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08/30/07 - USPTO Class 463 |  83 views | #20070202951 | Prev - Next | About this Page  463 rss/xml feed  monitor keywords

Asset manipulation of computer games using a network

USPTO Application #: 20070202951
Title: Asset manipulation of computer games using a network
Abstract: Computer game asset (e.g., items and dynamic content) manipulation over a network is provided. Information about game items can be stored on a separate server and users can be allowed to execute transactions on the items outside the game environment. Transactions relating to dynamic content can also be performed. Item and dynamic content changes can be updated dynamically as games execute. (end of abstract)



Agent: SocalIPLaw Group LLP - Westlake Village, CA, US
Inventors: Matthew T. Bogosian, Chih-Yu Chow, Christopher J. Bogosian
USPTO Applicaton #: 20070202951 - Class: 463042000 (USPTO)

Related Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), With Communication Link (e.g., Television Broadcast, Etc.), Network Type (e.g., Computer Network, Etc.)

Asset manipulation of computer games using a network description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20070202951, Asset manipulation of computer games using a network.

Brief Patent Description - Full Patent Description - Patent Application Claims
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[0001] The present application claims priority to U.S. Provisional Application No. 60/426,006, filed Nov. 14, 2002, U.S. Provisional Application No. 60/471,756, filed May 20, 2003, and U.S. Provisional Application No. 60/479,812, filed Jun. 18, 2003, all of which is hereby incorporated by reference.

BACKGROUND OF THE INVENTION

[0002] The present invention relates to the advancement and enhancement of digital gaming and novel applications of digital information over networks and methods for implementing and using such invention. More specifically, the invention relates to ways of manipulating assets (e.g., items and dynamic content) in computer games using a network.

[0003] The network ready gaming console and high performance wireless device markets, including personal digital assistants (PDAs) and handheld computers, are relatively nascent. Personal computers have had online gaming capabilities for some time, but, the communities and technologies available to and being developed for personal computers are not cohesive or universal.

[0004] Currently, online gaming communities are very limited. There are effectively four types of online gaming communities: 1) Those supported by the producers of the games themselves; 2) Simple, uncopyrighted gaming websites (these sites typically offer the ability to play commonly known and unowned games, such as poker, chess, pool, and the like, via web applications (e.g., Java embedded in a web page)); 3) Fantasy sports sites (in these sites one's gaming performance is based on the performance of actual (i.e., real life) players and teams); 4) Online casinos (gambling sites for monetary return).

[0005] In many computer games, users have the ability to acquire (e.g., a pistol) and create (e.g., crafting a sword) items in the game. Some games have mechanisms for users to trade or sell these items. However, these mechanisms within the game can be less than satisfactory. For example, an exchange of the item generally requires that the two users be logged into the game in order to execute the transfer of an item.

[0006] Other limitations of current games are that they do not support the transfer of items outside of and between different games. The acquiring and creation of items is typically limited to within the game itself.

[0007] Many games allow for advertising within in the game. Typically, the game developer programs the game to display the desired content to the user. The current mechanisms have met with limited success as, in order to change the content being displayed in a specific location, modifications to the game may be required. Additionally, many games have content that potentially could be dynamically controlled by a user. Unfortunately, there are no currently available mechanisms for allowing users and producers to easily create, sell, lease or otherwise manage dynamic content (e.g., advertising space) within a game. Accordingly, it would be desirable to have innovative mechanisms that allow users to manipulate computer game items outside of and between games over a network. Additionally, it would be beneficial to have mechanisms that allow users and producers to create and manage dynamic content within a game.

SUMMARY OF THE INVENTION

[0008] The present invention provides innovative mechanisms for manipulating assets in computer games over a network. In general, information about assets in one or more games is stored outside the game environment. The information can include attributes of the asset, ownership, conditions for a change in ownership, permissions, and the like. During execution, the game (or games) can access the information about the assets that is stored outside the game environment.

[0009] By storing information about the assets outside the game environment, users can more efficiently and flexibly trade, sell, loan, lease, etc. the assets. Additionally, assets are not limited to a single game and inter-game transactions can be realized. Some specific embodiments of the invention are described below.

[0010] In one embodiment, the invention provides a method for storing information about assets outside a game environment. An application programming interface (API) is provided that allows information about assets to be stored outside the game environment. A game is provided that calls the API in order to store information about the assets. During execution of the game, information is stored about the assets outside the game environment. Typically, the assets are items or dynamic content.

[0011] In another embodiment, the invention provides a method for changing ownership of an asset outside a game environment. An offer from a first user is displayed for changing ownership of an item. An acceptance of one or more conditions specified in the offer is received from a second user. Upon acceptance of the one or more conditions, the ownership of the item is changed to the second user outside the game environment.

[0012] In another embodiment, the invention provides a method of lending or borrowing items without changing ownership. An offer from a first user to loan or borrow an item without changing ownership is displayed. An acceptance of one or more conditions specified in the offer is received from a second user. Upon acceptance of the one or more conditions, allowing the use of the item by a borrower, where the borrower is the first user if the offer was to borrow or the second user if the offer was to lend. The offer can also be a lease with a periodic payment amount as a condition.

[0013] In another embodiment, the invention provides a method of dynamically changing content in a game over a network. Content to be presented in the game that can be changed over a network is defined, where the content is stored in data structures maintained by a server that is not executing a game that presents the content. The content to be presented in the game is transmitted over a network to the game. The game presents the content so that the content is dynamically changed

[0014] In another embodiment, the invention provides a method of allowing access to dynamic content in a computer game. An offer from a first user is displayed for use of the dynamic content. An acceptance of one or more conditions in the offer is received from a second user. Upon acceptance of the one or more conditions, the second user obtains use of the dynamic content. Use of the dynamic content can include the ability to define and change the dynamic content. Dynamic content can be an image, a sound, an item, or any combination of these, including advertising.

[0015] With embodiments of the invention, transactions regarding assets (and any change in the data structures associated with the assets) can occur outside the game environment (e.g., separately from the game that utilizes the assets). This means that the game does not need to be executing (nor does the user have to be logged in depending on the game) for the transaction to occur. In some embodiments information about assets are stored on an asset server that is separate from the game server. In other embodiments, the game server can implement this functionality while it is still outside the game environment.

[0016] Aspects of the invention provide for the integration of digital information with a platform that utilizes and builds upon that information to create a digital virtual world that seamlessly interfaces with the real world. This platform can be used by a variety of users to extend their capabilities past that of the real world and into the virtual world while the repercussions of those actions within the virtual world extend into the real world and real life of any such user.

[0017] Other features and advantages of the invention will become readily apparent upon review of the following description in association with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0018] FIG. 1 shows a blocked diagram of an embodiment within a central server gaming system.

[0019] FIG. 2 shows a blocked diagram of an embodiment in a peer-to-peer gaming system.

[0020] FIG. 3 shows a block diagram of one embodiment of the invention.

[0021] FIG. 4 illustrates components that may be present in devices and computer systems that implement the invention.

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