual space, or other operations and/or achievements.


In certain implementations, default currency module 108 may be configured such that the first virtual currency is available to the users during the event time period. In some implementations, default currency module 108 may be configured such that the first virtual currency is available to the users during and after the event time period. For example, virtual currency account information for the users may indicate amounts of the first virtual currency credited to individual ones of the users before, during, and/or after the event time period. The individual users may use their first virtual currency before, during, and/or after the event time period to purchase in-space benefits based on their amounts of the first virtual currency indicated by the virtual currency account information.


Exchange module 112 may be configured to effectuate, for one or more of the users, exchanges of in-space benefits associated with the event virtual currency. The in-space benefits associated with the event virtual currency may include one or more of virtual goods, accesses to regions of the game space, abilities to perform operations in the game space, or other in-space benefits.


By way of example, with respect to FIG. 2, users may earn Event X Gems during event time period X by performing one or more listed operations and/or achievements. During event time period X, in-space benefits purchasable with the earned Event X Gems may be exchanged for one or more amounts of Event X Gems earned by the users. In one scenario, for instance, in-space benefits may be automatically allocated to individual ones of the users when they obtain a threshold amount of Event X Gems. For example, when a particular user collects 1000 Event X Gems for the first time during event time period X, allocation of a first rare virtual good to the user's account may be initiated, and 1000 Event X Gems may be deducted from the user's account. When the user collects another 1500 Event X Gems during event time period X, allocation of a second rare virtual good to the user's account may be initiated, and 1500 Event X Gems may be deducted from the user's account.


In another scenario, the in-space benefits may be allocated to the individual users during the event time period in accordance with the amounts of the event virtual currency held by the individual users at some predetermined time during the event time period. For example, event time period X may include 5 event sub-periods X1-X5. User categories associated with the event indicated by notification 200 may include a first category of users that have collected 0-999 Event X Gems by the end of a sub-period, a second category of users that have collected 1000-1999 Event X Gems by the end of a sub-period, and a third category of users that have collected 2000 or more Event X Gems by the end of a sub-period. At the end of each of the sub-periods X1-X5, the individual amounts of Event X Gems that each of the users have collected by performing certain operations and/or achievements during the respective sub-period may be calculated and deducted from the users' accounts (e.g., users may start with 0 Event X Gems at the beginning of each new sub-period within event time period X). In exchange, the appropriate categories may be determined for each of the users, and rare virtual goods may be allocated to individual ones of the users' accounts in accordance with their respective determined categories. A user in the first category may be allocated a first virtual good, a user in the second category may be allocated a second virtual good, and a user in the third category may be allocated a third virtual good such that the value of the third virtual good is greater than the value of the second virtual good, and the value of the second virtual good is greater than the value of the first virtual good.


In another scenario, the in-space benefits may be allocated to a certain number or percentage of users that collected the most Event X Gems. For example, in exchange for all of the Event X Gems that they collected during event time period X, the top 10% of users with the most Event X Gems at the end of event time period X may be given access to a VIP club in the game space where those users have a chance to win a significant amount of regular Gems.


In another scenario, a particular in-space benefit may be allocated to a user when that user purchases the in-space benefit during the event time period in exchange for an amount of the event virtual currency that is associated with the in-space benefit. For example, a first rare virtual good may be purchased during event time period X for 1000 Event X Gems, a second rare virtual good may be purchased during event time period X for 2000 Event X Gems, and a third rare virtual good may be purchased during event time period X for 3000 Event X Gems.


In some implementations, event module may be configured such that the event virtual currency may be purchasable with real-world money or a second virtual currency. For example, with respect to FIG. 2, a particular user of the game space may purchase 2000 Event X Gems during event time period X in exchange for 50 units of real-world money (e.g., US$50).


In other implementations, the event virtual currency may not be purchased with other currencies. In one use case, users may not be able to buy the event virtual currency, but may obtain the event virtual currency by performing certain operations and/or achievements in the game space during the event time period. In this way, users may have more incentive to perform the certain operations and/or achievements because they may not be able to buy certain sought-after in-space benefits. Such in-space benefits may, for instance, include in-space benefits that may only be purchased during the event time period using the event virtual currency, in-space benefits that may be purchased during the event time period using the event virtual currency and that are difficult to otherwise obtain in the game space, or other sought-after in-space benefits.


Event module 110 may be configured to deactivate the event virtual currency after the event time period. For example, the event virtual currency may be deactivated such that the event virtual currency is not available to the user after the event time period. In one use case, with respect to FIG. 2, the event virtual currency may be Event X Gems. As indicated by notification 202, for instance, Event X Gems will only be available during event time period X. When event time period X is over, all traces of Event X Gems may be “erased” from the game space such that users that have not used all of the Event X Gems that they collected may not access any remaining Event X Gems, and such that users may not collect Event X Gems unless Event X Gems are offered again for another event in the game space. In another use case, other event virtual currency may be utilized for future events in lieu of Event X Gems. For example, Event Y Gems may be used in lieu of Event X Gems during event time period Y, and Event Z Gems may be used in lieu of Event X Gems during event time period Z.


In various implementations, event module 110 may be configured such that the event virtual currency is distributed to a first user responsive to the first user performing a first operation and/or achievement during the event time period, and such that the event virtual currency is not distributed to the first user responsive to the first user performing the first operation and/or achievement after the event time period. For example, referring to FIG. 2, Event X Gems may be provided to a user that performs one of the listed operations and/or achievements if it is determined that the user performed the listed operation and/or achievement during event time period X. On the other hand, if the user performed the listed operation and/or achievement after event time period X, Event X Gems may not be provided to the user.


In some implementations, event module 110 may be configured such that the event virtual currency expires after the event time period. In one use case, for instance, all of the event virtual currency that a user collects by performing certain operations and/or achievements during the event time period may be rendered unusable to redeem in-space benefits. As such, in another scenario, while the user may still have the amount of the event virtual currency that he/she collected during the event time period, the user may not be able to use the event virtual currency in the game space for anything of value. In yet another scenario, all of the event virtual currency that the user collected during the event time period will be removed from the user's account upon expiration of the event virtual currency.


In various implementations, exchange module 112 may be configured such that the in-space benefits associated with the event virtual currency may be different than the in-space benefits purchasable with the first virtual currency. As an example, a first virtual good may be provided to a first user in exchange for some amount of the event virtual currency from the first user, but the first virtual good may not be exchangeable for any amount of the first virtual currency. As another example, a second virtual good may be provided to the first user in exchange for some amount of the first virtual currency from the first user, but the second virtual good may not exchangeable for any amount of the event virtual currency.


In certain implementations, exchange module 112 may be configured such that at least one of the in-space benefits associated with the event virtual currency is the same as at least one of the in-space benefits purchasable with the first virtual currency. In some implementations, exchange module 112 may be configured to manage costs associated with purchase of in-space benefits. Exchange module 112 may be configured such that the costs include (i) a first set of costs for purchasing individual in-space benefits of a first set of in-space benefits using the first virtual currency and (ii) a second set of costs for purchasing the individual in-space benefits of the first set of in-space benefits using the event virtual currency.


For example, with respect to FIG. 2, a particular rare virtual good of which only 100 units may be distributed per month may be offered for purchase during event time period X in exchange for 3000 Event X Gems (e.g., the event virtual currency). During the same time period or a different time period, the particular rare virtual good may be offered for purchase in exchange for 2000 Gems (e.g., the first virtual currency)


User module 114 may be configured to access and/or manage one or more user profiles and/or user information associated with users of the system 100. The one or more user profiles and/or user information may include information stored by server 102, one or more of the client computing platforms 104, and/or other storage locations. The user profiles may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the virtual space, security login information (e.g., a login code or password), virtual space account information, subscription information, virtual currency account information (e.g., related to currency held in credit for a user), relationship information (e.g., information related to relationships between users in the virtual space), virtual space usage information, demographic information associated with users, interaction history among users in the virtual space, information stated by users, purchase information of users, browsing history of users, a client computing platform identification associated with a user, a phone number associated with a user, and/or other information related to users.


In some implementations, user module 114 may be configured to, responsive to a determination that the event time period has passed, modify the virtual currency account information to remove indications that the users have event virtual currency. For example, with respect to FIG. 2, amounts of Event X Gems may be distributed to users during event time period X such that the virtual currency account information associated with those users may indicate that the users have the distributed amounts. Upon determination that event time period X is over, user module 114 may remove the indications in the virtual currency account information that the users have the distributed amounts so that it appears to the users that they no longer have any Event X Gems.


Server(s) 102, client computing platforms 104, external resources 116, and/or other components may be operatively linked via one or more electronic communication links. For example, such electronic communication links may be established, at least in part, via a network such as the Internet and/or other networks. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which server(s) 102, client computing platforms 104, external resources 116, and/or other components may be operatively linked via some other communication media.


A given client computing platform 104 may include one or more processors configured to execute computer program modules. The computer program modules may be configured to enable an expert or user associated with client computing platform 104 to interface with system 100 and/or external resources 116, and/or provide other functionality attributed herein to client computing platforms 104. By way of non-limiting example, client computing platform 104 may include one or more of a desktop computer, a laptop computer, a handheld computer, a netbook, a smartphone, a gaming console, and/or other computing platforms.


External resources 116 may include sources of information, hosts and/or providers of virtual spaces outside of system 100, external entities participating with system 100, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources 116 may be provided by resources included in system 100.


In some implementations, server(s) 102 may include an electronic storage 118, one or more processor(s) 120, and/or other components. Server(s) 102 may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server(s) 102 in FIG. 1 is not intended to be limiting. Server(s) 102 may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server(s) 102. For example, server(s) 102 may be implemented by a cloud of computing platforms operating together as server(s) 102.


Electronic storage 118 may comprise non-transitory storage media that electronically stores information. The electronic storage media of electronic storage 118 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server(s) 102 and/or removable storage that is removably connectable to server(s) 102 via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage 118 may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. Electronic storage 118 may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage 118 may store software algorithms, information determined by processor(s) 120, information received from server(s) 102, information received from client computing platforms 104, and/or other information that enables server(s) 102 to function as described herein.


Processor(s) 120 is configured to provide information processing capabilities in server(s) 102. As such, processor(s) 120 may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information. Although processor(s) 120 is shown in FIG. 1 as a single entity, this is for illustrative purposes only. In some implementations, processor(s) 120 may include a plurality of processing units. These processing units may be physically located within the same device, or processor(s) 120 may represent processing functionality of a plurality of devices operating in coordination. Processor(s) 120 may be configured to execute modules 106, 108, 110, 112, 114, and/or other modules. Processor(s) 120 may be configured to execute modules 106, 108, 110, 112, 114, and/or other modules by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor(s) 120. As noted, in certain implementations, a given client computing platform 104 may include one or more computer program modules that is the same as or similar to the computer program modules of server(s) 102. Client computing platform 104 may include one or more processors that are the same or similar to processor(s) 120 of server(s) 102 to execute such computer program modules of client computing platform 104.


It should be appreciated that although modules 106, 108, 110, 112, and 114 are illustrated in FIG. 1 as being co-located within a single processing unit, in implementations in which processor(s) 120 includes multiple processing units, one or more of modules 106, 108, 110, 112, and/or 114 may be located remotely from the other modules. The description of the functionality provided by the different modules 106, 108, 110, 112, and/or 114 described below is for illustrative purposes, and is not intended to be limiting, as any of modules 106, 108, 110, 112, and/or 114 may provide more or less functionality than is described. For example, one or more of modules 106, 108, 110, 112, and/or 114 may be eliminated, and some or all of its functionality may be provided by other ones of modules 106, 108, 110, 112, and/or 114. As another example, processor(s) 120 may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of modules 106, 108, 110, 112, and/or 114.



FIG. 3 illustrates a method for facilitating event-based currency, in accordance with one or more implementations. The operations of method 300 presented below are intended to be illustrative. In some implementations, method 300 may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of method 300 are illustrated in FIG. 3 and described below is not intended to be limiting.


In some implementations, method 300 may be implemented in one or more processing devices (e.g., a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information). The one or more processing devices may include one or more devices executing some or all of the operations of method 300 in response to instructions stored electronically on an electronic storage medium. The one or more processing devices may include one or more devices configured through hardware, firmware, and/or software to be specifically designed for execution of one or more of the operations of method 300.


At an operation 302, an instance of a game space may be executed. Operation 302 may be performed by a game module that is the same as or similar to game module 106, in accordance with one or more implementations.


At an operation 304, presentation of views of the game space to users may be facilitated. The game space may be configured to facilitate interaction of the users with the game space and/or each other by performing operations in the game space in response to commands received from the users. Operation 304 may be performed by a game module that is the same as or similar to game module 106, in accordance with one or more implementations.


At an operation 306, a first virtual currency usable by the users to purchase in-space benefits may be managed. In certain implementations, the first virtual currency may be purchasable with real-world money or a second virtual currency. In some implementations, the in-space benefits purchasable with the first virtual currency may include one or more of virtual goods, accesses to regions of the game space, abilities to perform operations in the game space, or other in-space benefits. Operation 306 may be performed by a default currency module that is the same as or similar to default currency module 108, in accordance with one or more implementations.


At an operation 308, an event in the game space that is conducted during an event time period may be managed. In various implementations, the first virtual currency may be available to the users during the event time period. In some implementations, the first virtual currency may be available to the users during and after the event time period. For example, virtual currency account information for the users may indicate amounts of the first virtual currency credited to individual ones of the users before, during, and/or after the event time period. The individual users may use their first virtual currency before, during, and/or after the event time period to purchase in-space benefits based on their amounts of the first virtual currency indicated by the virtual currency account information. Operation 308 may be performed by an event module that is the same as or similar to event module 110, in accordance with one or more implementations.


At an operation 310, distribution of an event virtual currency to one or more of the users as a reward for certain operations and/or achievements performed in the game space may be facilitated during the event time period. In certain implementations, the event in the game space may be managed such that the event includes the distribution of the event virtual currency responsive to certain operations and/or achievements being performed in the game space. In some implementations, the event virtual currency may be purchasable with real-world money or a second virtual currency. In other implementations, the event virtual currency may not be purchased with other currencies. Operation 310 may be performed by an event module that is the same as or similar to event module 110, in accordance with one or more implementations.


At an operation 312, exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the in-space benefits associated with the event virtual currency may be different than the in-space benefits purchasable with the first virtual currency. As an example, a first virtual good may be provided to a first user in exchange for some amount of the event virtual currency from the first user, but the first virtual good may not be exchangeable for any amount of the first virtual currency. As another example, a second virtual good may be provided to the first user in exchange for some amount of the first virtual currency from the first user, but the second virtual good may not exchangeable for any amount of the event virtual currency. Operation 312 may be performed by an exchange module that is the same as or similar to exchange module 112, in accordance with one or more implementations.


At an operation 314, a determination of whether the event time period is over may be effectuated. Operation 314 may be performed by an event module that is the same as or similar to event module 110, in accordance with one or more implementations. Responsive to a determination that the event time period is over, method 300 may proceed to an operation 316.


At operation 316, the event virtual currency may be deactivated. In certain implementations, the event virtual currency may be deactivated such that the event virtual currency is not available to the user after the event time period. In various implementations, the event virtual currency may be distributed to a first user responsive to the first user performing a first operation and/or achievement during the event time period. The event virtual currency may not be distributed to the first user responsive to the first user performing the first operation and/or achievement after the event time period. In some implementations, the event virtual currency may expire after the event time period. Operation 316 may be performed by an event module that is the same as or similar to event module 110, in accordance with one or more implementations.


At an operation 318, virtual currency account information for the users may be modified to remove indications that the users have the event virtual currency. Operation 318 may be performed by a user module that is the same as or similar to user module 114, in accordance with one or more implementations.


Although the present technology has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the technology is not limited to the disclosed implementations, 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 technology contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation.

Claims
  • 1. A system for facilitating temporary event-specific currency to users in an online game, wherein the users include a first user, the system comprising: one or more physical processors configured by machine-readable instructions to: execute an instance of the online game, and facilitate interaction of the users within the online game in response to user input received from the users through the client devices during gameplay;manage user accounts of the users, wherein the user accounts include inventories such that a first user account of the first user includes a first inventory, wherein the first inventory includes a first amount of a first virtual currency, wherein the first virtual currency is exchangeable for in-game benefits throughout the online game;during a temporary event in the online game that occurs concurrently with interaction between the users, award an event-specific virtual currency to the users based on performance during the temporary event, wherein the users can exchange the event-specific virtual currency during the temporary event for in-game benefits, wherein the event-specific virtual currency is not exchangeable for the in-game benefits after the duration of the temporary event, and wherein the in-game benefits obtained by the users in exchange for the event-specific virtual currency persist in the online game after the temporary event;effectuate, during the temporary event, an exchange of a particular amount of the event-specific virtual currency by the first user for a particular in-game benefit, wherein the particular in-game benefit persists for the first user in the online game after the temporary event;after the duration of the temporary event, expire the event-specific virtual currency such that the event-specific virtual currency is not available to the users and no longer exchangeable for any in-game benefits; andafter the duration of the temporary event, facilitate particular interaction of the first user in the online game, wherein the particular interaction involves the particular in-game benefit for the first user.
  • 2. The system of claim 1, wherein the users are associated with client devices, wherein the one or more processors are further configured to: transmit game state information obtained from the instance of the online game over a network to the client devices to facilitate presentation of views of the online game to the users on the client devices.
  • 3. The system of claim 1, wherein the one or more processors are further configured to facilitate exchanges of the first virtual currency in the online game by storing information associated with the first virtual currency on electronic storage media.
  • 4. The system of claim 1, wherein expiration of the event-specific virtual currency includes providing notifications to the client devices pertaining to the expiration of the event-specific virtual currency.
  • 5. The system of claim 1, wherein the one or more processors are further configured to monitor the instance of the online game to identify one or both of performance of the certain operations or accomplishment of the achievements in the online game.
  • 6. The system of claim 1, wherein the one or more physical processors are further configured such that the first virtual currency is available to users during the temporary event.
  • 7. The system of claim 1, wherein the one or more physical processors are further configured to make the event-specific virtual currency available to the users during a second temporary event in the online game, wherein the second temporary event occurs subsequent to the temporary event.
  • 8. The system of claim 1, wherein the one or more physical processors are further configured such that the in-game benefits associated with the event-specific virtual currency are different than the in-game benefits purchasable with the first virtual currency.
  • 9. The system of claim 5, wherein the one or more physical processors are further configured to: distribute, during the temporary event, amounts of event-specific virtual currency to the users in the online game as a reward for one or both of certain operations performed by the users or achievements accomplished by the users in the online game, such that the particular amount of the event-specific virtual currency is distributed to the first user.
  • 10. The system of claim 9, wherein, prior to the exchange, the first inventory includes the particular amount of the event-specific virtual currency, wherein expiring the event-specific virtual currency includes removing the event-specific currency from the first inventory, and wherein the particular in-game benefit persists by adding the particular in-game benefit to the first inventory.
  • 11. A computer-implemented method of facilitating temporary event-specific currency to users in an online game, wherein the users include a first user, the method being implemented on a computer system that includes one or more physical processors and storage media storing machine-readable instructions, the method comprising: executing an instance of the online game, and facilitate interaction of the users within the online game in response to user input received from the users through the client devices during gameplay;managing user accounts of the users, wherein the user accounts include inventories such that a first user account of the first user includes a first inventory, wherein the first inventory includes a first amount of a first virtual currency, wherein the first virtual currency is exchangeable for in-game benefits throughout the online game;during a temporary event in the online game that occurs concurrently with interaction between the users, awarding an event-specific virtual currency to the users based on performance during the temporary event, wherein the users can exchange the event-specific virtual currency during the temporary event for in-game benefits, wherein the event-specific virtual currency is not exchangeable after the duration of the temporary event, and wherein the in-game benefits obtained by the users in exchange for the event-specific virtual currency persist in the online game after the temporary event;effectuating, during the temporary event, an exchange of a particular amount of the event-specific virtual currency by the first user for a particular in-game benefit, wherein the particular in-game benefit persists for the first user in the online game after the temporary event;after the duration of the temporary event, expiring the event-specific virtual currency such that the event-specific virtual currency is not available to the users and no longer exchangeable for any in-game benefits; andafter the duration of the temporary event, facilitating particular interaction of the first user in the online game, wherein the particular interaction involves the particular in-game benefit for the first user.
  • 12. The method of claim 11, wherein the users are associated with client devices, the method further comprising: transmit game state information obtained from the instance of the online game over a network to the client devices to facilitate presentation of views of the online game to the users on the client devices.
  • 13. The method of claim 11, further comprising: facilitating exchanges of the first virtual currency in the online game by storing information associated with the first virtual currency on electronic storage media.
  • 14. The method of claim 11, wherein expiration of the event-specific virtual currency includes providing notifications to the client devices pertaining to the expiration of the event-specific virtual currency.
  • 15. The method of claim 11, further comprising: monitoring the instance of the online game to identify one or both of performance of the certain operations or accomplishment of the achievements in the online game.
  • 16. The method of claim 11, further comprising: facilitating availability of the first virtual currency to users during the temporary event.
  • 17. The method of claim 11, further comprising: making the event-specific virtual currency available to the users during a second temporary event in the online game, wherein the second temporary event occurs subsequent to the temporary event.
  • 18. The method of claim 11, further comprising: facilitating that the in-game benefits associated with the event-specific virtual currency are different than the in-game benefits purchasable with the first virtual currency.
  • 19. The method of claim 15, further comprising: distributing, during the temporary event, amounts of event-specific virtual currency to the users in the online game as a reward for one or both of certain operations performed by the users or achievements accomplished by the users in the online game, such that the particular amount of the event-specific virtual currency is distributed to the first user.
  • 20. The method of claim 19, wherein, prior to the exchange, the first inventory includes the particular amount of the event-specific virtual currency, wherein expiring the event-specific virtual currency includes removing the event-specific currency from the first inventory, and wherein the particular in-game benefit persists by adding the particular in-game benefit to the first inventory.
US Referenced Citations (427)
Number Name Date Kind
5816918 Kelly Oct 1998 A
5933813 Teicher Aug 1999 A
5964660 James Oct 1999 A
6142472 Kliebisch Nov 2000 A
6190225 Coleman Feb 2001 B1
6402619 Sato Jun 2002 B1
6561904 Locke May 2003 B2
6604008 Chudley Aug 2003 B2
6745236 Hawkins Jun 2004 B1
6811483 Webb Nov 2004 B1
6850900 Hare Feb 2005 B1
6928474 Venkatesan Aug 2005 B2
7050868 Graepel May 2006 B1
7076453 Jammes Jul 2006 B2
7156733 Chiang Jan 2007 B2
7192352 Walker Mar 2007 B2
7197352 Gott Mar 2007 B2
7326115 Baerlocher Feb 2008 B2
7381133 Thomas Jun 2008 B2
7533336 Jaffe May 2009 B2
7660740 Boone Feb 2010 B2
7682239 Friedman Mar 2010 B2
7698229 Hsu Apr 2010 B2
7785188 Cannon Aug 2010 B2
7813821 Howell Oct 2010 B1
7819749 Fish Oct 2010 B1
7945802 Hamilton, II May 2011 B2
7959507 Cannon Jun 2011 B2
8010404 Wu Aug 2011 B1
8016668 Hardy Sep 2011 B2
8047909 Walker Nov 2011 B2
8057294 Pacey Nov 2011 B2
8066571 Koster Nov 2011 B2
8105156 Walker Jan 2012 B2
8147340 Brunetdecourssou Apr 2012 B2
8157635 Hardy Apr 2012 B2
8187101 Herrmann May 2012 B2
8226472 Van Luchene Jul 2012 B2
8231453 Wolf Jul 2012 B2
8231470 Feeney Jul 2012 B2
8239487 Hoffman Aug 2012 B1
8246439 Kelly Aug 2012 B2
8272934 Olive Sep 2012 B2
8272951 Ganz Sep 2012 B2
8272956 Kelly Sep 2012 B2
8282491 Auterio Oct 2012 B2
8287367 Hall Oct 2012 B2
8287383 Etter Oct 2012 B1
8287384 Auterio Oct 2012 B2
8292743 Etter Oct 2012 B1
8313372 Naicker Nov 2012 B2
8317584 Aoki Nov 2012 B2
8317601 Luciano, Jr. Nov 2012 B1
8323110 Shibamiya Dec 2012 B2
8328642 Mosites Dec 2012 B2
8332260 Mysen Dec 2012 B1
8332544 Ralls Dec 2012 B1
8348716 Ganz Jan 2013 B2
8348762 Willis Jan 2013 B2
8348767 Mahajan Jan 2013 B2
8348768 Auterio Jan 2013 B2
8360858 Larocca Jan 2013 B2
8360866 Vanluchene Jan 2013 B2
8360867 Vanluchene Jan 2013 B2
8360868 Shvili Jan 2013 B2
8366544 Walker Feb 2013 B2
8366550 Herrmann Feb 2013 B2
8371925 Bonney Feb 2013 B2
8376826 Katz Feb 2013 B2
8382572 Hoffman Feb 2013 B2
8388427 Yariv Mar 2013 B2
8401913 Alivandi Mar 2013 B2
8408989 Bennett Apr 2013 B2
8439759 Mello May 2013 B1
8475262 Wolf Jul 2013 B2
8506394 Kelly Aug 2013 B2
8512150 Herrmann Aug 2013 B2
8533076 Chu Sep 2013 B2
8583266 Herbrich Nov 2013 B2
8636591 Hawk Jan 2014 B1
8758119 Bronsteinbendayan Jun 2014 B1
8777754 Santini Jul 2014 B1
8784214 Parks Jul 2014 B2
8790185 Caldarone Jul 2014 B1
8821260 Desanti Sep 2014 B1
8831758 Chu Sep 2014 B1
8843557 Ranade Sep 2014 B2
8851978 Koh Oct 2014 B1
8920243 Curtis Dec 2014 B1
8961319 Pieron Feb 2015 B1
8968067 Curtis Mar 2015 B1
9007189 Curtis Apr 2015 B1
9138639 Ernst Sep 2015 B1
9256887 Santini Feb 2016 B2
9257007 Santini Feb 2016 B2
9259642 Mcneill Feb 2016 B1
9286510 Soohoo Mar 2016 B2
9317993 Hardy Apr 2016 B2
9375636 Wakeford Jun 2016 B1
9403093 Harrington Aug 2016 B2
9406201 Englman Aug 2016 B2
9452356 Tsao Sep 2016 B1
9452364 Curtis Sep 2016 B1
9463376 Kim Oct 2016 B1
9468851 Pieron Oct 2016 B1
9610503 Pieron Apr 2017 B2
9616331 Jordan Apr 2017 B1
9626475 Schultz Apr 2017 B1
9656174 Mclellan May 2017 B1
9669313 Pieron Jun 2017 B2
9669315 Curtis Jun 2017 B1
9682314 Kim Jun 2017 B2
9773254 Schultz Sep 2017 B1
9776089 Curtis Oct 2017 B1
9782677 Topkins Oct 2017 B1
9782679 Chu Oct 2017 B1
9789407 Pieron Oct 2017 B1
9795885 Kim Oct 2017 B1
9827499 Pieron Nov 2017 B2
9873040 Kim Jan 2018 B1
9901826 Lee Feb 2018 B1
9975050 Pieron May 2018 B1
9978211 Schultz May 2018 B1
10068431 Howell Sep 2018 B1
10307101 Miller Jun 2019 B1
10350501 Pieron Jul 2019 B2
10357719 Pieron Jul 2019 B2
10463968 Patenge Nov 2019 B1
10565606 Schultz Feb 2020 B2
10741022 Schultz Aug 2020 B2
10857469 Pieron Dec 2020 B2
10929864 Schultz Feb 2021 B2
10933330 Pieron Mar 2021 B2
10987590 Patenge Apr 2021 B2
11058954 Koh Jul 2021 B1
20020023039 Fritsch Feb 2002 A1
20020059397 Feola May 2002 A1
20020072412 Young Jun 2002 A1
20020094863 Klayh Jul 2002 A1
20020095327 Zumel Jul 2002 A1
20020115488 Berry Aug 2002 A1
20020119824 Allen Aug 2002 A1
20020165794 Ishihara Nov 2002 A1
20020183105 Cannon Dec 2002 A1
20020193162 Walker Dec 2002 A1
20030003983 Walker Jan 2003 A1
20030008713 Ushiro Jan 2003 A1
20030027619 Nicastro Feb 2003 A1
20030032476 Walker Feb 2003 A1
20030102625 Katz Jun 2003 A1
20030109301 Chudley Jun 2003 A1
20030157978 Englman Aug 2003 A1
20030174178 Hodges Sep 2003 A1
20030190960 Jokipii Oct 2003 A1
20030216167 Gauselmann Nov 2003 A1
20040002387 Grady Jan 2004 A1
20040068451 Lenk Apr 2004 A1
20040143852 Meyers Jul 2004 A1
20040199471 Hardjono Oct 2004 A1
20040215524 Parkyn Oct 2004 A1
20040224745 Bregenzer Nov 2004 A1
20040225387 Smith Nov 2004 A1
20040267611 Hoerenz Dec 2004 A1
20050096117 Katz May 2005 A1
20050114223 Schneider May 2005 A1
20050165686 Zack Jul 2005 A1
20050192087 Friedman Sep 2005 A1
20050209008 Shimizu Sep 2005 A1
20050227751 Zanelli Oct 2005 A1
20050255914 McHale Nov 2005 A1
20050277474 Barry Dec 2005 A1
20060030407 Thayer Feb 2006 A1
20060058103 Danieli Mar 2006 A1
20060063587 Manzo Mar 2006 A1
20060079317 Flemming Apr 2006 A1
20060100006 Mitchell May 2006 A1
20060116196 Vancura Jun 2006 A1
20060155597 Gleason Jul 2006 A1
20060200370 Ratliff Sep 2006 A1
20060205461 Larocca Sep 2006 A1
20060217198 Johnson Sep 2006 A1
20060287029 Yoshinobu Dec 2006 A1
20060287102 White Dec 2006 A1
20070021213 Foe Jan 2007 A1
20070060297 Hein Mar 2007 A1
20070077988 Friedman Apr 2007 A1
20070105615 Lind May 2007 A1
20070111770 Van Luchene May 2007 A1
20070129139 Nguyen Jun 2007 A1
20070129147 Gagner Jun 2007 A1
20070155485 Cuddy Jul 2007 A1
20070191101 Coliz Aug 2007 A1
20070191102 Coliz Aug 2007 A1
20070213116 Crawford Sep 2007 A1
20070233585 Ben Simon Oct 2007 A1
20070281285 Jayaweera Dec 2007 A1
20080004093 Van Luchene Jan 2008 A1
20080032787 Low Feb 2008 A1
20080058092 Schwartz Mar 2008 A1
20080076527 Low Mar 2008 A1
20080113706 Ohalloran May 2008 A1
20080113815 Weingardt May 2008 A1
20080124353 Brodeur May 2008 A1
20080154798 Valz Jun 2008 A1
20080171599 Salo Jul 2008 A1
20080194318 Kralicky Aug 2008 A1
20080200260 Deng Aug 2008 A1
20080207306 Higbie Aug 2008 A1
20080214295 Dabrowski Sep 2008 A1
20080227525 Kelly Sep 2008 A1
20080234043 McCaskey Sep 2008 A1
20080248867 Englman Oct 2008 A1
20080268946 Roemer Oct 2008 A1
20080275786 Gluck Nov 2008 A1
20080300045 Ratcliff Dec 2008 A1
20080318668 Ching Dec 2008 A1
20090011812 Katz Jan 2009 A1
20090017886 McGucken Jan 2009 A1
20090036199 Myus Feb 2009 A1
20090048918 Dawson Feb 2009 A1
20090061982 Brito Mar 2009 A1
20090082099 Luciano Mar 2009 A1
20090124353 Collette May 2009 A1
20090204907 Finn Aug 2009 A1
20090208181 Cottrell Aug 2009 A1
20090210301 Porter Aug 2009 A1
20090234710 Belgaied Hassine Sep 2009 A1
20090280905 Weisman Nov 2009 A1
20090315893 Smith Dec 2009 A1
20100022307 Steuer Jan 2010 A1
20100035689 Altshuler Feb 2010 A1
20100041472 Gagner Feb 2010 A1
20100050088 Neustaedter Feb 2010 A1
20100070056 Coronel Mar 2010 A1
20100094841 Bardwil Apr 2010 A1
20100099471 Feeney Apr 2010 A1
20100107214 Ganz Apr 2010 A1
20100113162 Vemuri May 2010 A1
20100120525 Baerlocher May 2010 A1
20100174593 Cao Jul 2010 A1
20100198653 Bromenshenkel Aug 2010 A1
20100210356 Losica Aug 2010 A1
20100227675 Luxton Sep 2010 A1
20100227682 Reville Sep 2010 A1
20100228606 Walker Sep 2010 A1
20100240444 Friedman Sep 2010 A1
20100241491 Eglen Sep 2010 A1
20100241492 Eglen Sep 2010 A1
20100306015 Kingston Dec 2010 A1
20110045898 Anderson Feb 2011 A1
20110065511 Mahan Mar 2011 A1
20110092271 Nguyen Apr 2011 A1
20110092273 Cerbini Apr 2011 A1
20110111841 Tessmer May 2011 A1
20110112662 Thompson May 2011 A1
20110113353 Koh May 2011 A1
20110118002 Aoki May 2011 A1
20110145040 Zahn Jun 2011 A1
20110151957 Falciglia Jun 2011 A1
20110207525 Allen Aug 2011 A1
20110212756 Packard Sep 2011 A1
20110218033 Englman Sep 2011 A1
20110227919 Bongio Sep 2011 A1
20110250954 Braund Oct 2011 A1
20110256936 Walker Oct 2011 A1
20110263324 Ganetakos Oct 2011 A1
20110275438 Hardy Nov 2011 A9
20110281638 Bansi Nov 2011 A1
20110281654 Kelly Nov 2011 A1
20110282764 Borst Nov 2011 A1
20110300923 Vanluchene Dec 2011 A1
20110319152 Ross Dec 2011 A1
20110319170 Shimura Dec 2011 A1
20120011002 Crowe Jan 2012 A1
20120015714 Ocko Jan 2012 A1
20120015715 Luxton Jan 2012 A1
20120034961 Berman Feb 2012 A1
20120040743 Auterio Feb 2012 A1
20120040761 Auterio Feb 2012 A1
20120042282 Wong Feb 2012 A1
20120046111 Walker Feb 2012 A1
20120047002 Patel Feb 2012 A1
20120059730 Jensen Mar 2012 A1
20120083909 Carpenter Apr 2012 A1
20120101886 Subramanian Apr 2012 A1
20120108306 Munsell May 2012 A1
20120109785 Karlsson May 2012 A1
20120115593 Vann May 2012 A1
20120122589 Kelly May 2012 A1
20120129590 Morrisroe May 2012 A1
20120130856 Petri May 2012 A1
20120142429 Muller Jun 2012 A1
20120156668 Zelin Jun 2012 A1
20120157187 Moshal Jun 2012 A1
20120157193 Arezina Jun 2012 A1
20120166380 Sridharan Jun 2012 A1
20120166449 Pitaliya Jun 2012 A1
20120178514 Schulzke Jul 2012 A1
20120178515 Adams Jul 2012 A1
20120178529 Collard Jul 2012 A1
20120197874 Zatkin Aug 2012 A1
20120202570 Schwartz Aug 2012 A1
20120202587 Allen Aug 2012 A1
20120202589 Kelly Aug 2012 A1
20120203669 Borsch Aug 2012 A1
20120215667 Ganz Aug 2012 A1
20120221430 Naghmouchi Aug 2012 A1
20120226573 Zakas Sep 2012 A1
20120231891 Watkins Sep 2012 A1
20120244945 Kolo Sep 2012 A1
20120244947 Ehrlich Sep 2012 A1
20120244950 Braun Sep 2012 A1
20120245988 Pace Sep 2012 A1
20120256377 Schneider Oct 2012 A1
20120265604 Corner Oct 2012 A1
20120282986 Castro Nov 2012 A1
20120289315 Van Luchene Nov 2012 A1
20120289330 Leydon Nov 2012 A1
20120289346 Vanluchene Nov 2012 A1
20120295699 Reiche Nov 2012 A1
20120296716 Barbeau Nov 2012 A1
20120302329 Katz Nov 2012 A1
20120302335 Gregory-Brown Nov 2012 A1
20120309504 Isozaki Dec 2012 A1
20120311504 Van Os Dec 2012 A1
20120322545 Arnone Dec 2012 A1
20120322561 Kohlhoff Dec 2012 A1
20120329549 Johnson Dec 2012 A1
20120330785 Hamick Dec 2012 A1
20130005437 Bethke Jan 2013 A1
20130005466 Mahajan Jan 2013 A1
20130005473 Bethke Jan 2013 A1
20130005480 Bethke Jan 2013 A1
20130006735 Koenigsberg Jan 2013 A1
20130006736 Bethke Jan 2013 A1
20130012304 Cartwright Jan 2013 A1
20130013094 Parks Jan 2013 A1
20130013326 Miller Jan 2013 A1
20130013459 Kerr Jan 2013 A1
20130029745 Kelly Jan 2013 A1
20130036064 Osvald Feb 2013 A1
20130072278 Salazar Mar 2013 A1
20130079087 Brosnan Mar 2013 A1
20130090173 Kislyi Apr 2013 A1
20130090750 Herrman Apr 2013 A1
20130095914 Allen Apr 2013 A1
20130123005 Allen May 2013 A1
20130124361 Bryson May 2013 A1
20130151342 Citron Jun 2013 A1
20130173393 Calman Jul 2013 A1
20130178259 Strause Jul 2013 A1
20130184075 Kim Jul 2013 A1
20130210511 Larocca Aug 2013 A1
20130217453 Briggs Aug 2013 A1
20130217489 Bronstein Bendayan Aug 2013 A1
20130226733 Evans Aug 2013 A1
20130237299 Bancel Sep 2013 A1
20130244767 Barclay Sep 2013 A1
20130260850 Carpe Oct 2013 A1
20130288757 Guthridge Oct 2013 A1
20130288787 Yoshie Oct 2013 A1
20130290147 Chandra Oct 2013 A1
20130303276 Weston Nov 2013 A1
20130310164 Walker Nov 2013 A1
20130324259 Mccaffrey Dec 2013 A1
20130339111 Ross Dec 2013 A1
20130339228 Shuster Dec 2013 A1
20130344932 Adams Dec 2013 A1
20140004884 Chang Jan 2014 A1
20140011565 Elias Jan 2014 A1
20140018156 Rizzotti Jan 2014 A1
20140033262 Anders Jan 2014 A1
20140038679 Snow Feb 2014 A1
20140038721 Archer Feb 2014 A1
20140067526 Raju Mar 2014 A1
20140067544 Klish Mar 2014 A1
20140073436 Takagi Mar 2014 A1
20140087864 Togashi Mar 2014 A1
20140089048 Bruich Mar 2014 A1
20140100020 Carroll Apr 2014 A1
20140106858 Constable Apr 2014 A1
20140128137 Balise May 2014 A1
20140157314 Roberts Jun 2014 A1
20140180725 Ton-That Jun 2014 A1
20140206449 Alman Jul 2014 A1
20140206452 Bambino Jul 2014 A1
20140243065 Wright Aug 2014 A1
20140243072 Santini Aug 2014 A1
20140274359 Helava Sep 2014 A1
20140295958 Shono Oct 2014 A1
20140309026 Inukai Oct 2014 A1
20140329585 Santini Nov 2014 A1
20140337259 Lamb Nov 2014 A1
20150011305 Deardorff Jan 2015 A1
20150019349 Milley Jan 2015 A1
20150031440 Desanti Jan 2015 A1
20150065241 Mccarthy Mar 2015 A1
20150065256 Cudak Mar 2015 A1
20150273320 Pieron Oct 2015 A1
20150306494 Pieron Oct 2015 A1
20150335995 Mclellan Nov 2015 A1
20150352436 Pieron Dec 2015 A1
20160038083 Ding Feb 2016 A1
20160121219 Kim May 2016 A1
20160236094 Pieron Aug 2016 A1
20160361654 Pieron Dec 2016 A1
20170132874 Curtis May 2017 A1
20170132879 Alexander May 2017 A1
20180065042 Mclellan Mar 2018 A1
20180153463 Nissila Jun 2018 A1
20180345150 Pieron Dec 2018 A1
20180353862 Pieron Dec 2018 A1
20180361256 Chu Dec 2018 A1
20190134396 Toth May 2019 A1
20190266628 Schultz Aug 2019 A1
20190279466 Schultz Sep 2019 A1
20190321734 Pieron Oct 2019 A1
20190344178 Pieron Nov 2019 A1
20200047072 Patenge Feb 2020 A1
20200151751 Schultz May 2020 A1
20200205747 Mulligan Jul 2020 A1
20200349812 Schultz Nov 2020 A1
20210060441 Pieron Mar 2021 A1
20210162309 Pieron Jun 2021 A1
20210166256 Schultz Jun 2021 A1
20210245058 Patenge Aug 2021 A1
20230398445 Wei Dec 2023 A1
Foreign Referenced Citations (9)
Number Date Country
1020130137431 Dec 2013 KR
2002026333 Jan 2002 WO
2013013281 Jan 2013 WO
2013059639 Jan 2013 WO
2015013373 Jan 2015 WO
2015153010 Oct 2015 WO
2015168187 Nov 2015 WO
2015179450 Nov 2015 WO
2015196105 Dec 2015 WO
Non-Patent Literature Citations (56)
Entry
TFF Challenge—UC Davis, http://tffchallenge.com/team/uc-davis/, printed Jan. 15, 2014, 12 pages.
TFWiki “teamfortress wiki” available Nov. 5, 2011 retrieved from https://web.archive.org/web/20111105044256/http:/wiki.teamfortress.com/wiki/Loadout, 4 pages.
The Arreat Summit—Items: Basic Item Information, URL: web.archive.org/web/20090323171356/http://classic.battle.net/diablo2exp/items/basics.shtml [Retrieved Feb. 21, 2013], 3 pages.
UBC, “Theory of Auctions” available on Mar. 24, 2012 from https://web.archive.org/web/20120324204610/http:/montoya.econ.ubc.ca/Econ522/auctions.pdf, slide 5, Para. 1.3, 19 pages.
Wiki “Gaia online”, available on Sep. 9, 2011, https://web.archive.org/web/20110927210155/http://en.wikipedia.org/wiki/Gaia_Online, 8 pages.
Wikipedia, Mafia Wars, <http://en.wikipedia.org/wiki/Mafia_Wars>, Jan. 28, 2012, 3 pages.
Quest item—WoWWiki—Your guide to the World of Warcraft', printed from http://www.wowwiki.com/Quest_Item, Retrieved on Apr. 16, 2014, 1 page.
“A Wondrous Drop Event and Double EXP”, [dated Aug. 22, 2012]. From flyff-wiki. [online], [retrieved on Jan. 12, 2016]. Retrievedfrom the Internet <URL:http://flyff-wiki.webzen.com/wiki/A_Wondrous_Drop_Event_and_Double_EXP>. 2 pages.
“Behavioural Analytics & Campaigning”, http://lotaris.com/behavioural._analytics_and._Campaigning.htm, screenshot access date May 24, 2012 2:21 PM, 1 page.
“Building Structures”. War2.warcraft.org. Online. Accessed via the Internet. Accessed Aug. 9, 2014. <URL: http://war2.warcraft.org/strategy/verybasics/building.shtml>, 3 pages.
“Cataclysm Guide: Guild Advancement—Wowhead”, http://www.wowhead.com/guide=cataclysm&guilds, printed Dec. 5, 2013, 4 pages.
“Clash of Clans”. Wikipedia.org. Online. Accessed via the Internet. Accessed Aug. 9, 2014. <URL: http://en.wikipedia.org/wiki/Clash of Clans>, 3 pages.
“Digital River World Payments and Lotaris Partner to Extend Mobile Application Licensing and Monetization Capabilities to Software Publishers”, Business Wire Press Release, http://www.marketwatch.com/story/digital-river-world-payments-and-lotaris . . . , posted San Francisco, Mar. 27, 2012 (Business Wire), 8:30 a.m. EDT, printed May 24, 2012 2:32 PM, 3 pages.
“Digital River World Payments and Lotaris Partner to Extend Mobile Application Licensing and Monetization Capabilities to Software Publishers”, LOTARIS Press Release, http://www.lotaris.com/digital_river_world_payments_and_lotaris_partne . . . , posted Tuesday, Mar. 27, 2012, screenshop access date May 24, 2012, 2:19 PM, 1 page.
“Flyff”, [dated May 25, 2013]. From Wikipedia, The Free Encylopedia. [on line], [retrieved on Jan. 12, 2016]. Retrieved from the Internet<URL:https://en.wikipedia.org/w/index.php?title=Flyff&oldid=556751091 >. 4 pages.
“Gem calculation formulas”, forum.supercell.net. Online. Accessed via the Internet. Accessed Aug. 9, 2014. <URL: http://forum.supercell.net/showthread.php/23028-Gem-calculation-formulas>, 3 pages.
“Getting Started” written by BoD, published on Oct. 13, 2011 and printed from URL <http://lotrowiki.com/index.php?title=Getting_Started&oldid=349681 >, 5 pages.
“Guild Housing System—FlyFF Wiki”, http://flyff-wiki.gpotato.com/wiki/Guild_Housing_System, printed Dec. 5, 2013, 5 pages.
“How Town Hall to Level 4”. Forum.supercell.net. Online. Jan. 31, 2013. Accessed via the Internet. Accessed Feb. 21, 2015. URL:http://forum.supercell.net/showthread.php/15052-How-Town-Hall-to-Level-4, 2 pages.
“I don't have enough resources/builders to upgrade anything in my village, what can I do?” gamesupport.supercell.net. Online. Accessed via the Internet. Accessed Aug. 9, 2014. <URL: https://gamesupport.supercell.net/hc/en-us/articles/421482-I-don-t-have-enough-resources-builders-to-upgrade-anything-in-my-village-what-can-I-do->, Apr. 23, 2014, 9 pages.
“Kabam Community Forums > Kingdoms of Camelot > Kingdoms of Camelot Open Discussion > Open Discussion : Tournament of Might Prizes / Main Discussion thread”, printed from http://community.kabam.com/forums/archive/index.php/t-43273.html, Oct. 24, 2011, 23 pages.
“Lotro Store” written by Elinnea, published on Dec. 15, 2011 and printed from URL <http://lotrowiki.com/index.php ?title=LOTRO_Store&oldid=396550>, 23 pages.
“Lotro-Wiki.com” (evidence in regards to “Lord of the Rings Online” MMORPG game), latest Dec. 22, 2011, <http://lotrowiki.com/index.php/Main_Page), http://lotro-wiki.com/index.php?title=LOTRO_Store&oldid=396550, http://lotro-wiki.com/index.php?title=Quest:A_Little_Extra_Never_Hurts_--_ Part_1&oldid=399597, Links are to used articles, 28 pages.
“Lotro-Wiki.com” (evidence in regards to “Lord of the Rings Online” MMORPG game), latest Dec. 22, 2011, http://lotro-wiki.com/index.php/Main_Page) (http://lotro-wiki.com/index.php?title=LOTRO_Store&oldid=396550, http://lotro-wiki.com/index.php?title=Quest:A_Little_Extra_Never_Hurts _--_ Part_1&oldid=399597, http://lotro-wiki.com/index.php?title=Quest:A_Little_Extra_Never_Hurts _-_Part_2&oldid=399366, http://lotro-wiki.com/index.php?title=Getting_Started&oldid=349681, Links are to used articles, 33 pages.
“Main Page” written by Starbusty, published on Dec. 12, 2011 and printed from URL <http://lotrowiki.com/index.php?title=Main_Page&oldid=394429>, 2 pages.
“Quest: A Little Extra Never Hurts—Part 1” written by Zimoon, published on Dec. 22, 2011 and printed from URL <http://lotro-wiki.com/index.php?title=Quest:A_Little_Extra_Never_Hurts_-_Part_ 1 &oldid=399597>, 3 pages.
“Quest: A Little Extra Never Hurts—Part 2” written by Zimoon, published on Dec. 21, 2011 and printed from URL <http://lotro-wiki.com/index.php?title=Quest:A_Little_Extra_Never_Hurts_-_Part_2&oldid=399366>, 2 pages.
“Rest—WoWWiki—Your guide to the World of Warcraft”, printed from http://www.wowwiki.com/Rest, May 19, 2014, 2 pages.
“Scroll of Amplification R”, [dated Apr. 26, 2012]. From flyff-wiki. [online], [retrieved on Jan. 12, 2016]. Retrieved from the Internet<URL:http://flyff-wiki.webzen.com/wiki/Scroll_of_Amplification_R> 3 pages.
“Treasure Chest Game” written by Zelda Wiki, the Zelda encyclopedia; published on or before Oct. 17, 2012; accessible andprinted from URL http://web.archive.org/web/20121017085058/http://zeldawiki.org/Treasure_Chest_Game>, 4 pages.
“Warcraft II: Tides of Darkness”. Wikipedia.org. Online. Accessed via the Internet. Accessed Aug. 9, 2014. <URL: http://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness>, 10 pages.
<http://lotro-wiki.com/index.php?title=Ouest:A_Little_Extra_Never_Hurts_-_Part_2&oldid=399366>, <http://lotrowiki.com/index.php ?title=Getting_ Started&oldid=349681 >. Links are to used articles. (7 pgs) Feb. 26, 2014.
City Coins. CityVille Wikia. Online. Accessed via the Internet. Accessed Aug. 9, 2014. <URL: http://cityville.wikia.com/wiki/City_Coins>, 2 pages.
Diablo 2, Blizzard Entertainment, Mar. 23, 2009, manual and online website, http://web.archive.Org/web/20090323171356/http://classic.battle.net/diablo 2exp/items/basics.shtml, 51 pages.
Dreamslayer's Enchanting and Upgrading Guide—With Pictures: D and Explanations, URL: forums.elswordonline.com/Topic5673.aspx [Retrieved Feb. 21, 2013], 8 pages.
Elsword—Wikipedia, the free encyclopedia, URL: en.wikipedia.org/wiki/Elsword [Retrieved Feb. 21, 2013], 6 pages.
Elsword, Dec. 27, 2007, KOG Studios, Guide posted Mar. 17, 2011, http://forums.elswordonline.com/topic5673.aspx, http://en.wikipedia.org/wiki/Elsword, 16 pages.
FriskyMongoose “Happy Island Updates”, available Jun. 12, 2012 from https://web.archive.org/web/20120612004417/ http://friskymongoose.com/happy-island-updates-new-attractions-decorations-and-limited-edition-item-bundles/, 7 pages.
Gaia “Black Friday Bundle” available on Nov. 23, 2011, from http://www.gaiaonline.com/forum/community- announcements/black-friday-big-bundles-rare-items/t.76127933/, 5 pages.
Gem System-Street Fighter X Tekken, http://www.streetfighter.com/US/sfxtk/features/gem-system, printed Nov. 6, 2012, 6 pages.
Hamari, Juho, “Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods”, available on vol. 5, Issue 1, 2010, retrieved from Int. Journal of Business Science and Applied Management—http://www.business-and-management.org/library/2010/5_1-14-29-Hamari, Lehdonvirta.pdf, on May 26, 2015, 16 pages.
Katkoff, Michail, “Clash of Clans—the Winning Formula”, Sep. 16, 2012, retrieved from Internet on Sep. 30, 2015 from URL <http://www.deconstructoroffun.com/2012/09/clash-of-clans-winning-formula.html>, 13 pages.
MapleStory—Guides—Equipment Upgrading 101: Enhancements, URL: maplestory.nexon.net/guides/game-play/systems/OOFIk; [Retrieved Jun. 24, 2013] 3 pages.
MapleStory—Guides—Equipment Upgrading 101: Potentials, URL: maplestory.nexon.net/guides/game-play/systems/OOFlj/ [Retrieved Jun. 24, 2013], 5 pages.
MapleStory—Guides—Equipment Upgrading 101: Scrolls, URL: maplestory.nexon.net/guides/game-play/systems/OOFFV/#mitigating [Retrieved Jun. 24, 2013], 4 pages.
Maplestory, Internet guide: http://maplestory.nexon.net/guides/game-play/systems/00Flk/, http://maplestory.nexon.net/guides/game-play/systems/00Flk, http://maplestory.nexon.net/guides/game-play/systems/00FFV, Sep. 28, 2012, 12 pages.
MMO Site “Rose Online Launches the Newest in Game Feature”; available Aug. 11, 2011 from https://web.archive.org/web/20110811231226/http://news.mmosite.com/content/2011-06-21/rose_online_launches_the_newest_in_game_feature. 1.shtml, 3 pages.
New Feature: Tiered Tournaments and Tournament Updates, printed from http://community.kabam.com/forums/showthread.php?171349-New-Feat on Feb. 11, 2014, 2 pages.
Ozeagle, “What happens if . . . answers about account types” on Lotro forum, Jan. 18, 2011,<https://www.lotro.com/forums/showthread.php?377885-What-happens-if-answers-about-the-account-types> (16 pgs).
Path of Exile—Forum—Beta General Discussion—Unique Items Compendium 60/71 URL: web.archive.org/web/20120608004658/http://www.pathofexile.com/forum/view-thread/12056 [Retrieved Jun. 24, 2013], 52 pages.
Path of Exile, Internet posting: http://web.archive.org/web/20120606004658/http://www.pathofexile.com/forum/view-thread/12056, Nov. 16, 2011, 52 pages.
PCT International Search Report and Written Opinion for PCT/US2016/017637 dated Apr. 7, 2016, 12 pages.
Profession-WoWWiki-Your guide to the World of Warcraft, URL: http://www.wowwiki.com/Profession, printed Nov. 6, 2012, 8 pages.
Super Mario Bros. 3 Review, The Mean Machines Archives, Nintendo for NES, Feb. 1990, pp. 1-4 (Year: 1990).
Super Mario Bros. 3, NES Gameplay, http://www.youtube.com/watch?v=82TL-Acm4ts, Published on Mar. 14, 2009, 1 page.
Super Mario Bros. 3, StrategyWiki, the video game walkthrough and strategy guide, http://strategywiki.org/wiki/Super_Mario_Bros._3, Oct. 2, 2012, 4 pages.
Related Publications (1)
Number Date Country
20230031869 A1 Feb 2023 US
Continuations (5)
Number Date Country
Parent 16932529 Jul 2020 US
Child 17963885 US
Parent 16426934 May 2019 US
Child 16932529 US
Parent 15981361 May 2018 US
Child 16426934 US
Parent 15462632 Mar 2017 US
Child 15981361 US
Parent 13865432 Apr 2013 US
Child 15462632 US