The present invention comprises a system and platform for creating and managing a divided or fractionalized non-fungible token (NFT). More particularly, the present invention comprises a system and platform for running and managing a fantasy game, such as a fantasy celebrity game, using or in conjunction with a system and platform for creating and managing a divided or fractionalized non-fungible token (NFT).
Non-fungible tokens (NFTs) are blockchain-based tokens, where each token represents a specific, unique asset (digital or physical). NFT assets include, but are not limited to, digital content, media, artwork, and the like. It can be considered to be an irrevocable digital certificate of ownership and/or authenticity for the associated assets. The NFT is a unique digital identifier recorded in a blockchain, and cannot be copied or substituted. The NFT is designed to be cryptographically verifiable and unique. The ownership of the NFT is recorded in the blockchain, and can be sold or transferred.
An NFT is created by a process called minting. This involves signing a blockchain transaction that outlines the basic token information, broadcasting this to the blockchain to trigger the creation of the token and assignment to the owner.
The nature and creation of NFTs are discussed in U.S. Pat. Pub. 20210256070, published Aug. 19, 2021 (Tran), and applications of NFTs in use with goods, digital assets and commerce are disclosed in U.S. Pat. No. 10,505,726, issued Dec. 10, 2019 (Andon, et al.); U.S. Pat. No. 10,673,619, issued Jun. 2, 2020 (Shi, et al.); U.S. Pat. No. 10,778,438, issued Sep. 15, 2020 (Shi, et al.); U.S. Pat. No. 11,308,184, issued Apr. 19, 2022 (Andon, et al.); and U.S. Pat. Pub. 20230079127, published Mar. 16, 2023 (Benedetto, et al.); all of which are which are incorporated herein in their entireties by specific reference for all purposes.
The present invention comprises a system and platform for dividing or fractionalizing a non-fungible token (NFT). An NFT is a unit of data stored of a digital ledger (e.g., blockchain) that certifies a digital asset to be unique and thus not interchangeable. NFTs can be used to represent items or objects such as photos, videos, audio recordings, a digital personal, brand, digital files, digital art pieces, digital clothing, and other forms of digital assets. An NFT for an item or object can be both in a digital-only format and/or a digital format representing a tangible, physical item or object (e.g., a unique or one-of-a-kind painting or piece of art). The system includes a framework to govern and tie an on-chain asset (e.g., a digital asset) to an off-chain asset (e.g., a tangible, physical asset)
The present invention provides for the creation or minting of an NFT in a fractionalized or divisible format (“PIE NFT”), which allows for the ability to sell, transfer, and/or purchase some or all of the NFT. A PIE NFT thus is fractionalized or divided into separate “PIE slices” or “slices.”
The present invention further comprises a platform to organize and store data (such as in a database) about one or more PIE NFTs. When a creator of a PIE NFT (i.e., a “PIE Author”) creates or mints a PIE NFT, it gets added to the platform and database (or databases). The platform may be accessed by users through a variety of interfaces, including, but not limited to, a web browser or other user interface on a personal computer, laptop computer, tablet, mobile device, or other form of computing device. Users are able to search the database using the platform to identify and transact the buying/selling of PIE slices. A PIE Author's newly-minted PIE NFT is added to the platform and database(s), whereupon it becomes discoverable and searchable, and slices available for purchase by PIE Users, who are registered on the platform and system. Users are able to buy and/or sell PIE slices, and the system provides interfaces for users to place and complete order, or place future or contingent orders (e.g., an order may be triggered by a particular slice price).
In various exemplary embodiments, the present invention comprises a system and platform for dividing or fractionalizing a non-fungible token (NFT). An NFT is a unit of data stored of a digital ledger (e.g., blockchain) that certifies a digital asset to be unique and thus not interchangeable. NFTs can be used to represent items or objects such as photos, videos, audio recordings, a digital personal, brand, digital files, digital art pieces, digital clothing, and other forms of digital assets. An NFT for an item or object can be both in a digital-only format and/or a digital format representing a tangible, physical item or object (e.g., a unique or one-of-a-kind painting or piece of art). The system includes a framework to govern and tie an on-chain asset (e.g., a digital asset) to an off-chain asset (e.g., a tangible, physical asset)
The present invention provides for the creation or minting of an NFT in a fractionalized or divisible format (“PIE NFT”), which allows for the ability to sell, transfer, and/or purchase some or all of the NFT. A PIE NFT thus is fractionalized or divided into separate “PIE slices” or “slices.”
The present invention further comprises a platform to organize and store data (such as in a database) about one or more PIE NFTs. When a creator of a PIE NFT (i.e., a “PIE Author”) creates or mints a PIE NFT (as seen in
In several embodiments, the system comprises a real-time NFT generator (i.e., a “PIE Hub”), where a PIE Author can mint a PIE NFT. The PIE Hub may be a self-serve platform, where the author-user may choose the following attributes through a series of UI screens (see
The system includes features, policies, and procedures for PIE NFT governance, including, but not limited to:
For authentication, the PIE system provides a unified way to authenticate current and past holdings of certain slices. For example, a website may require a user to hold a slice to be able to access its contents. The PIE system will authenticate that a user holds at least n slice(s) of a particular type. The PIE system can also authenticate a minimum age slice balance such as n slice(s) for a minimum of n month(s). This may be accomplished by co-signing a signed request from a user;
A PIE author may access an author dashboard UI (e.g., “Pie Hub”) 210 that displays and summarizes the author's total PIE holdings. The dashboard also allows an author to more easily visual current PIE value, slice market value, and buy/sell data respective to their slices. The author user also can review and manage rewards 310, 320 and achievements.
Rewards are benefits and offers that are available to users that hold various slices of PIE via their PIE wallet holdings. These rewards vary in type and can be similar to benefits/perks one might receive via membership clubs, credit card rewards, and the like Rewards thus may include, but are not limited to, the following: branded promotional discount codes, tickets or special access to digital or in person events, grant participation, drawing entries for sweepstakes and other games of chance, and access to digital and physical clubs.
Rewards can be generated in a variety of scenarios. One reward might be connected to a single PIE slice of a single PIE author or a combination of slices from multiple PIE authors. Rewards can be based on or utilize a single slice of PIE, multiple slices, or tiered amounts of slices used. A reward can be created by anyone for use by anyone. These offers are claimed in the user wallet via a QR code or a text to phone.
A Rewards Center on the platform displays all rewards that are available in digital and physical offers, presented by a user feed. The user can see the rewards that are offered to him or her based on the slices they hold per PIE. The user can organize their rewards based on whether they are offline or online experiences. For example, User A owns slices of PIE-Author 1 and PIE-Author 2. PIE-Author 1 and PIE-Author 2 have partnerships with Brand A and Brand B, respectively, and have created rewards for PIE holders. Brand A's and Brand B's rewards are presented to User A in the Rewards Center. Once a reward has been used via online or offline consumption, the reward then becomes an “earned reward” noted in User A's Profile.
The system also provides for awarding and tracking of achievements, which are recorded with the profile of PIE slice holders. These achievements are proof of awarded actions and are able to be used as identity reference points on other platforms. For example, PIE Author A sets an achievement of “Day 1 Supporter” that will be awarded to all slice holders that attend a specific concert show of the author's choosing. The slice holders activate the achievement by attending the event and scanning the QR code that identifies they are slice holders. The slice holders have the event time stamped onto their system profile and unlock the “Day 1 Supporter” achievement. The PIE author(s) or others can make special events or privileges available to PIE slice holders who have specific achievements. These include, but are not limited to, VIP tickets at a future event, or a special zoom event meet and greet, or a fan club page owner might allow people with this achievement assist in page moderating. The achievements can be verified through the system's o-authentication/identity system.
Rewards and achievements may span multiple PIEs. Thus, PIE authors, collaborators, partners and users are able to develop and choose the parameters on how to provide access to offers and design accomplishment badges for PIE holders in a SAAS offering.
The system also provides to users a compliant wallet 610 that can manage and interact with all of the system's hosted assets, both on and off chain. It operates under both delegated and direct encrypted modes, meaning either the system hosts the user's keys protected by the user's password and authentication, or the user hosts his or her own keys on either a hardware or software wallet.
In several embodiments, the system includes a verification system, similar to verification systems (e.g., blue check marks) available on many social platforms. By offering a “blue checkmark” or other verification indicia for verified PIE authors, users are quickly able to see that the PIE NFT they are viewing 510 is, or is associated with, a verified celebrity, individual, influencer, brand, item, or the like. This may be accomplished using a form of customer identification, verification, and/or due diligence (collectively referred to as “Know Your Customer” or KYC), as well as by synchronizing with social media sites and authenticating through secure login portals (e.g., FaceBook, Twitter, LinkedIn, Tiktok, YouTube, and the like).
The above-described invention may be used as a platform for creating, operating, and manage one or more games, including, but not limited to, a fantasy celebrity game. While this embodiment of the invention is described below in the context of a fantasy celebrity game, it can be used for a myriad of similar or related games or game-like systems or interactions.
The fantasy celebrity game (hereinafter the “Game”) provides a unique and exciting way for players to draft, manage, and compete with teams of celebrities and influencers. The system provides an engaging and dynamic platform for fans of celebrities and influencers to come together and compete in a fun and exciting way. The Game may be hosted on a website and associated mobile application(s). Game systems include a user registration and login system, a draft system, a scoring system that takes into account various metrics such as, but not limited to, social media following, box office performance, album sales, engagement rate on their posts, online engagement metrics, and appearances in various forms of media (such as TV shows, podcasts and others).
Users are able to compete against each other in a league or head-to-head format, and participate in online chat and discussion about the Game. The Game may promoted to attract a large user base and generate revenue through in-game purchases, as well as using a subscription-based model for some versions. Regular updates to the scoring system and player statistics are provided to reflect the celebrity's or influencer's real-life performance and activity. The game also may integrate with social media platforms, and possess features like push notifications for events and updates.
In several embodiments, the Game proceeds in periods of time referred to as “seasons.” A list of celebrities and influencers that are included and available in a season within the Game is compiled. This list includes a variety (e.g., 250, 500, or 1000 or more) of celebrities and influencers from different industries, such as, but not limited to, actors, musicians, athletes, and influencers with a large following on social media platforms. The Game and upcoming Game seasons are promoted in appropriate venues and forums to attract a large user/player base.
A website and/or or mobile app(s) are used to host and/or interface with the Game. This includes a user/player registration and login system, as well as a dashboard for managing and drafting teams. A draft system allows users to select their team of celebrities and influencers. This can be a snake draft, auction draft, or any other type of draft. A trade/acquisition system enables users to make trades and acquisitions of celebrities/influencers during the season.
Users/players compete against each other, through a league system and/or head-to-head matchups, based on the users' respective celebrities/influencers. A schedule of matchups for a Game season is created. This can be based on a variety of factors, such as, but not limited to, the celebrity's or influencer's upcoming projects or events.
A scoring system is used to determine the winner of each matchup within the Game. This may include a variety of factors, such as, but not limited to, social media following, box office performance, album sales, engagement rate on their posts, online engagement metrics, and appearances in media such as TV shows, podcasts and others. The scoring system and player statistics are periodically and regularly updated to reflect the celebrity's or influencer's real-life performance and activity.
The Game platform provides standing and/or statistics through one or more user interfaces or web pages. This may be done on a real time basis. Users may participate in online chat and discussion forums about the Game and elements of the Game, such as upcoming match-ups and/or results. Users may also use online chat and forums, or social media, to post and view standings and statistics.
Components and elements of the Game include the following:
The Game may be built on the fractionalized NFT system described above. Users/players pay a variety of fees at different points to participate in the Game and/or Game season. Fees included, but are not limited to, draft fees, management fees, and pool fees. Various pools, fees and prices may be expressed in US dollars (or other currency) and/or Pie slices.
In one embodiment, an association and membership group for a Game (or Games) is created. Users/players apply to the association and membership group, and once approved, are admitted as members and are added to the league roster. As such, players may participate in certain levels of Games or related events. A certain number of top social media accounts (e.g., the top 5000 accounts) are periodically eligible for a special or fantasy league. Similarly, a certain number of top performing players (measured in various ways, such as the 1000 top accounts, top performing Pies, or top clout users) are periodically eligible for a special or fantasy league. Players can stake their Pie slices as position for entry in such leagues.
Accordingly, the present invention creates an engaging and dynamic platform for fans of celebrities and influences to come together to compete in a fun and exciting way.
These embodiments, as well as other exemplary embodiments, as well as the tools and programs referenced above, are described in detail in the appendix hereto and incorporated herein in its entirety.
In order to provide a context for the various computer-implemented aspects of the invention, the following discussion provides a brief, general description of a suitable computing environment in which the various aspects of the present invention may be implemented. A computing system environment is one example of a suitable computing environment, but is not intended to suggest any limitation as to the scope of use or functionality of the invention. A computing environment may contain any one or combination of components discussed below, and may contain additional components, or some of the illustrated components may be absent. Various embodiments of the invention are operational with numerous general purpose or special purpose computing systems, environments or configurations. Examples of computing systems, environments, or configurations that may be suitable for use with various embodiments of the invention include, but are not limited to, personal computers, laptop computers, computer servers, computer notebooks, hand-held devices, microprocessor-based systems, multiprocessor systems, TV set-top boxes and devices, programmable consumer electronics, cell phones, personal digital assistants (PDAs), tablets, smart phones, touch screen devices, smart TV, internet enabled appliances, internet enabled security systems, internet enabled gaming systems, internet enabled watches; internet enabled cars (or transportation), network PCs, minicomputers, mainframe computers, embedded systems, virtual systems, distributed computing environments, streaming environments, volatile environments, and the like.
Embodiments of the invention may be implemented in the form of computer-executable instructions, such as program code or program modules, being executed by a computer, virtual computer, or computing device. Program code or modules may include programs, objects, components, data elements and structures, routines, subroutines, functions and the like. These are used to perform or implement particular tasks or functions. Embodiments of the invention also may be implemented in distributed computing environments. In such environments, tasks are performed by remote processing devices linked via a communications network or other data transmission medium, and data and program code or modules may be located in both local and remote computer storage media including memory storage devices such as, but not limited to, hard drives, solid state drives (SSD), flash drives, USB drives, optical drives, and internet-based storage (e.g., “cloud” storage).
In one embodiment, a computer system comprises multiple client devices in communication with one or more server devices through or over a network, although in some cases no server device is used. In various embodiments, the network may comprise the Internet, an intranet, Wide Area Network (WAN), or Local Area Network (LAN). It should be noted that many of the methods of the present invention are operable within a single computing device.
A client device may be any type of processor-based platform that is connected to a network and that interacts with one or more application programs. The client devices each comprise a computer-readable medium in the form of volatile and/or nonvolatile memory such as read only memory (ROM) and random access memory (RAM) in communication with a processor. The processor executes computer-executable program instructions stored in memory. Examples of such processors include, but are not limited to, microprocessors, ASICs, and the like.
Client devices may further comprise computer-readable media in communication with the processor, said media storing program code, modules and instructions that, when executed by the processor, cause the processor to execute the program and perform the steps described herein.
Computer readable media can be any available media that can be accessed by computer or computing device and includes both volatile and nonvolatile media, and removable and non-removable media. Computer-readable media may further comprise computer storage media and communication media. Computer storage media comprises media for storage of information, such as computer readable instructions, data, data structures, or program code or modules. Examples of computer-readable media include, but are not limited to, any electronic, optical, magnetic, or other storage or transmission device, a floppy disk, hard disk drive, CD-ROM, DVD, magnetic disk, memory chip, ROM, RAM, EEPROM, flash memory or other memory technology, an ASIC, a configured processor, CDROM, DVD or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium from which a computer processor can read instructions or that can store desired information. Communication media comprises media that may transmit or carry instructions to a computer, including, but not limited to, a router, private or public network, wired network, direct wired connection, wireless network, other wireless media (such as acoustic, RF, infrared, or the like) or other transmission device or channel. This may include computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave or other transport mechanism. Said transmission may be wired, wireless, or both. Combinations of any of the above should also be included within the scope of computer readable media. The instructions may comprise code from any computer-programming language, including, for example, C, C++, C #, Visual Basic, Java, and the like.
Components of a general purpose client or computing device may further include a system bus that connects various system components, including the memory and processor. A system bus may be any of several types of bus structures, including, but not limited to, a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. Such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, Micro Channel Architecture (MCA) bus, Enhanced ISA (EISA) bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Computing and client devices also may include a basic input/output system (BIOS), which contains the basic routines that help to transfer information between elements within a computer, such as during start-up. BIOS typically is stored in ROM. In contrast, RAM typically contains data or program code or modules that are accessible to or presently being operated on by processor, such as, but not limited to, the operating system, application program, and data.
Client devices also may comprise a variety of other internal or external components, such as a monitor or display, a keyboard, a mouse, a trackball, a pointing device, touch pad, microphone, joystick, satellite dish, scanner, a disk drive, a CD-ROM or DVD drive, or other input or output devices. These and other devices are typically connected to the processor through a user input interface coupled to the system bus, but may be connected by other interface and bus structures, such as a parallel port, serial port, game port or a universal serial bus (USB). A monitor or other type of display device is typically connected to the system bus via a video interface. In addition to the monitor, client devices may also include other peripheral output devices such as speakers and printer, which may be connected through an output peripheral interface.
Client devices may operate on any operating system capable of supporting an application of the type disclosed herein. Client devices also may support a browser or browser-enabled application. Examples of client devices include, 15but are not limited to, personal computers, laptop computers, personal digital assistants, computer notebooks, hand-held devices, cellular phones, mobile phones, smart phones, pagers, digital tablets, Internet appliances, and other processor-based devices. Users may communicate with each other, and with other systems, networks, and devices, over the network through the respective client devices.
Thus, it should be understood that the embodiments and examples described herein have been chosen and described in order to best illustrate the principles of the invention and its practical applications to thereby enable one of ordinary skill in the art to best utilize the invention in various embodiments and with various modifications as are suited for particular uses contemplated. Even though specific embodiments of this invention have been described, they are not to be taken as exhaustive. There are several variations that will be apparent to those skilled in the art.
This application claims benefit of and priority to U.S. Provisional App. No. 63/328,185, filed Apr. 6, 2022, and U.S. Provisional App. No. 63/443,383, filed Feb. 4, 2023, both of which are incorporated herein in their entireties by specific reference for all purposes.
Number | Date | Country | |
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63328185 | Apr 2022 | US | |
63443383 | Feb 2023 | US |