Method for providing and managing a player account for electronic competitions

By using personal identity credentials to authenticate identities in esports competitions and configuring a redirected authentication mechanism, the problems of complex identity management and unfair competition in esports competitions are solved, achieving the effects of simplified management and fair competition.

CN113056312BActive Publication Date: 2025-12-23MICROSOFT TECHNOLOGY LICENSING LLC
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Patent Information

Application Number
CN201980075996.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2018-11-29
Filing Date
2019-11-13
Publication Date
2025-12-23
Estimated Expiration
2039-11-13

AI Technical Summary

Technical Problem

In esports competitions, the use of existing online identities by participants presents challenges such as complex management and unfair competition. In particular, the points and achievements of online identities provide a competitive advantage, and personalized elements cannot be displayed.

Method used

By authenticating esports identities using personal identity credentials, non-competitive attributes and achievements can be imported into esports identities while preventing the transfer of competitive achievements. A redirected authentication mechanism is used to configure gaming devices to log in to esports tenants.

Benefits of technology

It simplifies participant identity management, maintains fairness in the competition, allows participants to showcase personalized elements without gaining a competitive advantage, and reduces organizational costs and complexity.

✦ Generated by Eureka AI based on patent content.

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Abstract

Authenticating an esports identity using personal identity credentials. A method includes determining that a gaming device is configured for use in an esports. The method also includes receiving a user personal identity credential from the device. As a result, the method also includes logging into an esports identity using the personal identity credential.
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Description

Background Technology

[0001] Background Technology and Related Fields

[0002] E-sports are online computer game competitions. That is, various participants gather together, either physically or virtually, via a network connection to compete against each other in computer games. Most e-sports competitions require participants to connect to an online game server using some kind of user identity. Typically, these user identities are generated specifically for e-sports and are therefore generic for a particular participant. One of the difficulties in organizing these e-sports competitions is managing the online identities of the participants.

[0003] Most (if not all) participants already have online identities. For example, a participant might have an account with Microsoft Corporation in Redmond, Washington, which they can use to log in to Xbox Live. However, these accounts have points, credits, and gaming achievements that could give participants a competitive advantage if they were allowed to bring these to the esports competition. For the sake of fairness, participants are often required to start the competition afresh, which means acquiring a completely new online account for the esports competition instead of using their own. This is expensive, time-consuming, and inconvenient for organizers and / or participants. For example, a user interface could be presented to users that requires participants to manually locate and enter unfamiliar usernames and / or passwords.

[0004] Additionally, gamers often work on developing a "brand." That is, many gamers are well-known and have identifiable avatars, player tags, etc. If a gamer chooses to participate in an esports competition, they will have to use a generic avatar, player tag, or other personalized attributes. Therefore, the user interface will not be able to display these personalized elements of the gamer in the esports competition.

[0005] The subject matter claimed herein is not limited to embodiments that address any shortcomings or operate only in environments such as those described above. Rather, this background is provided merely to illustrate an exemplary technical field in which some of the embodiments described herein can be practiced. Summary of the Invention

[0006] One embodiment illustrated herein includes a method that can be practiced in an esports gaming environment. The method includes actions for authenticating an esports identity using personal identification credentials. The method includes determining that a gaming device is configured for use in esports. The method also includes receiving user personal identification credentials from the device. As a result, the method further includes logging into the esports identity using the personal identification credentials.

[0007] Another embodiment includes a method for importing at least one of a personal identity attribute or achievement into an e-sports competition. The method includes using permitted attributes or achievements to identify the personal identity of a participant in the e-sports competition. The method also includes applying the identified attributes or achievements to the participant's e-sports identity in the e-sports competition.

[0008] Another embodiment includes a method for exporting achievements obtained through an e-competition identity acquired in an e-competition to a personal identity. The method includes using the e-competition identity to identify achievements made by a participant during an e-competition. The method also includes exporting the achievements to a personal identity specific to the participant.

[0009] This "Summary" is provided to introduce some concepts in a simplified form, which will be further described in the "Detailed Description" below. This "Summary" is not intended to identify key or essential features of the claimed subject matter, nor is it intended to help determine the scope of the claimed subject matter.

[0010] Additional features and advantages will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practice of the teachings herein. The features and advantages of the invention may be realized and obtained by means of the tools and combinations particularly pointed out in the appended claims. The features of the invention will become more fully apparent from the following description and the appended claims, or may be learned by practice of the invention as described below. Attached Figure Description

[0011] To describe how the above and other advantages and features are obtained, the subject matter briefly described above will be described in more detail with reference to specific embodiments illustrated in the accompanying drawings. It should be understood that these drawings depict only exemplary embodiments and are therefore not intended to limit the scope of the invention. The embodiments will be described and explained with additional features and details using the drawings, in which:

[0012] Figure 1 The game servers, including both personal and esports identities, were shown.

[0013] Figure 2 A set of gaming equipment for e-sports is shown;

[0014] Figure 3 This demonstrates how gaming devices use redirected authentication from personal authentication to verify a predefined esports identity with the game server;

[0015] Figure 4 This demonstrates how gaming devices use redirected authentication from personal authentication to verify a predefined esports identity with the game server;

[0016] Figure 5 This demonstrates a method for authenticating esports identities;

[0017] Figure 6 This demonstrates a method for importing at least one of a personal identity attribute or achievement into an e-sports competition; and

[0018] Figure 7 A method for deriving achievements obtained through an e-sports identity acquired in an e-sports competition into a personal identity is shown, the method comprising: Detailed Implementation

[0019] The embodiments illustrated herein are designed to allow participants in esports competitions to authenticate their esports identities using their personal identification credentials for use in esports events. Specifically, an esports identity can be associated with a player's personal identity. The player can then use their own personal identification credentials (such as their own username and password) to authenticate their esports identity to participate in esports competitions.

[0020] Note that maintaining a level playing field is expected in esports. Therefore, there can be restrictions on which attributes and achievements from a player's personal identity are allowed to be applied to their esports identity. For example, if a player possesses certain achievements that would give them an advantage in gameplay, those achievements would not be permitted for use in their esports identity. However, certain attributes (such as avatars, names, or other non-competitive flares) can be applied to an esports identity. In this way, participants can still showcase their "brand" in esports, gaining recognition from fans, other competitors, or others, without gaining any competitive advantage from previously acquired achievements related to their personal identity.

[0021] In some embodiments, the organizers of an esports competition will provide participants with user accounts in their own “competition” tenant, which are configured as guest user accounts, meaning that these accounts will be mapped to external user identities.

[0022] In some such embodiments, participants will link their existing gaming accounts to their esports accounts. This can be done when they register for the esports competition, upon arrival at the competition, or at any time in between.

[0023] Devices such as game consoles or computers used for esports are configured to allow users to log in to that special tenant even if the user uses an external identity.

[0024] For example, consider a gamer whose personal Xbox Live online ID is kelly@contoso.com. When playing games at home on her own console, Kelly logs into this account and accesses her game profile. When Kelly enters into an esports competition, she provides her personal online ID. The organizers create a contestant account for Kelly, for example, named raceant123@contosotournament.com, but do not create any credentials for it. Instead, the account is created using a backup security identifier that points to Kelly's personal online ID.

[0025] Then, configure the esports gaming consoles or computers to log users into the esports tenant. For example, if they are using Azure Active Directory provided by Microsoft Redmond, Washington, this means configuring the consoles / PCs to log users into https: / / login.microsoftonline.com / tournament.com / instead of https: / / login.microsoftonline.com / common / .

[0026] When Kelly appears at the esports event, she can log in to the game console using her existing personal online ID credentials. The identity system verifies Kelly's credentials but does not issue a token representing Kelly as herself. Instead, the identity system recognizes that the online game server needs a token representing Kelly within the esports tenant. It then searches for a matching account with a matching alternative security identifier value: raceant123@contosotournment.com. It then issues a token representing Kelly as the identity of raceant123@contosotournment.com.

[0027] As a result, Kelly was able to use her own credentials instead of learning something new. Furthermore, during esports competitions, she logged into a specially created competition account instead of her personal account. She could play the game as a completely new user, unbound by any previous game points / data.

[0028] This can significantly reduce the cost and complexity of managing participant identities in esports competitions. One of the main difficulties in organizing esports competitions is managing participant identities. Most (if not all) participants already have online identities, such as their Microsoft accounts used to log in to Xbox Live. However, these accounts contain points, credits, and game achievements that participants cannot carry over to esports competitions. For fairness, participants are often required to start a competition anew, meaning they must use a completely new online account for the competition, rather than their own. This is expensive and time-consuming for organizers and / or participants. Some embodiments of the present invention greatly reduce this process.

[0029] Some embodiments implement an improved computing system that allows users to log in to an esports account using personal credentials. The embodiments can implement an improved computing system that enables competitive game identities in esports, where game identities have attributes and / or achievements that do not convey any additional advantage to identities that import attributes and / or achievements from personal identities. Therefore, an improved user interface can be implemented where a previously generic identity can display attributes and / or achievements that do not convey a competitive advantage to the identity, thus ensuring fair gameplay in the esports competition according to certain predetermined rules, but displaying identities in a personalized way within the gameplay of individual participants.

[0030] refer to Figure 1 An example is shown. Figure 1 Game server 102 is shown. Game server 102 stores identities for gamers. Typically, game servers are used for specific games, console types, and / or other game entities. Figure 1 In the example shown, personal identity 104 is illustrated. Note that game server 102 will store a large number of identities, which may include personal identities for various players, as well as esports identities specifically generated for a particular esports competition. Therefore, although a single personal identity 104 is shown, it should be understood that multiple personal identities will be stored on game server 102. Personal identities are associated with globally unique identifiers 106. Globally unique identifier 106 is an identifier specific to personal identity 104. Other personal identities will be associated with different globally unique identifiers. Similarly, esports identities will each be associated with their own globally unique identifiers, which will be explained in more detail below.

[0031] Personal identity 104 is also associated with username 108 and password 110. In this example, username 108 for personal identity 104 is Alice@contoso.com. Password 110 for personal identity 104 is PWDa. Personal identity 104 has certain attributes 112 and achievements 114 associated with it. Typically, attributes define certain properties about an identity. For example, one attribute in attribute 112 could be a player tag associated with the identity. Another attribute could be an incarnation of the identity. Another attribute could be age and / or birthday. Another attribute could be gender. Another attribute could be location. A variety of other attributes (though not listed here) could be included among the attributes of an identity, such as attribute 112 for personal identity 104. Typically, attributes do not provide a competitive advantage in a game. Rather, these attributes are simply descriptions of the personal identity itself and / or the characteristics of the players associated with it. Therefore, by importing the attributes associated with their personal identities and associating them with their esports identities, little competitive advantage is conveyed to esports participants.

[0032] Conversely, achievements (such as achievement 114 for personal identity 104) can often convey a competitive advantage. For example, as players progress through the game, the achievements they acquire are often associated with advanced features in the game. For instance, certain achievements acquired by and through previous gameplay can convey advantages to the character associated with the identity, the character associated with the achievement, additional speed, strength, clairvoyance, weapon effectiveness, additional weapons, protection, various levels of protection, and other advantageous traits. Therefore, applying achievements from personal identity to esports identity is generally unfair, as it would convey an unfair advantage in a competition where all participants intend to start on a level playing field. Therefore, embodiments can be implemented to prevent all or at least some achievements from personal identity from being applied to esports identity achievements.

[0033] However, note that some achievements do not convey any additional advantage. For example, consider an achievement that could simply allow certain talents, non-functional clothing, non-functional tool accessories, etc., to be applied to an avatar or other attribute. In this case, allowing a participant to import personal non-functional achievements from their personal identity into their e-sports identity would not convey any competitive advantage. Therefore, some embodiments may allow such achievements to be imported from a personal identity (such as personal identity 104) into e-sports identity 116.

[0034] Therefore, as Figure 1As shown, attribute 112 of a player's personal identity 104 can be imported into attribute 118 of a player's esports identity 116. Note that filter 120 can be applied to remove any attributes that should not be imported into esports identity 116. For example, if certain attributes in attribute 112 contain offensive language, images, or other offensive themes, the esports organizer can configure filter 120 to filter these items so that they are not applied to attribute 118 of esports identity 116, thereby preventing these attributes from being presented during the esports competition. Alternatively or additionally, filter 120 can be configured to filter any attributes that convey a competitive advantage to participants. Alternatively or additionally, if it is desired to prevent advertising or other content, filter 120 can be applied to attribute 112 to prevent any disallowed attributes from being applied to attribute 118 of esports identity 116.

[0035] Similarly, such as Figure 1 As shown, achievement 114 can be imported into achievement 122 of the esports identity. However, as previously mentioned, it may be desirable to completely prevent any achievement from being transferred from the personal identity to the esports identity. Therefore, some embodiments implement filter 124, which prevents some or all achievements from being transferred from the personal identity to the esports identity. Alternatively, embodiments may simply omit the functionality for importing achievements from identity to identity.

[0036] In some embodiments, filter 124 is a master filter that prevents any achievements from being transferred from an individual identity to an esports identity. Alternatively, filter 124 can be configured to allow certain achievements to be transferred from an individual identity to an esports identity. For example, any functional achievements can be prevented from being imported from individual identity 104 to esports identity 116. Filter 124 can also allow non-functional achievements to be transferred from individual identity 114 to achievement 122 of esports identity 116.

[0037] Note that some embodiments may allow achievements acquired during an esports competition to be transferred from the esports identity back to the personal identity. Thus, for example, if a participant associated with a defined identity is able to acquire certain achievements during an esports competition, such as collecting weapons, points, money, armor, experience, or other achievements, these achievements can be transferred from achievements 122 of the esports identity 116 to achievements 114 for the personal identity 104. This allows participants to use achievements gained while participating in esports competitions to enhance their reputation (or other traits or attributes).

[0038] Note that in some embodiments, special achievements can be created specifically for a particular esports competition. For example, in some embodiments, achievements can be obtained by winning a specific esports competition. This becomes part of achievement 122 associated with the esports competition identity. These achievements can also be transferred back to achievement 114 for personal identity 104 at the end of the esports competition, or even when the achievement is achieved. In this way, users can now obtain achievements that they were never able to obtain before. In particular, achievements obtained using an identity different from their personal identity will not be applicable to their personal identity because the achievement was obtained using a different identity. However, some embodiments of the invention allow achievements obtained using a different identity to be applied to the player's primary identity (such as personal identity 104). In particular, game server 102 can transfer data from personal identity to esports identity.

[0039] The following explains how players use their personal identification to authenticate their esports identities. Specifically, such as... Figure 1 As shown, the esports identity is associated with a globally unique identifier 126. Additionally, the esports identity 116 is associated with a pointer 128, not with a username and password. In this particular example, pointer 128 points to the globally unique identifier 106 of the personal identity 104. As will be explained in more detail below, when a participant wishes to authenticate their esports identity 116, they will enter their own personal credentials, including their own personal username and password. The pointer 128 will then follow, pointing to the personal globally unique identifier 106, and the entered username and password will be used to attempt to authenticate the personal identity 104. If successful, server 102 authenticates the user for the esports identity 116.

[0040] When a user accesses a device (such as a game console), the device will need to know whether to use the entered credentials or to follow pointer 128 to log in to a different identity using those credentials, allowing access to that identity. Therefore, for example, when a user attempts to authenticate their esports identity 116, the device will need to know when the user enters credentials, i.e., whether to follow the pointer to the user's personal identity 104. As shown, this can be achieved by configuring the device to use pointer 128. Figure 2 An example is given in the document.

[0041] Figure 2A group of devices 202 is shown. This group of devices may be, for example, various gaming consoles acquired for esports. Therefore, it is desirable to configure all devices in the group of devices 202 to use pointers to individual identities when authenticating esports identities. In some embodiments, this can be achieved using a device management server 204 that distributes device management policies 206 to the devices in the group of devices 202. For example, this can be achieved using various mobile device management (MDM) servers for distributing MDM policies. In particular, the device management policy 206 assigned to the devices in the group of devices 202 may include one or more policies that force the devices in the group of devices 202 to use pointers when authenticating their identities on the devices.

[0042] For example, Figure 3 The diagram shows device 202-1 with a policy that forces it to use pointers when authenticating its identity. Figure 3 In the example shown, the participant identifies their determined identity 116 in some way. For example, in some embodiments, when a participant registers for an esports competition, they may provide the esports organizer with a username 108, a player tag, a globally unique identifier 106, or another unique identifier that can be used to identify a personal identity 104. The esports organizer can then associate the personal identity 104 with the esports identity 116. The esports organizer may provide the participant with a token that can be used to identify the esports identity 116. In some embodiments, the esports organizer may provide the participant with a barcode that can be scanned by a camera 208 at device 202-1. In this way, device 202-1 has information identifying the esports identity 116. In alternative or additional examples, the user may simply be provided with an identifier for the esports identity 116, which is entered by the user at device 202-1 using a text input interface. Alternatively or additionally, the participant may have an RFID token that can be read by the device at device 202-1. Although only a limited number of examples are shown in this article, any available method can be used to indicate the esports identity 116 to device 202-1.

[0043] The user then enters their username and password into the user interface 210 displayed on device 202-1. Device 202-1 then sends message 212 to game server 102. Message 212 includes username 108, password 110, and a globally unique identifier 126 for the esports identity 116. Alternatively, some other identifier, such as a player tag or other identifier, can be used instead of the globally unique identifier 126. As described above, message 212 is sent to game server 102. Using the globally unique identifier 126, a pointer can be identified, for example, by using the correlation 214 between a personal identity and an esports identity. This pointer can then be used to authenticate the esports identity 116 using credentials using the personal identity 104. Once the participant has been authenticated in this way, the participant can use device 202-1 to participate in esports. Note that... Figure 3 It is also shown that allowed attributes 216 and allowed achievements 218 can be applied to the game at device 202-1 from attributes 118 and achievements 122 of e-sports identity 116. As previously described herein, these attributes 118 and achievements 122 can be based on allowed attributes and achievements in attributes 112 and achievements 114.

[0044] Figure 4 An alternative example is shown where personal identity 104 and eSports identity 116 can be associated when a participant logs into device 202-1. For example, Figure 4 The diagram shows device 202-1 with a policy that forces it to indicate that some type of redirection should be applied when authenticating its identity. Figure 4 In the example shown, the participant enters their username and password into the user interface 210 displayed on device 202-1. Device 202-1 then sends message 412 to game server 102. Message 412 includes username 108, password 110 (for personal identification 104), and identifier 420, which instructs device 202-1 to use authentication information provided for a specific esports competition. This identifier can be automatically added to message 412, as is done when configuring device 202-1 for use in a specific esports competition, such as using the MDM described above. Message 412 is then sent to game server 102.

[0045] At the game server, an esports identity 116 can be identified and associated with a personal identity 104. This can be done by randomly assigning an esports identity from a pool of defined identities previously created and reserved for a particular esports competition. This can be based on random assignment of reserved esports identities to personal identities, prior association between reserved esports identities and personal identities, and ordered assignment of defined reserved identities to personal identities (such as selecting the next available esports identity and a participant with a specific portion of the personal identity to be authenticated), or other appropriate assignment of esports identities to personal identities. Note that, as mentioned above, the personal identity is associated with the esports identity at the game server 102. An esports identity can be created at the game server 102 when credentials for a personal identity are received. For example, when a message 412 indicating that a player will become a participant in an esports competition using device 202-1 is received, the game server 102 can create an esports identity 116. At the game server 102, the personal identity is associated with the newly generated esports identity.

[0046] Once participants have been verified in this way, they can use device 202-1 to participate in the esports competition. Note that... Figure 4 It is also shown that, if needed, permitted attributes 216 and permitted achievements 218 in attributes 118 and achievements 122 of esports identity 116 can be applied to the game at device 202-1. As previously described herein, these attributes 118 and achievements 122 can be based on permitted attributes and achievements in attributes 112 and achievements 114.

[0047] The following discussion now involves the many methods and method actions that can be performed. Although method actions may be discussed in some order or shown in a flowchart as occurring in a specific order, a specific order is not required unless specifically stated or required because an action depends on another action being performed before that action is performed.

[0048] Now for reference Figure 5 Method 500 is illustrated. Method 500 includes actions for authenticating an esports identity using personal identification credentials. Method 500 includes determining that a gaming device is configured for use in an esports competition (action 502). For example, in some embodiments, mobile device management can be used to configure the device to indicate that the device will be used in a specific esports competition. Settings or parameters can be set on the device so that the settings can be viewed to determine that the device is configured for use in an esports competition. Alternatively or additionally, a pointer to a globally unique identifier 126 included in message 212 or an identifier 420 received in message 412 can be used to determine that a gaming device is configured for use in an esports competition.

[0049] Method 500 also includes receiving user personal identification credentials from the device (action 504). For example, a participant can enter their personal identification username and password in the device's user interface. The device can then provide the username and password to the server to authenticate the participant's esports identity.

[0050] As a result, method 500 also includes logging into an esports identity using personal identification credentials (action 506). For example, personal identification credentials can be evaluated at a server where they are associated with an esports identity, thereby allowing participants to use their personal identification credentials to authenticate their esports identity.

[0051] Method 500 may also include configuring the gaming device for use in esports competitions using mobile device management (MDM).

[0052] Method 500 may also include applying non-competitive advantageous attributes of an individual's identity (such as player tags, names, avatars, poses, etc.) to an esports identity. Typically, this is done to prevent the application of advantageous attributes of an individual's identity (which would give a participant a game advantage) to an esports identity.

[0053] Method 500 may also include applying approved attributes of personal identity to esports identity. That is, certain attributes may be approved for esports identity, while other attributes may be rejected and not applied to esports identity.

[0054] Method 500 may also include applying non-competitive advantages of an individual identity (such as talents, clothing, badges, etc.) to an esports identity. This is typically implemented to prevent the application of advantageous achievements of an individual identity (which would give a participant a game advantage) to an esports identity.

[0055] Method 500 may also include applying approved achievements of an individual's identity to an e-competition identity. For example, some embodiments may utilize certain skill levels to implement e-competitions. In this case, participants may bring achievements appropriate to a given skill level.

[0056] Method 500 can be implemented, where a directional identifier is used to perform login to an esports identity using personal identification credentials. Therefore, for example, a pointer can be used to identify an esports identity from personal identification credentials.

[0057] Method 500 may also include exporting achievements earned during esports competitions back to the individual's identity. For example, achievements could be "X competition champion," armor, points, money, etc.

[0058] Method 500 may also include selecting an esports identity upon receiving a personal identification credential. This can be done, for example, by randomly or sequentially selecting from a previously created pool of esports identities. Alternatively or additionally, an esports identity can be created upon receiving a personal identification credential.

[0059] Method 500 may also include creating an e-sports identity by combining the received personal identification credentials.

[0060] Method 500 may further include: upon receiving a personal identification credential, selecting an esports identity based on the prior correlation between the esports identity and the personal identity. For example, when a participant registers for an esports competition, an esports identity can be created as a result of the registration. In this example, a user can provide their own personal identification credential during registration to allow the personal identification credential to be associated with an esports identity.

[0061] Figure 6 A method for importing at least one of a personal identity attribute or achievement into an e-sports competition is illustrated. Method 600 includes identifying permitted attributes or achievements that identify a participant's personal identity in the e-sports competition (action 602).

[0062] Method 600 also includes applying the identified attribute or achievement to the e-competition identity of a participant in an e-competition (action 604).

[0063] A method 700 is shown for deriving achievements from an e-competition identity implemented in an e-competition into a personal identity. Method 700 includes using the e-competition identity to identify achievements made by a participant during an e-competition (action 702).

[0064] Method 700 also includes exporting achievements to a participant’s personal identity (Action 704).

[0065] Furthermore, this method can be practiced in a computer system comprising one or more processors and a computer-readable medium such as computer memory. Specifically, the computer memory may store computer-executable instructions that, when executed by one or more processors, cause various functions to be performed, such as the actions described in the embodiments.

[0066] As discussed in more detail below, embodiments of the present invention may include or utilize a dedicated or general-purpose computer including computer hardware. Embodiments within the scope of the invention also include physical and other computer-readable media for carrying or storing computer-executable instructions and / or data structures. Such computer-readable media may be any available media accessible by a general-purpose or dedicated computer system. A computer-readable medium storing computer-executable instructions is a physical storage medium. A computer-readable medium carrying computer-executable instructions is a transmission medium. Thus, by way of example and not limitation, embodiments of the present invention may include at least two distinctly different kinds of computer-readable media: physical computer-readable storage media and transmission computer-readable media.

[0067] Physical computer-readable storage media include RAM, ROM, EEPROM, CD-ROM or other optical disc storage (such as CD, DVD, etc.), magnetic disk storage or other magnetic storage devices, or any other medium that can be used to store desired program code in the form of computer-executable instructions or data structures and that can be accessed by a general-purpose or special-purpose computer.

[0068] A “network” is defined as one or more data links that enable the transmission of electronic data between computer systems and / or modules and / or other electronic devices. When information is transmitted or provided to a computer via a network or other communication connection (hardwired, wireless, or a combination of hardwired and wireless), the computer correctly recognizes that connection as a transmission medium. Transmission media may include networks and / or data links that can be used to carry desired program code in the form of computer-executable instructions or data structures and are accessible by general-purpose or special-purpose computers. Combinations of the above are also included within the scope of computer-readable media.

[0069] Furthermore, upon arrival at various computer system components, program code in the form of computer-executable instructions or data structures can be automatically transferred from the transmission computer-readable medium to the physical computer-readable storage medium (and vice versa). For example, computer-executable instructions or data structures received via a network or data link can be buffered in RAM within a network interface module (e.g., a "NIC") and then ultimately transmitted to the computer system RAM and / or a less volatile computer-readable physical storage medium at the computer system level. Therefore, computer-readable physical storage media can be included in computer system components that also (or even primarily) utilize the transmission medium.

[0070] Computer-executable instructions include, for example, instructions and data that cause a general-purpose computer, a special-purpose computer, or a special-purpose processing device to perform a particular function or group of functions. Computer-executable instructions can be, for example, binary, intermediate format instructions (such as assembly language), or even source code. Although the subject matter has been described in language specific to structural features and / or methodological actions, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the features or actions described above. Rather, the described features and actions are disclosed as exemplary forms for implementing the claims.

[0071] Those skilled in the art will understand that this invention can be practiced in network computing environments with many types of computer system configurations, including personal computers, desktop computers, laptop computers, message processors, handheld devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, game consoles, minicomputers, mainframe computers, mobile phones, PDAs, pagers, routers, switches, etc. This invention can also be practiced in distributed system environments where tasks are performed by both local and remote computer systems connected via network links (via hardwired data links, wireless data links, or a combination of hardwired and wireless data links). In a distributed system environment, program modules can reside on both local and remote storage devices.

[0072] Alternatively or additionally, the functions described herein may be performed at least in part by one or more hardware logic components. For example, and without limitation, illustrative types of hardware logic components that may be used include field-programmable gate arrays (FPGAs), program-specific integrated circuits (ASICs), program-specific standard products (ASSPs), systems-on-chips (SoCs), complex programmable logic devices (CPLDs), and the like.

[0073] The invention may be embodied in other specific forms without departing from the spirit or characteristics thereof. The described embodiments should be considered illustrative rather than restrictive in all respects. Therefore, the scope of the invention is indicated by the appended claims rather than the foregoing description. All modifications falling within the equivalent meaning and scope of the claims should be included within their scope.

Claims

1. A computer system, comprising: One or more processors; as well as One or more computer-readable storage media storing instructions thereon that are executable by the one or more processors to configure the computer system to authenticate esports identities using personal identification credentials, the instructions including instructions executable to configure the computer system to perform at least the following operations: Receive user identity credentials that identify the player from the gaming device; Receive an identifier for an esports identity, wherein the esports identity is different from the personal identity and is an esports tenant identity belonging to the game server; As a result, the player is logged into the esports tenant using the personal identity credentials as the esports identity; as well as A token representing the e-sports identity in the e-sports tenant is issued to the gaming device to allow the player to participate in e-sports using the e-sports identity on the gaming device.

2. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to manage the configuration of the gaming device for use in the e-sports competition using a mobile device.

3. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to: apply non-competitive advantageous attributes of the personal identity to the esports identity, while preventing competitive advantageous attributes of the personal identity from being applied to the esports identity.

4. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to: apply approved attributes of the personal identity to the esports identity while preventing unapproved attributes of the personal identity from being applied to the esports identity.

5. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to: apply non-competitive advantages of the personal identity to the esports identity, while preventing competitive advantages of the personal identity from being applied to the esports identity.

6. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to: apply approved achievements of the individual identity to the e-sports identity, while preventing unapproved achievements of the individual identity from being applied to the e-sports identity.

7. The computer system of claim 1, wherein logging into the esports identity using the personal identification credentials is performed using a targeted identifier.

8. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to export achievements obtained for the e-sports identity during the e-sports competition back to the individual identity.

9. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to select the esports identity when the personal identification credential is received.

10. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to create the esports identity in conjunction with the receipt of the personal identification credentials.

11. The computer system of claim 1, wherein the one or more computer-readable storage media further stores thereon instructions executable by the one or more processors to configure the computer system to select the esports identity based on a prior correlation between the esports identity and the personal identity when the personal identity credential is received.

12. A method for authenticating esports identity using personal identification credentials, the method comprising: Receive user identity credentials that identify the player from the gaming device; Receive an identifier for an esports identity, wherein the esports identity is different from the personal identity and is an esports tenant identity belonging to the game server; As a result, the player is logged into the esports tenant using the personal identity credentials as the esports identity; as well as A token representing the e-sports identity in the e-sports tenant is issued to the gaming device to allow the player to participate in e-sports using the e-sports identity on the gaming device.

13. The method of claim 12, further comprising using mobile device management to configure the gaming device for use in the e-sports competition.

14. The method of claim 12, further comprising applying non-competitive advantageous attributes of the personal identity to the esports identity while preventing competitive advantageous attributes of the personal identity from being applied to the esports identity.

15. The method of claim 12, further comprising applying approved attributes of the personal identity to the esports identity while preventing unapproved attributes of the personal identity from being applied to the esports identity.

16. The method of claim 12, further comprising applying non-competitive advantages of the individual identity to the esports identity while preventing competitive advantages of the individual identity from being applied to the esports identity.

17. The method of claim 12, further comprising applying approved achievements of the individual identity to the esports identity while preventing unapproved achievements of the individual identity from being applied to the esports identity.

18. The method of claim 12, wherein logging into the esports identity using the personal identification credentials is performed using a targeted identifier.

19. The method of claim 12, further comprising exporting achievements obtained for the e-sports identity during the e-sports competition back to the personal identity.

20. A game server, wherein the game server comprises: A computer storage medium that stores multiple personal identities for gaming and multiple esports identities for a specific esports competition; The game server is configured as follows: Receive user identity credentials that identify the player from the gaming device; Receive an identifier for an esports identity, wherein the esports identity is different from the personal identity and is an esports tenant identity belonging to the game server; As a result, the player is logged into the esports tenant using the personal identity credentials as the esports identity; as well as A token representing the e-sports identity in the e-sports tenant is issued to the gaming device to allow the player to participate in e-sports using the e-sports identity on the gaming device.

Citation Information

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