Using events within alternate reality games to verify a player's real-world location

By using player activities to verify their real-world locations in parallel reality games, counterfeiting issues are solved, improving game fairness and connection between the real world and the virtual world.

CN113476850BActive Publication Date: 2025-02-25NIANTIC INC
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
CN202110825808.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2018-07-20
Filing Date
2018-07-21
Publication Date
2025-02-25
Estimated Expiration
2038-07-21

AI Technical Summary

Technical Problem

In parallel reality games, there are techniques that enable players to fake real-world locations reported by their computing devices, resulting in players potentially gaining unfair advantages and reducing the appeal of both advertisers and sponsors.

Method used

Verify the player's location by using player activities in parallel reality games, such as receiving real-world information available through client devices.

Benefits of technology

Effectively solve the problem of fakes, ensuring that players can only access virtual elements in specific real-world locations, improve the fairness of the game, and enhance the connection between parallel virtual worlds and the real world.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN113476850B_ABST
    Figure CN113476850B_ABST
Patent Text Reader

Abstract

Systems and methods are provided for linking real-world activities, such as real-world business activities or real-world data collection activities, with location-based parallel reality games. In particular, a game server hosting a parallel reality game can modify, update, or add game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game that are linked to real-world activities in the real world. Game features can be linked to activities in the real world so that player actions associated with game features in the virtual world can cause or encourage activities in the real world, such as business activities and / or data collection activities in the real world. A one-time password can be used to verify a player's location in the real world and to enable controlled access to game features in the virtual world.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] Related Applications

[0002] This application is a divisional application of the Chinese patent application with application number 201880059025.5 and entitled “Using activities in a parallel reality game to verify the player’s real-world location”. Technical Field

[0003] The present disclosure relates generally to location-based gaming, and more particularly to a system and method for verifying a player's real-world location based on activity within a parallel reality game. Background Art

[0004] Parallel reality games that provide a shared virtual world that is parallel to at least a portion of the real world can host a variety of interactions that can attract a community of players. Providing a virtual world with a geographic environment that is parallel to at least a portion of the real world allows players to navigate in the virtual world by navigating in the real world. Connecting virtual elements in the virtual environment with real objects, places, and actions in the real world can encourage players to travel to and notice features in the real world that players would normally overlook. Providing virtual elements in the virtual world at the same locations as their corresponding real world objects and / or at the same locations as real world locations can increase the feeling that the virtual elements are hidden parts of the real world.

[0005] Parallel reality games may include game features that encourage players to interact in the virtual world, such as by socially interacting with other players in the virtual world and through various game objectives in the virtual world. Certain game features may be provided to more closely connect the parallel virtual world with the real world. Parallel reality games may also include game features that encourage players to interact in both the real world and the virtual world, for example, by gathering together in a defined geographic area in the real world at a specific time and date, and while together in the real world, also interact with each other in the virtual world.

[0006] There is technology that enables individuals to make computing devices report that their locations are different from their real locations, which is usually referred to as "faking" the location of the device. Players who use this technology in playing parallel reality games are similarly referred to as "fake parties". These players may cause problems in these games because the location of the fake device supports access to features and events that are intended to be restricted to specific real-world locations without being physically in the location. This may frustrate players who strive to go to real-world locations, and may give fake parties an unfair advantage in the game compared to players who play the game in accordance with the rules. Impersonation can also reduce the attractiveness of parallel reality games to advertisers and sponsors, because fake parties do not need to visit any specific physical location when playing games. For example, for players who are physically located in California and fake the location of their devices to make it look like they are located in Vermont, the appearance of a coffee shop in Vermont is almost worthless. Summary of the invention

[0007] The above and other problems can be solved by using player activities within a location-based parallel reality into the game to verify the player's real-world location. When interacting with or approaching a location or object in the virtual world, the player's client device can use information available in the real world to verify that the client device is located at or near the corresponding real-world location. This information can be specific to the player or can be shared among a group of players (e.g., all players on a team, all players from a specific geographic area, all players worldwide, etc.).

[0008] In one embodiment, a computer-implemented method for providing access-controlled content in a parallel reality game includes providing game data to a client device. The game data includes a virtual world location of an access point corresponding to a real world location. The method also includes receiving a request to access the controlled content, the request including a one-time password and indicating that the client device is in the vicinity of the real world location corresponding to the access point. The method also includes authenticating the request to access the controlled content based on the one-time password, and providing the access-controlled content to the client device (assuming the request is authenticated).

[0009] Other exemplary implementations of the present disclosure relate to systems, apparatuses, non-transitory computer-readable media, devices, and user interfaces for verifying a player's real-world location based on activity in a location-based parallel reality game.

[0010] Various aspects and advantages of various embodiments are described in the following description. Based on this description, additional aspects and advantages will be apparent to those skilled in the art, or may become apparent through the practice of the embodiments. The accompanying drawings, which are incorporated into and constitute a part of this specification, illustrate various embodiments and are used together with this specification to explain the relevant principles. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] A detailed discussion of embodiments for those of ordinary skill in the art is set forth in the specification, which refers to the accompanying drawings, in which:

[0012] Figure 1 is a block diagram of a networked computing environment in which a player's real-world location may be verified based on activity within a parallel reality game, according to one embodiment.

[0013] Figure 2 Depicted is a representation of a virtual world having a geographic environment that parallels the real world, according to one embodiment.

[0014] Figure 3 An exemplary game interface for a parallel reality game is depicted, according to one embodiment.

[0015] Figure 4 is a server-client interaction diagram of a method for connecting real-world activities with parallel reality games according to one embodiment.

[0016] Figure 5 is a flow chart of a method for linking a commercial activity with a parallel reality game according to one embodiment.

[0017] Figure 6 is a flow chart of a method for coupling data collection activities with a parallel reality game, according to one embodiment.

[0018] Figure 7 is a diagram according to an embodiment Figure 1 Block diagram of the event module.

[0019] Figure 8 An example of a one-time password provided in the real world according to one embodiment is illustrated.

[0020] Fig. 9 is a flow chart of a method for enabling controlled access to gaming content, according to one embodiment.

[0021] Fig.10 is a diagram showing a method suitable for use according to one embodiment Figure 1 A block diagram of an example computer of a networked computing environment. DETAILED DESCRIPTION

[0022] Reference will now be made in detail to various embodiments, one or more examples of which are illustrated in the accompanying drawings. Each example is provided by way of explanation of the embodiment rather than limitation of the invention. In fact, it will be apparent to those skilled in the art that various modifications and variations may be made to the embodiments without departing from the scope or spirit of the invention. For example, a feature illustrated or described as part of one embodiment may be used in conjunction with another embodiment. Therefore, the present disclosure is intended to cover such modifications and variations.

[0023] Overview

[0024] A game server can host a parallel reality game with a player game area, and the player game area includes a virtual environment with a geographic environment parallel to at least a portion of the real world geographic environment. The player can walk within the coordinate range of the virtual space in the virtual world by walking within the geographic coordinate range in the real world. In particular, a positioning system (e.g., a GPS system) associated with the player's mobile device can be used to monitor or track the player's position. Player position information can be provided to the game server hosting the parallel reality game through a network, and the game server hosting the parallel reality game can use the player position information to update the player's location in the virtual world. Therefore, when the player continues to move around within the coordinate range in the real world, the player also continues to move around within the coordinate range in the parallel virtual world.

[0025] The virtual world may include one or more virtual elements that are linked to real-world landmarks / places. For example, the virtual world may include various virtual elements associated with landmarks, museums, artworks, libraries, or other areas of interest in the real world. Virtual elements linked to real-world landmarks / places may provide the illusion that the virtual world is a hidden dimension of the real world, and that players may interact with the virtual world by playing a parallel reality game. For example, as a player walks through geographic coordinates in the real world, the player may discover and interact with virtual elements provided in the parallel virtual world. As part of the parallel reality game, various game objectives may require the player to interact with these virtual elements.

[0026] In order to improve the connection between the real world and the parallel virtual world, certain game features can be connected to real world activities such as real world business activities and / or real world data collection activities to enhance the impact of actions in the virtual world on actions in the real world, and vice versa, thereby improving the user experience in the parallel reality game. Game features that are connected to business activities in the real world can be included in the parallel reality game so that the actions of players when playing the parallel reality game can encourage or incentivize business activities in the real world. Sponsors, advertisements, businesses, and other entities can request that certain game features be included in the parallel reality game to increase the exposure of businesses or other entities to players of the parallel reality game.

[0027] The game server hosting the parallel reality game may modify, update, or add game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game. Access-controlled game features may be included that are only available to players who meet certain criteria (e.g., ticket holders for a special event at a specified location and time, players who have participated in a specific promotional offer, players who have completed specified in-game tasks, or any other definable group). For example, game features may be linked to activities in the real world so that player actions associated with game features in the virtual world may cause or encourage commercial activities and / or data collection activities in the real world.

[0028] As previously mentioned, it may be desirable to ensure that an impersonator does not gain access to an access-controlled game feature. Therefore, when a player requests access to an access-controlled game feature, additional steps may be taken to verify that the player is in fact located at the corresponding real-world location. Using in-game activity to verify real-world locations in accordance with aspects of the present disclosure may have the technical effect of improving location determination techniques. It may also have the technical effect of further enhancing the connection between the parallel virtual world and the real world.

[0029] Exemplary Location-Based Parallel Reality Gaming System

[0030] Parallel reality games are location-based games with a virtual world geographic environment that is parallel to at least a portion of the real world geographic environment, such that player movement and actions in the real world affect actions in the virtual world, and vice versa. Using the disclosure provided herein, one of ordinary skill in the art will appreciate that the described subject matter is applicable to other situations where it is desired to verify the location of a user. In addition, the inherent flexibility of computer-based systems allows for a wide variety of possible configurations, combinations, and divisions of tasks and functionality between and among the components of the system. For example, systems and methods according to various aspects of the present disclosure may be implemented using a single computing device or across multiple computing devices (e.g., connected in a computer network).

[0031] Figure 1 An embodiment of a networked computing environment 100 is illustrated, in which a player's real-world location can be verified based on activities in a parallel reality game. The networked computing environment 100 provides player interactions in a virtual world with a geographic environment parallel to the real world. In particular, geographic areas in the real world can be directly connected or mapped to corresponding areas in the virtual world. Players can move around in the virtual world by moving to various geographic locations in the real world. For example, the player's location in the real world can be tracked and used to update the player's location in the virtual world. Typically, the location of the player in the real world is determined by finding the location of the client device 120 through which the player interacts with the virtual world and assuming that the player is in the same (or approximately the same) location. For example, in various embodiments, if the player's location in the real world is within a threshold distance (e.g., ten meters, twenty meters, etc.) of the real-world location corresponding to the location of the virtual element in the virtual world, the player can interact with the virtual element. For convenience, various embodiments are described with reference to "player's location", but those skilled in the art will understand that such reference can refer to the location of the player's client device 120.

[0032] Figure 2 A conceptual diagram of a virtual world 210 parallel to a real world 200 is depicted, which can serve as a game board for players of a parallel reality game, according to one embodiment. As illustrated, the virtual world 210 can include a geographic environment parallel to the geographic environment of the real world 200. In particular, a coordinate range defining a geographic area or space in the real world 200 is mapped to a coordinate range defining a virtual space in the virtual world 210. The coordinate range in the real world 200 can be associated with a town, neighborhood, city, campus, venue, country, continent, the entire earth, or other geographic area. Each geographic coordinate in the geographic coordinate range is mapped to a corresponding coordinate in the virtual space in the virtual world.

[0033] The position of the player in the virtual world 210 corresponds to the location of the player in the real world 200. For example, player A at position 212 in the real world 200 has a corresponding position 222 in the virtual world 210. Player B at position 214 in the real world has a corresponding position 224 in the virtual world. When the player moves around within the geographic coordinate range in the real world, the player also moves around within the coordinate range that defines the virtual space in the virtual world 210. In particular, when the player walks within the geographic coordinate range in the real world, a positioning system (such as a GPS system) associated with a mobile device carried by the player can be used to track the player's position. Data associated with the player's position in the real world 200 is used to update the player's position within the corresponding coordinate range that defines the virtual space in the virtual world 210. In this way, by simply traveling within the corresponding geographic coordinate range of the real world 200, without having to check in at a specific discrete location in the real world 200 or regularly update location information, the player can walk a continuous trail within the coordinate range that defines the virtual space in the virtual world 210.

[0034] Location-based games may include multiple game objectives that require the player to travel to and / or interact with various virtual elements and / or virtual objects at various virtual locations dispersed in the virtual world. The player may travel to these virtual locations by traveling to corresponding locations of the virtual elements or objects in the real world. For example, a positioning system may continuously track the player's position so that: as the player continues to walk in the real world, the player also continues to walk in a parallel virtual world. The player may then interact with various virtual elements and / or objects at a particular location to achieve or execute one or more game objectives.

[0035] For example, the game objective may require the player to capture or claim ownership of virtual elements 230 located at various virtual locations in the virtual world 210. These virtual elements 230 may be linked to landmarks, geographic locations, or objects 240 in the real world 200. The real world landmarks or objects 240 may be works of art, monuments, buildings, businesses, libraries, museums, or other suitable real world landmarks or objects. In order to capture these virtual elements 230, the player must travel to the landmarks or geographic locations 240 in the real world to which the virtual elements 230 are linked, and must perform any necessary interactions with the virtual elements 230 in the virtual world 210. For example, Figure 2 Player A may have to travel to a landmark 240 in the real world 200 to interact with or capture a virtual element 230 associated with that particular landmark 240. Interaction with the virtual element 230 may require actions in the real world, such as taking a picture and / or verifying, obtaining or capturing other information about the landmark or object 240 associated with the virtual element 230.

[0036] Game objectives may require the player to use one or more virtual items collected by the player in a location-based game. For example, the player may travel in a virtual world in search of virtual items (e.g., weapons, creatures, powers, or other items) useful for completing game objectives. These virtual items may be found or collected by traveling to different locations in the real world or by completing various actions in the virtual world or the real world. Figure 2 In the example shown in , the player uses virtual item 232 to capture one or more virtual elements 230. In particular, the player can deploy virtual item 232 at a location in virtual world 210 near virtual element 230 or within virtual element 230. Deploying one or more virtual items 232 in this manner can enable a specific player or a specific player's team / faction to capture virtual element 230.

[0037] In one particular implementation, players may have to collect virtual energy as part of a parallel reality game. Figure 2 As depicted in FIG. 2 , virtual energy 250 may be dispersed at different locations in the virtual world 210. Players may collect virtual energy 250 by traveling to corresponding locations of virtual energy 250 in the real world 200. Virtual energy 250 may be used to power virtual items and / or perform various game objectives in the game. A player who loses all virtual energy 250 may be disconnected from the game.

[0038] According to various aspects of the present disclosure, a parallel reality game can be a large-scale multiplayer location-based game in which each participant in the game shares the same virtual world. Players can be divided into different teams or camps and can work together to achieve one or more game goals, such as capturing virtual elements or claiming their ownership. In this way, a parallel reality game can essentially be a social game that encourages cooperation between players within the game. During a parallel reality game, players from opposing teams can work against each other (or sometimes cooperate to achieve a common goal). Players can use virtual items to attack or hinder the progress of players of the opposing team.

[0039] Parallel reality games can have various features to enhance and encourage playing games in parallel reality games. For example, players can accumulate virtual currency or another virtual reward (e.g., to purchase in-game items) that can be used throughout the game. As players complete one or more game goals and gain experience in the game, players can upgrade through various levels. In some embodiments, players can communicate with each other through one or more communication interfaces provided in the game. Players can also obtain enhanced "power" or virtual items, which can be used to complete game goals in the game. Using the disclosure provided herein, it should be understood by those of ordinary skill in the art that parallel reality games can include various other game features without departing from the scope of the present disclosure.

[0040] Return to reference Figure 1 , the networked computing environment 100 uses a client-server architecture, where a game server 110 communicates with one or more clients 120 via a network 130 to provide a parallel reality game to players at the client. The networked computing environment also includes a sponsor / advertiser system 140 and an enterprise system 150. Although in Figure 1 Only one client 120, sponsor / advertiser 140, and enterprise 150 is illustrated, but any number of each may be connected to the game server 110 via the network 130. Furthermore, the networked computing environment 100 may include different or additional elements, and functionality may be distributed between the client 120 and server 110 in a manner different than described below.

[0041] The game server 110 may be any computing device and may include one or more processors and one or more computer readable media. The computer readable media may store instructions that cause the processor to perform operations. The game server 110 may include a game database 115 or may communicate with a game database 115. The game database 115 stores game data used in the parallel reality game to be supplied or provided to (multiple) clients 120 via the network 130.

[0042] The game data stored in the game database 115 may include: (1) data associated with the virtual world in the parallel reality game (e.g., image data for drawing the virtual world on a display device, geographic coordinates of locations in the virtual world, etc.); (2) data associated with players of the parallel reality game (e.g., player information, player experience level, player currency, current player position in the virtual world / real world, player energy level, player preference, team information, faction information, etc.); (3) data related to game objectives (e.g., data associated with the current game objective, game objective status, past game objectives, future game objectives, expected game objectives, etc.); (4) data associated with virtual elements in the virtual world (e.g., the position of virtual elements, virtual elements The game database 115 may include data such as the type of virtual element, game objectives associated with the virtual element, corresponding real-world location information of the virtual element, behavior of the virtual element, relevance of the virtual element, etc.); (5) data associated with real-world objects, landmarks, locations connected to the virtual world elements (e.g., locations of real-world objects / landmarks, descriptions of real-world objects / landmarks, relevance of virtual elements connected to real-world objects, etc.); (6) game status (e.g., current number of players, current status of game objectives, player leaderboards, etc.); (7) data associated with player actions / inputs (e.g., current player locations, past player locations, player movements, player inputs, player queries, player communications, etc.); and (8) any other data used, involved, or obtained during the implementation of the parallel reality game. The game data stored in the game database 115 may be populated offline or in real time by a system administrator and / or data received from users / players of the system 100, such as received from one or more clients 120 via the network 130.

[0043] The game server 110 may be configured to receive requests for game data from one or more clients 120 (e.g., via remote procedure calls (RPCs)) and respond to these requests via the network 130. For example, the game server 110 may encode the game data in one or more data files and provide these data files to the clients 120. In addition, the game server 110 may be configured to receive game data (e.g., player positions, player actions, player input, etc.) from one or more clients 120 via the network 130. For example, the client devices 120 may be configured to periodically send player input and other updates to the game server 110, which uses the player input and other updates to update the game data in the game database 115 to reflect any and all changed conditions to the game.

[0044] In the illustrated embodiment, server 110 includes universal game module 112, commercial game feature module 114, data collection module 116 and event module 118. Game server 110 interacts with game database 115 which may be a part of game server 110 or may be accessed remotely (e.g., game database 115 may be a distributed database accessed via network 130). In other embodiments, game server 110 includes different and / or additional elements. In addition, functions may be distributed between elements in a manner different from that described. For example, game database 115 may be integrated into game server 110.

[0045] The universal game module 112 hosts the parallel reality game for all players and acts as the authoritative source of the current state of the parallel reality game for all players. The universal game module 112 receives game data (e.g., player input, player position, player action, landmark information, etc.) from the clients 120 and incorporates the received game data into the overall parallel reality game for all players of the parallel reality game. The universal game module 112 can also manage the delivery of game data to the clients 120 over the network 130.

[0046] In embodiments in which a commercial game feature module 114 is included, the commercial game feature module 114 may be separate from or part of the general game module 112. The commercial game feature module 114 may manage the inclusion of various game features that are connected to commercial activities in the real world into the parallel reality game. For example, the commercial game feature module 114 may receive a request (via a network interface) from a sponsor / advertiser 140, a business 150, or other entity over the network 130 to include game features that are connected to commercial activities in the parallel reality game. The commercial game feature module 114 may then arrange to include these game features in the parallel reality game. Figure 5 Embodiments of the commercial gaming feature module 114 are described in more detail.

[0047] The game server 110 may also include a data collection module 116. In embodiments in which the data collection module 116 is included, the data collection module 116 may be separate from or part of the general game module 112. The data collection module 116 may manage the inclusion of various game features that are connected to data collection activities in the real world into the parallel reality game. For example, the data collection module 116 may modify the game data stored in the game database 115 to include game features that are connected to data collection activities in the parallel reality game. The data collection module 116 may also analyze the data collected by the players based on the data collection activities and provide the data for access by various platforms. Figure 6Various embodiments of the data collection module 116 are described in further detail.

[0048] The event module 118 manages player access to events in the parallel reality game. Although the term "event" is used for convenience, it should be understood that the term need not refer to a specific event at a specific place or time. Rather, it may refer to any provision of access-controlled game content, where one or more access criteria are used to determine whether a player may access the content. Such content may be part of a larger parallel reality game that includes game content with fewer or no access controls, or may be a stand-alone, access-controlled parallel reality game. Figures 7 to 9 Various embodiments of the event module 118 are described in more detail.

[0049] The client 120 may be any portable computing device that a player can use to interact with the gaming system 100. For example, the client 120 may be a wireless device, a personal digital assistant (PDA), a portable gaming device, a cellular phone, a smart phone, a tablet computer, a navigation system, a handheld GPS system, a wearable computing device, a display with one or more processors, or other such device. In short, the client 120 may be any computer device or system that enables a player to interact with the gaming system 100.

[0050] The client 120 may include one or more processors and one or more computer-readable media. The computer-readable medium may store instructions that cause the processor to perform operations. The client 120 may include various input / output devices for providing and receiving information from the player, such as a display screen, a touch screen, a touch pad, data input keys, a speaker, and / or a microphone suitable for voice recognition. The client 120 may further include a network interface for providing communication through the network 130. The network interface may include any suitable components for interfacing with one or more networks, including, for example, a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0051] Because the networked computing environment 100 provides location-based gaming, the client 120 is preferably a portable computing device, such as a smartphone or tablet computer, that can be easily carried or otherwise transported by a player. Figure 1In the embodiment shown in , each client 120 includes a game module 125 and a positioning module 128. The client 120 is also shown as receiving a one-time password (OTP) 170. The OTP 170 can provide access to access-controlled game content (e.g., a special event hosted at a specific real-world location at a specified time). The OTP 170 can be obtained by scanning a QR code, typing a password into the client (e.g., using an on-screen keyboard), or other suitable forms of user input. The OTP 170 can also be automatically or semi-automatically obtained by one or more sensors of the client 120, such as from an electromagnetic signal (e.g., emitted from a Bluetooth beacon), an audio signal (e.g., emitted from a speaker), etc. In other embodiments, the client 120 may include different or additional elements.

[0052] In another embodiment, the OTP 170 is generated by the server 110 and provided to the client 120 via the network 130. Alternatively, the OTP 170 may be generated by a sponsor / advertiser 140 or business 150 (e.g., as a reward to a player who has made a purchase) and sent to the player's client 120 for use and to the server 110 so that the game provider knows that the OTP is valid for obtaining access to the corresponding game content. In either case, a representation of the OTP 170 (e.g., a 2D barcode) may be displayed by the client 120 and scanned by a scanner in the real world (e.g., in a store or check-in at an event) to obtain access to the in-game content associated with the real-world location of the scanner. Since the game provider may directly or indirectly control the scanner, this may be a strong verification of the player's location. In other embodiments, the client 120 may represent the OTP 170 in other ways, such as by transmitting it encoded in a Bluetooth signal, encoding it in an audio signal, encoding it in an infrared signal, or using any other suitable method to transmit the OTP to a scanner or other device used to verify the OTP.

[0053] The game module provides an interface for players to participate in parallel reality games. The game server 110 transmits game data to the client 120 via the network 130 for use by the game module 125 at the client 120 to provide a local version of the game to players at a location away from the game server 110. The server 110 may include a network interface for providing communication via the network 130. The network interface may include any suitable components for interfacing with one or more networks, including, for example, a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0054] The game module 125 executed by the client 120 provides an interface between the player and the parallel reality game. The game module 125 can present a user interface on a display device associated with the client 120, and the user interface displays a virtual world associated with the game (e.g., draws an image of the virtual world) and allows the user to interact in the virtual world to perform various game goals. The game module 125 can also control various other outputs to allow the player to interact with the game without requiring the player to view the display screen. For example, the game module 125 can control various audio, vibration or other notifications, which allow the player to play the game without having to view the display screen. The game module 125 can access the game data received from the game server 110 to provide an accurate representation of the game to the user. The game module 125 can receive and process player inputs, and provide updates to the game server 110 through the network 130.

[0055] The positioning device 128 may be any device or circuit for monitoring the location of the client 120. For example, the positioning device 128 may determine the actual or relative location by using a satellite navigation positioning system (e.g., a GPS system, a Galileo positioning system, a Global Navigation Satellite System (GLONASS), a BeiDou satellite navigation and positioning system), an inertial navigation system, a dead reckoning system, based on an IP address, using triangulation and / or proximity to a cellular tower or Wi-Fi hotspot, and / or other suitable techniques for determining a location.

[0056] When the player moves around with the client 120 in the real world, the positioning device 128 tracks the position of the player and provides the player position information to the game module 125. Based on the actual position of the player in the real world, the game module 125 updates the player position in the virtual world associated with the game. Therefore, by simply carrying or transporting the client 120 in the real world, the player can interact with the virtual world. In particular, the player's location in the virtual world can correspond to the player's location in the real world. The game module 125 can provide the player position information to the game server 110 through the network 130, so that the universal game module 112 keeps tracking all player positions throughout the game. It should be understood that only when the player has been notified that the player's location information is to be accessed and how the location information will be used in the context of the game, the location information associated with the player (for example, to update the player's location in the virtual world) is used. In addition, any location information associated with the player will be stored and maintained in a way that protects the privacy of the player.

[0057] The network 130 may be any type of communication network, such as a local area network (e.g., an intranet), a wide area network (e.g., the Internet), or some combination thereof. The network may also include a direct connection between the client 120 and the game server 110. In general, the communication between the game server 110 and the client 120 may be carried via a network interface using any type of wired and / or wireless connection, using various communication protocols (e.g., TCP / IP, HTTP, SMTP, FTP), encodings or formats (e.g., HTML, XML, JSON), and / or protection schemes (e.g., VPN, secure HTTP, SSL).

[0058] The technology discussed herein refers to servers, databases, software applications, and other computer-based systems, as well as the actions taken on such systems and the information sent to such systems. It will be appreciated by those of ordinary skill in the art that the inherent flexibility of computer-based systems allows for various possible configurations, combinations, and divisions of tasks and functionality between and among components. For example, a single server or multiple servers working in combination may be used to implement the server processes discussed herein. Databases and applications may be implemented on a single system or distributed across multiple systems. Distributed components may operate sequentially or in parallel.

[0059] In addition, in the case where the systems and methods discussed herein access and analyze personal information about a user or utilize personal information such as location information, the user may be provided with an opportunity to control whether a program or feature collects information and to control whether and / or how content is received from the system or other applications. Such information or data is not collected or used until the user is provided with meaningful notice of what information is to be collected and how that information is to be used. Unless the user provides consent, the information is not collected or used, and the user may revoke or modify the consent at any time. Thus, the user may control how information about the user is collected and how the application or system uses the information about the user. In addition, certain information or data may be processed in one or more ways before being stored or used so that personally identifiable information is removed. For example, the user's identity may be processed so that the user's personally identifiable information cannot be determined.

[0060] Example game interface

[0061] Figure 3One embodiment of a game interface 300 that can be presented on a display of a client 120 as part of an interface between a player and a virtual world 210 is depicted. The game interface 300 includes a display window 310 that can be used to display the virtual world 210 and other aspects of the game, such as the player location 222 in the virtual world 210 and the location of virtual elements 230, virtual items 232, and virtual energy 250. The user interface 300 can also display other information, such as game data information, game communications, player information, and other information associated with the game. For example, the user interface can display player information 315, such as the player's name, experience level, and other information. The user interface 300 can include a menu 320 for accessing various game settings and other information associated with the game. The user interface 300 can also include a communication interface 330 that supports communication between the game system and the player and between one or more players of the parallel reality game.

[0062] According to various aspects of the present disclosure, players can interact with parallel reality games by simply carrying client devices 120 in the real world. For example, players can simply play games by accessing applications associated with parallel reality games on smart phones and moving around in the real world with the smart phones. In this regard, players do not have to continuously watch the visual representation of the virtual world on the display screen in order to play location-based games. Therefore, the user interface 300 may include multiple non-visual elements that allow users to interact with the game. For example, when a player approaches a virtual element or object in the game, or when an important event occurs in the parallel reality game, the game interface may provide audible notifications to the player. The player may control these audible notifications with audio controls 340. Different types of audible notifications may be provided to the user depending on the type of virtual element or event. Depending on the proximity of the player and the virtual element or object, the frequency or volume of the audible notification may increase or decrease. Other non-visual notifications and signals may be provided to the user, such as vibration notifications or other suitable notifications or signals.

[0063] Using the disclosure provided herein, one of ordinary skill in the art will appreciate that many game interface configurations and underlying functionality will be apparent in light of this disclosure. This disclosure is not intended to be limited to any one particular configuration.

[0064] Exemplary Client-Server Flowchart

[0065] Figure 4 A client-server flow diagram of a method 400 for linking real-world activities with parallel reality games according to one embodiment is depicted. The method 400 may be implemented using any suitable computing system, such as Figure 1The client-server arrangement of the system 100. In addition, although Figure 4 The steps performed in a particular order are described for the purpose of illustration and discussion, however the methods discussed herein are not limited to any particular order or arrangement. Using the disclosure provided herein, those skilled in the art will appreciate that the various steps of the methods disclosed herein may be omitted, rearranged, combined and / or adjusted in various ways without departing from the scope of the present disclosure. The method may also include different or additional steps.

[0066] exist Figure 4 In the embodiment shown in , method 400 begins at 402, where a server hosts a parallel reality game for multiple client devices. For example, a game server 110 can host a parallel reality game for multiple client devices 120 via a network 130. Players can access the parallel reality game by communicating with the game server 110 via one or more client devices 120 over the network 130. In this way, the game server 110 can act as an authoritative source of events for the parallel reality game.

[0067] At 404, the server may modify the game data associated with the parallel reality game to include game features connected to real-world activities in the game. For example, the game server 110 may modify, update, or add the game data to the game database 115 so that game features connected to real-world activities are included in the parallel reality game. Game features connected to real-world activities may be any game features designed to motivate or encourage players to perform activities in the real world, including activities in the real world that are not directly related to the overall game objectives of the parallel reality game. In a particular embodiment, game features connected to real-world activities may be game features connected to commercial activities in the real world, or game features connected to data collection activities in the real world. Exemplary game features connected to real-world activities, such as commercial activities in the real world and / or data collection activities in the real world, will be discussed in more detail below.

[0068] At 406, the server supplies a parallel reality game including game features connected to real-world activities to one or more client devices. For example, the game server 110 supplies a parallel reality game including game features connected to real-world activities to one or more client devices 120 via the network 130. At 408, a client device such as the client device 120 receives game data from the server, the game data including data associated with the game features connected to the real-world activities. The client device then presents the parallel reality game to the player 410, which includes the game features connected to the real-world activities. For example, the client device 120 can display a visual representation of the virtual world. The virtual world can include game features, such as virtual elements located at specific locations in the virtual world to encourage or motivate player activities in the real world.

[0069] At 412, the client device includes receiving data associated with player interactions with game features. For example, the client device 120 may receive data obtained due to player actions guiding game features in a parallel reality game. The data associated with player interactions may include data associated with the player walking to a location of a specific virtual element and interacting with the virtual element. As another example, the data associated with player interactions may include data associated with the player taking actions to complete a game goal or task. As another example, the data associated with player interactions may include data associated with the player using a power increase or other enhanced power, which is provided to the player as part of a game feature connected to real-world activities. At 414, the client device provides data associated with player interactions with game features to the server.

[0070] Data associated with player interactions with game features may be received at server 416. For example, game server 110 may receive data associated with player interactions with game features from client device 120 via network 130. The server may then modify one or more game elements 418 in the parallel reality game based on the data associated with the player interactions. For example, game server 110 may update game data stored in game database 115 associated with a player to record the player's interaction with a game feature that is connected to a real-world activity. In addition, the server may update game data to provide rewards, such as virtual rewards applicable to parallel reality games, for interacting with game features connected to real-world activities. Virtual rewards may include virtual items, virtual energy, virtual currency, power enhancement, enhanced power, experience points, or any other suitable rewards. Connecting business activities with parallel reality games

[0071] Figure 5is a flow chart illustrating one embodiment of a method 500 for linking a business activity with a parallel reality game. The method 500 may be implemented using any suitable computing device(s), such as Figure 1 game server 110. In addition, although Figure 5 The steps performed in a particular order are depicted for the purpose of illustration and discussion, however the methods discussed herein are not limited to any particular order or arrangement. Using the disclosure provided herein, those skilled in the art will appreciate that the various steps of the methods disclosed herein may be omitted, rearranged, combined and / or adjusted in various ways without departing from the scope of the present disclosure. The method may also include different or additional steps.

[0072] exist Figure 5 In the embodiment shown in , method 500 starts at 502, where a request for a game feature to be included in a parallel reality game and connected to a commercial activity is received. The request can be for a game feature to be included in the parallel reality game and connected to a commercial activity in the real world, such as any game feature that can be used to increase or stimulate commercial activities in the real world. For example, the game feature can be the location of a virtual element in the virtual world. In particular, the game feature can include positioning the virtual element in the virtual world at a location corresponding to the location of the commercial activity in the real world to attract potential customers to the location of the commercial activity. Alternatively, the game feature can be connected to the purchase of an object or service in the real world, or can include providing a reward suitable for commercial transactions in the real world to the player.

[0073] According to one aspect of the present disclosure, a request may be received from a remote computing device via a network. Figure 1 As shown in , a sponsor / advertiser 140, an enterprise 150, or other entity may provide request data to a game server 110 via a network 130. The request data may include requests for specific or general game features to be included in a game. The request data may be submitted to the game server using a suitable user interface, such as a web application hosted by the game server 110 or other computing device in communication with the game server 110.

[0074] For example, a sponsor, an enterprise or other entity can provide a request to a game server hosting a parallel reality game through a network to request that certain game features connected to commercial activities in the real world be added to the parallel reality game. The game server can analyze the request and determine whether the requested game features are added to the game. The request can be a part of an auction or other suitable formats for submitting a request for a feature. The request can also be provided to a management party, an operator or other individuals associated with the parallel reality game. For example, a sponsor / advertiser 140, an enterprise 150 or other entity can directly contact an individual associated with the parallel reality game by phone, by email or by other communication interfaces. Then, the individual associated with the parallel reality game can format the request and provide the request data to a game server associated with the parallel reality game, such as the game server 110.

[0075] like Figure 5 Once a request for a game feature connected to a commercial activity is received, the request can be analyzed to identify the game features connected to the commercial activity. For example, the request can be analyzed to identify the number and type of game features included in the request. The requested game features can also be analyzed to determine whether the particular feature is suitable for addition to the parallel reality game during a particular stage or period of the game.

[0076] For example, refer to Figure 1 , a commercial game feature module 114 associated with the game server 110 can analyze the request data to identify appropriate game features to be included in the game. The commercial game feature module 114 can access predetermined criteria and compare the request data to determine whether the request data meets the predetermined criteria. The predetermined criteria can be for the format, content, or other attributes of the requested game features or the request data itself.

[0077] In a particular implementation, the commercial game feature module 114 may periodically analyze all request data received and select which specific features to include at a particular stage or time of the parallel reality game. For example, the commercial game feature module 114 may enforce a limit on the number of game features included in the parallel reality game that are connected to the commercial activity. In this way, the commercial game feature module 114 may manage the inclusion of requested game features by the parallel reality game to prevent any requested game features from interfering with the overall theme, goal, or other attributes of the parallel reality game.

[0078] At 506, method 500 may include modifying, updating, or adding game data to include the requested game features. For example, commercial game feature module 114 may manage game data stored in game database 115 so that certain requested game features are included in the parallel reality game. For example, updating game data may include positioning virtual elements at specified locations in the virtual world, providing virtual items and / or enhanced powers to specific players, associating labels or brands with virtual elements in the virtual world, and / or implementing a reward engine to distribute rewards suitable for commercial transactions in the real world to players who achieve certain achievements or complete specified game goals in the virtual world.

[0079] At 508, access to the parallel reality game with the requested game features is provided to the players of the parallel reality game. For example, the game server 110 may host or provide access to the parallel reality game with the requested game features to one or more clients 120 over the network 130. The requested game features may be provided to all players of the parallel reality game or to selected players of the parallel reality game.

[0080] In one implementation, only those players within a predefined radius around the commercial activity location connected to the game feature in the real world can access the game feature. For example, by receiving location information from the client 120 over the network 130, the game server 110 can continuously monitor the player location of the parallel reality game. Based on the location information, the game server 110 can identify the players within the predefined radius of the commercial activity. The predefined radius can be set to any size. The game server 110 can only provide access to the game feature to those players within the predefined radius.

[0081] At 510, method 500 may include receiving player interactions associated with a game feature. The player interactions may include suitable interactions with virtual elements located at locations in the virtual world corresponding to the commercial activity, use of enhanced powers or virtual items obtained through the commercial activity, or other suitable interactions. Player interactions with the game feature may be monitored and tracked, for example, by the game server 110. This information may be periodically provided to a sponsor or other entity requesting the game feature to allow the sponsor or other entity to track the value or effectiveness of the game feature in encouraging the commercial activity.

[0082] Exemplary Game Features Linked to Commercial Activities

[0083] Exemplary game features that are connected to real-world commerce will now be discussed in detail. Although exemplary game features will be discussed for purposes of illustration and discussion, those of ordinary skill in the art will appreciate, using the disclosure provided herein, that the scope of this disclosure includes any game features of a parallel reality game that can be used to encourage, increase, or enhance commerce in the real world.

[0084] An exemplary game feature connected with commercial activities in the real world includes: locating virtual elements in the virtual world at a location corresponding to the commercial activity location in the real world. Virtual elements can be any virtual elements associated with parallel reality games, such as virtual elements associated with game goals, virtual items used in parallel reality games, virtual energy that can be collected as a part of parallel reality games, or other suitable virtual elements. One or more game goals can be associated with virtual elements to encourage players to interact with virtual elements. In order to interact with virtual elements, players of parallel reality games will have to travel to the corresponding locations of virtual elements in the real world. Therefore, locating virtual elements at a location corresponding to the commercial activity location in the real world in the virtual world can encourage players to travel to the location of commercial activities in the real world. This will increase the exposure of the enterprise and encourage commercial activities at specific enterprises or other entities in the real world.

[0085] For example, refer to Figure 1 , the sponsor / advertiser 140, the enterprise 150 or other entity may provide request data to the game server 110 via the network 130, the request data being associated with a request to locate a virtual element in the virtual world at a location corresponding to a commercial activity location, such as a retail or other point of sale location associated with the sponsor / advertiser 140, the enterprise 150 or other entity. The commercial game feature module 114 may analyze the request and update the game data stored in the game database 115 to include the virtual element in the virtual world at a location corresponding to the commercial activity location in the real world. Based on the location information provided from the client 120 via the network 130, the commercial game feature module 114 may also identify players within a predefined radius of the commercial activity in the real world. The game server 110 may then provide the identified players with access to a parallel reality game having the requested game feature. Players who are able to access the game feature may be encouraged or motivated to travel to the commercial activity location in the real world to interact with the virtual elements in the virtual world.

[0086] Another exemplary game feature that is linked to a commercial activity in the real world may include linking a game feature, game objective, or virtual item to the purchase of an item or service in the real world. In particular, the purchase of real-world items / services may provide the player with enhanced powers, access to hidden or locked game elements, virtual items, virtual energy, and / or other game features. This may motivate the player to travel to a business or other entity in the real world, purchase the item or service linked to the game feature, and spread the word about the item or service among friends and other players of the parallel reality game.

[0087] For example, refer to Figure 1 , the sponsor / advertiser 140, the enterprise 150 or other entity may send request data to the game server 110 via the network 130 to request a real-world purchase of an item or service associated with the sponsor / advertiser 140, the enterprise 150 or other entity to trigger access to a virtual item, enhanced power or other enhancement in the virtual world. The commercial game feature module 114 may analyze the request and update the game data stored in the game database 115. In order to obtain or unlock the enhanced power, virtual item or enhancement, the player will have to purchase the product or service connected to the enhanced power or item. After the player makes the purchase, the game server 110 may be notified of the purchase.

[0088] In one implementation, a player may enter a code associated with a purchase of an item or service in a user interface associated with the parallel reality game. The code may be transmitted via network 130 to game server 110, which uses the code to unlock enhancements for the player. Additionally or alternatively, sponsor / advertiser 140, business 150, or other entity may notify game server 110 of the purchase.

[0089] Once the game server 110 is notified of the purchase, the game server 110 can modify the game data stored in the game database 115 to provide the player who made the real-world purchase with enhanced powers, virtual items, access to hidden areas, or other game features that are valuable to the player. In this way, players are encouraged to participate in commercial activities in the real world in order to upgrade in the virtual world.

[0090] Another exemplary game feature that is connected to commercial activities in the real world involves distributing rewards suitable for commercial transactions in the real world to players of the parallel reality game due to certain achievements or game goals in the parallel reality game. For example, the game server 110 can implement a reward module (e.g., as a submodule of the commercial game feature module 114) that tracks player progress and / or achievements in the parallel reality game. Upon achieving certain goals or reaching certain game goals, the reward module can provide players with rewards suitable for commercial transactions in the real world.

[0091] For example, refer to Figure 1 , sponsors / advertisers 140, companies 150 or other entities can provide request data to the game server via network 130 to request the reward module to distribute coupons or vouchers to players who have achieved a predetermined game goal or achievement. The reward module can monitor the player's progress in the parallel reality game and provide coupons or vouchers to the player after completing the game goal or other achievement. Coupons or other vouchers can be used by players as part of real-world commercial transactions. Based on the actions that occur in the virtual world, coupons or other vouchers provide valuable real-world items to players and companies or other entities. Therefore, the connection between the virtual world and the real world is enhanced so that the actions in the virtual world can cause rewards and increased commercial activities in the real world.

[0092] Another exemplary game feature that is linked to commercial activities in the real world may include labeling or branding virtual elements and / or virtual places in the virtual world with brands / advertisements associated with businesses or other entities in the real world. For example, a business or other entity may pay or arrange for certain brands or advertisements to be displayed in connection with virtual elements or virtual places in the virtual world.

[0093] For example, refer to Figure 1 , sponsors / advertisers 140, enterprises 150 or other entities can provide request data to the game server through network 130 to request that specific virtual items in the virtual world be tagged or branded with signs or other marks associated with sponsors / advertisers 140, enterprises 150 or other entities. The reward module can analyze the request and update the game data so that certain virtual elements are tagged or branded in the virtual world. When the player walks in the virtual world by walking in the real world, the player will find brands and / or advertisements associated with virtual items tagged or branded in the virtual world in some places, in the real world, at these places, the brand or advertisement is usually not available or visible. Therefore, the exposure of enterprises or other entities to players of parallel reality games can be increased, thereby potentially causing increased commercial activities in the real world.

[0094] Connecting data collection activities with parallel reality games

[0095] Information in the real world is constantly changing. The collection of data associated with the real world has many applications. For example, updated data about the real world can be used to enhance or enrich data available online or on other platforms about real-world places, objects, features, and other information. Parallel reality games with virtual worlds parallel to the real world can be used to help gather information about the ever-changing real world.

[0096] Figure 6 A flow chart of a method 600 for linking real-world data collection activities with parallel reality games is depicted according to one embodiment. The method 600 may be implemented using any suitable computing device(s), such as Figure 1 game server 110. In addition, although Figure 6 The steps performed in a particular order are depicted for the purpose of illustration and discussion, however the methods discussed herein are not limited to any particular order or arrangement. Using the disclosure provided herein, those skilled in the art will appreciate that the various steps of the methods disclosed herein may be omitted, rearranged, combined and / or adjusted in various ways without departing from the scope of the present disclosure. The method may also include different or additional steps.

[0097] exist Figure 6 In the embodiment shown in , method 600 begins at 602, where a server hosts a parallel reality game for multiple client devices. For example, a game server 110 can host a parallel reality game for multiple client devices 120 on a network 130. Players can access the parallel reality game by communicating with the game server 110 via one or more client devices 120 on the network 130. At 604, method 600 includes modifying game data associated with the parallel reality game to include game features that are connected to data collection activities in the real world. For example, a data collection module 116 can manage game data stored in a game database 115 so that certain game features that are connected to data collection activities are included in the parallel reality game. Game features that are connected to data collection activities in the real world can be any game features that can directly and / or indirectly cause the collection of data about real-world objects, features, or other information associated with the real world.

[0098] Exemplary game features directly connected to data collection activities can include game goals or tasks in the virtual world, which involve collecting information about the real world and providing this information as a condition for completing the game goal. For example, the game goal associated with the virtual element may require the player to take pictures of specific landmarks, artworks, storefronts or other features located in the real world at a location corresponding to the location of the virtual element. As a reward for completing the game goal, the player can receive a suitable reward, such as a virtual reward suitable for the virtual world or a reward suitable for the real world. For example, the reward can be in the form of virtual items / energy / currency or other virtual elements. Virtual rewards can also include certain elements (e.g., hidden tasks / articles, power enhancement, etc.) that enable gameplay, which may be unavailable for other players who do not interact with the game feature.

[0099] Exemplary game features that are indirectly linked to data collection activities may include placing virtual elements at specific locations in the virtual world so that actions taken by the player to interact with the virtual elements indirectly reveal information about the real world. For example, a player may place a virtual element in a park or hiking area. Then, as part of a parallel reality game, the game system may track the player's movement in the park or hiking area to allow the player to walk in the virtual world. By tracking the player's corresponding movement in the real world as the player walks in the virtual world, information about the locations of traversable paths in the area may be collected. Additionally, the player's movement rate in a particular area and / or the player's altitude may be monitored to infer terrain information associated with the area in the real world.

[0100] At 606, method 600 includes supplying a parallel reality game including game features to one or more client devices used by players of the parallel reality game. For example, game server 110 may provide game data associated with the game features to client device 120 via network 130. At 608, method 600 includes receiving data collected by the player based on data collection activities in the real world. For example, game server 110 may receive data associated with real-world objects collected based on game objects or tasks within the parallel reality game. The collected data may include photos, sound recordings, text messages, or other data collected by the player, such as locations of WiFi hotspots or Bluetooth connections.

[0101] According to one particular implementation, when a player interacts with a game feature, the data collected may be location information associated with the player tracked by the game server 110. For example, a game feature coupled with data collection activities may include placing a virtual element at a specific location in the virtual world. As the user walks in the real world to travel to a corresponding location of the virtual element in the virtual world, the game server 110 may monitor the user's location in the real world. This location information may be used to infer characteristics of the real world, such as the location of traversable paths in the real world, terrain information, the location of specific objects in the real world, and other information.

[0102] After receiving the data, method 600 may include modifying 610 (e.g., updating, enriching, adding, or other suitable modifications) data associated with the real world based on the collected data. For example, data collected by players according to data collection activities can be used to update information related to real-world objects, features, and places for subsequent access by various platforms, such as online search engines, encyclopedias, geographic information systems (e.g., map information systems, virtual global information systems), etc.

[0103] When multiple players interact with game features that connect to data collection activities in the real world, the accuracy of the collected data can be improved. For example, if multiple players take photos of a work of art from multiple different angles, these photos can be used to generate a three-dimensional and / or panoramic view of the work of art.

[0104] Additionally, by knowing the player's real-world location at the time of data collection, location data can be associated with the collected data to further enrich the collected data. For example, if N players provide photos of a work of art at a geographic location of longitude X and latitude Y, and one player provides photos of a work of art at a different geographic location of longitude Z and latitude W, then it can be determined, for example by the game server 110 or other computing device, that the actual location of the work of art is near X, Y but not near Z, W.

[0105] One exemplary application of the modified real-world data includes updating data associated with a parallel reality game, such as data stored in a game database 115. In particular, data in the game database associated with real-world objects coupled to virtual features may be enriched based on data collected according to data collection activities. In this manner, the parallel reality game may be made more responsive to changing real-world conditions identified by data collection activities coupled to game features in the parallel reality game. By providing a method for enriching game data associated with the real world, the connection between the real world and the virtual world may be improved, thereby providing an enhanced parallel reality for the parallel reality game.

[0106] According to another exemplary embodiment of the present disclosure, a parallel reality game may include a game feature connected to a data collection activity in the real world. The game feature may be directly connected to the data collection activity, or indirectly connected to the data collection activity. As a result of performing the data collection activity, the data collected by the player may be in the form of photos, sound recordings, text messages, or other suitable data (e.g., the location of a WiFi hotspot, a Bluetooth connection, etc.). The collected information may be sent to a game server, which may analyze and use the data to improve data associated with the real world. The improved data may then be made available for access by various platforms, such as search engines, encyclopedias, geographic information systems (e.g., map services, virtual global services, etc.), and other platforms.

[0107] Exemplary game features directly connected to data collection activities can include game goals or tasks in the virtual world, which involve collecting information about the real world and providing this information as a condition for completing the game goal. For example, the game goal associated with the virtual element can require the player to take photos of specific landmarks, works of art, storefronts or other features at a location corresponding to the location of the virtual element in the real world. As a reward for completing the game goal, the player can receive a suitable reward, such as a virtual reward suitable for the virtual world or a reward suitable for the real world. For example, the reward can be in the form of virtual items / energy / currency or other virtual elements. The reward can also include enabling certain game elements (such as hidden tasks / articles, power enhancement, enhanced power), which are unavailable for other players who do not interact with the game feature.

[0108] An exemplary game feature that is indirectly linked to data collection activities may include placing virtual elements at specific locations in the virtual world so that actions taken by the player to interact with the virtual elements indirectly reveal information about the real world. For example, a virtual object may be located in a location in the virtual world that corresponds to a park, hiking area, or other location. By tracking the player's movement in the virtual world to walk to the virtual object, the game system may also track the corresponding movement in the real world, thereby providing an indication of the location of a traversable path in the area.

[0109] When multiple players interact with game features that are linked to data collection activities, the accuracy and extent of the collected data associated with the real world can be improved. For example, if multiple people take pictures of a work of art or other feature, the pictures may be taken from different angles. These different pictures can be assembled to obtain a three-dimensional and / or panoramic view (e.g., street-level image) of the work of art or other feature, which is not possible with just one photo. In addition, by knowing where the player is in the real world when performing the data collection action, location data can be associated with the collected data to further enrich the collected data.

[0110] Using events within alternate reality games to verify a player's real-world location

[0111] As previously mentioned, the operator of the parallel reality game may wish to control access to certain content in the game. For example, special events may be held at designated locations (e.g., parks or other public spaces) where special game content (e.g., special items, creatures, and other elements) may be available within the parallel reality game to those players who qualify to participate. Such events may provide some players with an incentive to modify the location information reported to the game module 125 by the positioning device 128 in order to gain access to the special game content without having to travel to the real-world location of the event.

[0112] Figure 7 Picture shows Figure 1 1. An embodiment of an event module 118 of the present invention, the event module 118 manages and controls access to events in the parallel reality game. In the illustrated embodiment, the event module 118 includes a check-in module 710, a location verification module 720, a content supply module 730, and access data 740. In other embodiments, the event module 118 includes different and / or additional elements. In addition, the functions can be distributed between the elements in a manner different from that described. For example, the event module 118 can be part of the general game module 112.

[0113] The sign-in module 710 provides a way for players to sign in to events in the user interface of parallel reality games. In one embodiment, the sign-in module updates game data so that when the positioning device 128 of the client 120 of the player indicates that the player is in a real world location corresponding to the location in the virtual world within the threshold distance from the event, a virtual element will be displayed in the virtual world, and the player can interact with the virtual element to initiate the sign-in process. The virtual element can be a permanent (or semi-permanent) virtual element or a special virtual element that only exists in the virtual world during the event duration. In addition, other virtual elements near the event can be added, removed or modified during the duration of the event. For example, virtual elements that usually appear near the event location can be removed during the duration of the event to prevent unparticipated players (e.g., players who have not signed in) from entering the area and causing overcrowding. Alternatively, some special virtual elements can be provided near the event in the virtual world to encourage social interaction for unparticipated players.

[0114] As part of the check-in process, the location verification module 720 attempts to verify the player's location. In response to the player initiating the check-in process (e.g., by interacting with a specified virtual element), the game module 125 on the player's client 120 attempts to obtain the OTP 170. The OTP 170 can be provided to the player in the real world. For example, if the event is at a virtual location corresponding to Grant Park in Chicago, in such an embodiment, the player travels to Grant Park in the real world, and they obtain the OTP 170 in Grant Park-in the real world. The password can be obtained from a person who is also located at the specified location, such as by obtaining a ticket or wristband. The code can be transmitted to the game server 110 via the network 130, and the game server 110 confirms that the one-time password is valid, such as the one-time password has not been previously redeemed, is valid at this time and at this place, etc., and then allows the player to access the relevant virtual rewards or features. The game server 110 can store a list of valid one-time passwords and their redemption status in the game database 115.

[0115] Using OTP 170 can also make the sign-in process smoother and less disturbing to players. Once the player obtains their OTP 170, the player can use its client 120 to sign in without directly interacting with the event organizer or event staff. For example, for an event held in a park, the player may just appear in the park, interact with the virtual elements in the game to initiate the sign-in process, provide OTP 170, and obtain access to the special content for the event. Therefore, the event organizer may not need to manually check the ticket, thereby making it easier for the player to come and go at will. In one embodiment, OTP 170 is dynamically generated and is only valid in a short period of time (e.g., one minute). For example, the representation of OTP 170 can be displayed on a screen in the sign-in area for the event and updated regularly. Alternatively, OTP 70 (e.g., from a Bluetooth beacon) can be transmitted to the client device of the player.

[0116] Figure 8 The example of the ticket 800 providing the one-time password 170 is illustrated. Once the player obtains the ticket 800 in the real world, the player can follow the instructions 810 on the ticket (and / or in the parallel reality game user interface) to enter the code. In the illustrated embodiment, the player can scan a 2D barcode 820 to enter the OTP 170. The ticket 800 also provides the OTP 170 as an alphanumeric code 830 that can be manually entered (e.g., if the camera of the player's client 120 is broken, or the 2D barcode cannot be correctly scanned for other reasons).

[0117] In other embodiments, the OTP 170 may be provided to the player in other ways. For example, the OTP 170 may be painted or engraved on an object in the real world, or verbally communicated to the player by the event organizer, etc. Alternatively, the OTP 170 may be encoded in a signal detected by the client 120, such as a Bluetooth beacon signal, a specific audio pattern played by a speaker, etc. The OTP 170 may change periodically to reduce the likelihood that a player who is not physically present at the location can obtain a valid code (e.g., by having it sent to them by another person or device at the location).

[0118] Return to reference Figure 7, no matter how the OTP 170 is input or detected, the client 120 provides the OTP 170 to the verification module 720 to verify the player's location. In one embodiment, the game module 125 of the player's client device 120 sends a request for signing in including the OTP 170 and the player's identity (e.g., the player ID or the device ID of the player's client) to the game server 110. The access data 740 may include a list of authorized players (e.g., ticket holders) and the OTP 170 assigned to each authorized player. If the player is authorized and the OTP 170 received from the player's client 120 matches the OTP assigned to the player, the location verification module 720 may authorize the player to access the special content of the event. Alternatively, the OTP 170 may not be initially assigned to the player, and the verification module 720 stores the association between the player and the OTP (e.g., stored in the access data 740) in response to the sign-in request. In this manner, use of any given OTP 170 may be restricted to use by a single player (or a specified number of players, such as five, ten, etc.).

[0119] In some embodiments, the location verification module 720 may take additional steps to confirm that the player is at the real-world location indicated by the location data reported from the positioning device 128 of its client 120. For example, as part of the check-in process, the player may be guided to turn on the WiFi on its client 120 and connect to a special wireless network (e.g., a wireless network provided by the event organizer) before entering the OTP 170. Therefore, the player is verified only if a valid OTP 170 is submitted from a client 120 connected to the specified network. Similarly, the location verification module 720 can compare the identifier of the cellular tower to which the client 120 is connected when the OTP 170 is entered to determine whether it is feasible that the client is located at the real-world location indicated by the location data. Such an approach can increase the confidence level of being able to verify the player's location. This can provide various advantages, including reducing counterfeiting within parallel reality games and allowing game providers to prove to sponsors / advertisers 140 and businesses 150 that the player is visiting the desired location due to the game. In some embodiments, the game content available at a given location in the virtual world may depend on whether the player has been successfully authenticated as being at the corresponding real-world location (e.g., because their client 120 is connected to a particular wireless network or cell tower). For example, a player whose location is authenticated may see additional or more valuable virtual items than a player who is not authenticated at the same location in the virtual world.

[0120] Once a player's location has been verified, it can be assumed that the player's location reported by the positioning device 128 of the player's client 120 is accurate within a given time period (e.g., one hour, the duration of an event, a day, etc.). Alternatively, the likelihood that the counterfeit detection system determines that the player's location is counterfeit can be reduced. For example, the game server 110 can typically apply a classifier to the player's location data, which outputs the probability that the location data is counterfeit. If the probability exceeds a threshold, the account can be labeled or otherwise marked as counterfeit and further action can be taken (e.g., further review, issuance of a suspension or ban, etc.). The threshold or one or more weights within the classifier can be adjusted for players whose locations have been verified within a given time period.

[0121] Assuming the location verification module 720 authorizes the player to access the event, the content provision module 730 provides special content for the event for display on the player's client 120. The special content may replace or supplement the default content for the location where the event is taking place. By requiring the use of a one-time password 730 in conjunction with the location data reported by the positioning device 128 in the real world, the ability of a player to falsely represent or impersonate their location is significantly reduced, thereby helping to ensure that activities and locations in the virtual world are consistent with those in the real world.

[0122] Controlled access to virtual world features

[0123] In some embodiments, for example, as described above, virtual rewards or enhancements may be available in the virtual world for players who visit similar locations in the real world. Also as described above, a one-time password may be used to confirm that a player's real-world location actually corresponds to the player's virtual world location.

[0124] In one embodiment, an event may be created in a virtual world where players are invited to gather at a specific location, such as Grant Park in Chicago, and for the duration of the event, the players may access enhancements, rewards, or other game features that are not normally present in the virtual world at that location.

[0125] Fig. 9 A specific example method 900 for providing access-controlled gaming data according to one embodiment is illustrated. The method 900 may be implemented using any suitable computing device(s), such as Figure 1 game server 110. In addition, although Fig. 9The steps performed in a particular order are depicted for the purpose of illustration and discussion, however the methods discussed herein are not limited to any particular order or arrangement. Using the disclosure provided herein, those skilled in the art will appreciate that the various steps of the methods disclosed herein may be omitted, rearranged, combined and / or adjusted in various ways without departing from the scope of the present disclosure. The method may also include different or additional steps.

[0126] When the player approaches a controlled access location (e.g., an event) in the real world, the game module 125 displays 902 virtual game data on the client 120, including default features that would normally exist at that location in the virtual world. The game module 125 also displays one or more access points in the virtual world, which in one embodiment act as UI features through which the player can access controlled virtual world features. For example, the access points can be marked as "check-in" locations, etc. Next, the client 120 receives 904 a request from the player to obtain controlled access to the virtual world features. In the illustrated embodiment, the request includes the one-time password 730 obtained by the player as described above, in the form of, for example, a 2D barcode distributed at a real world location.

[0127] The client 120 authenticates 906 the access request by providing the one-time password and the location data from the positioning device 128 to the game server 110. Based on the location, password, time, or any other parameter specified in the game database 115 for controlling access to virtual world features, the game server 110 confirms whether the one-time password is valid and whether access should be granted to the player. The client 120 receives a validation response from the game server 110, and if 908 the access request is authenticated, the client 120 enables 910 the player's access to the controlled virtual content. If 908 the access is invalid, a message indicating that access is denied is sent 912 to the player's client 120, and the player continues to only see the default features that exist at that location in the virtual world.

[0128] In some cases, a player who is denied access may see features that are different from those that exist by default at that location. For example, a player who is denied access to an event feature may not see any virtual elements at all near the event for the duration of the event. Players who are denied access may also be flagged for further review to determine if they are intentionally trying to gain access improperly and whether further action (such as a warning, suspension, or ban) should be taken.

[0129] Note that in various embodiments, the parameters associated with the controlled access virtual world content in the game database 115 can specify that the remaining aspects of the game data are retained for players who gain access to the controlled features. For example, achievements, scores, equipment, or other gains, losses, or modifications completed by the player when the controlled access is enabled can persist after the controlled access is no longer available. In alternative embodiments, player achievements, etc. that occur within the controlled access environment will not persist, so that after exiting or losing access to the controlled access environment, the player's state is restored to its original state. And in some embodiments, the state of the player after entering the controlled environment may be different from his state in the rest of the virtual world-for example, if the virtual world environment of controlled access is for players to test new game features and compete with each other for a day, the implementer can choose to set all players to have the same initial startup capabilities when they enter the controlled environment, and then restore them to the state just before entering when the player exits, so there will be no permanent impact on the player's status.

[0130] In one embodiment, OTP 170 is divided into several groups, thereby dividing players into several groups based on the OTP group from which their specific OTP comes. The game content provided to each group of players can be different. For example, different groups may see different types of virtual items, generate virtual items at different rates, or experience other differences in the rules for operating parallel reality games. This can provide players with a more interesting and diverse experience (for example, different groups can have different goals and compete with other groups to complete their specified goals). The game provider can also use the differences between groups to test how players respond to different game scenarios on average. For example, different types of virtual items or tasks can be presented to two groups of players to determine which generates a higher level of player engagement.

[0131] Example computing system

[0132] Fig.10 is a block diagram illustrating components of an example machine capable of reading instructions from a machine-readable medium and executing them in a processor (or controller). Specifically, Fig.10 A schematic representation of a machine is shown in the example form of a computer system 1000. The computer system 1000 may be used to execute instructions 1024 (e.g., program code or software) to cause the machine to perform any of the methods (or processes) described herein. The machine may operate as a standalone device or in conjunction with other connected (e.g., networked) devices to provide the described functionality. The machine may operate in the capacity of a server or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment.

[0133] The machine may be a server computer, a client computer, a personal computer (PC), a tablet computer, a smart phone, a network router, or any other machine capable of executing instructions 1024 (sequentially or otherwise) that specify actions to be taken by the machine. Furthermore, while only a single machine is illustrated, the term "machine" should also be construed to include any collection of machines that individually or collectively execute instructions 1024 to perform any one or more of the methodologies discussed herein.

[0134] The example computer system 1000 includes one or more processing units (typically one or more processors 1002). The processor 1002 is, for example, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a controller, a state machine, one or more application specific integrated circuits (ASICs), one or more radio frequency integrated circuits (RFICs), or any combination of these. Any reference to the processor 1002 herein may refer to a single processor or multiple processors. The computer system 1000 also includes a main memory 1004. The computer system may include a storage unit 1016. The processor 1002, the memory 1004, and the storage unit 1016 communicate via a bus 1008.

[0135] In addition, the computer system 1000 may include a static memory 1006, a display driver 1010 (e.g., to drive a plasma display panel (PDP), a liquid crystal display (LCD), or a projector). The computer system 1000 may also include an alphanumeric input device 1012 (e.g., a keyboard), a cursor control device 1014 (e.g., a mouse, a trackball, a joystick, a motion sensor, a touch screen or other pointing instrument), a signal generating device 1018 (e.g., a speaker), and a network interface device 1020, which are also configured to communicate via the bus 1008. The computer system 1000 may also include other input devices / sensors, such as microphones, cameras, barometers, gyroscopes, accelerometers, etc.

[0136] The storage unit 1016 includes a machine-readable medium 1022 on which are stored instructions 1024 (e.g., software) embodying any one or more of the methods or functions described herein. The instructions 1024 may also reside completely or at least partially within the main memory 1004 or within the processor 1002 (e.g., within a cache memory of the processor) during execution of the instructions by the computer system 1000, the main memory 1004 and the processor 1002 also constituting machine-readable media. The instructions 1024 may be transmitted or received over the network 130 via the network interface device 1020.

[0137] Although the machine-readable medium 1022 is shown as a single medium in the example embodiment, the term "machine-readable medium" should be considered to include a single medium or multiple media (e.g., a centralized or distributed database, or associated caches and servers) that can store the instructions 1024. The term "machine-readable medium" should also be considered to include any medium that can store the instructions 1024 for execution by a machine and cause the machine to perform any one or more of the methods disclosed herein. The term "machine-readable medium" includes, but is not limited to, data repositories in the form of solid-state memories, optical media, and magnetic media.

[0138] Other considerations

[0139] It will be understood that the term "module" refers to computer logic that is utilized to provide desired functionality. Thus, a module may be implemented in hardware, firmware, and / or software that controls a general purpose processor. In one embodiment, a module is a program code file stored on a storage device, loaded into a memory, and executed by a processor, or may be provided from a computer program product stored in a tangible computer readable storage medium, such as computer executable instructions, such as a RAM hard disk, or an optical or magnetic medium.

[0140] Although the subject matter has been described in detail with respect to specific exemplary embodiments and methods thereof, it should be understood that those skilled in the art can easily generate changes, modifications and equivalents of such embodiments after understanding the foregoing. Therefore, the scope of the present disclosure is by way of example and not limitation, and as is apparent to those of ordinary skill in the art, the present disclosure does not exclude the inclusion of such modifications, modifications and / or additions to the subject matter.

Claims

1. A computer-implemented method for providing game content in a parallel reality game, the method comprising: receiving, from a client device, a request to access controlled game content available during a game event in the parallel reality game, the game event being scheduled over a time frame and located at a real-world location, the request including the real-world location of the client device; determining whether the real-world location of the client device is in proximity to the real-world location of the gaming event associated with the controlled gaming content, the controlled gaming content being the gaming content in the provided parallel reality game that is accessible only to a player who authenticates a one-time password at the gaming event; upon determining that the real-world location of the client device is in proximity to the real-world location of the gaming event, causing the client device to display a virtual element in the parallel reality game proximate to the real-world location, the virtual element requesting entry of a password using an input method; receiving a one-time password from the client device interacting with the virtual element, the one-time password being obtained via the input method; Verifying the one-time password; as well as Virtual elements of the controlled game content are provided to the client device during the scheduled time range of the event, and the client device is caused to display the provided virtual elements in the parallel reality game proximate to the real-world location of the game event.

2. The method according to claim 1, wherein the one-time password is obtained by one of the following: Scanning a two-dimensional barcode by the client device; receiving, by the client device, an alphanumeric code; detecting, by the client device, an acoustic signal; as well as An electromagnetic signal is detected by the client device.

3. The method of claim 1 , wherein verifying the one-time password comprises: identifying a player associated with the client device; as well as A database is queried to determine whether the one-time password is valid for the player.

4. The method of claim 3, wherein verifying the one-time password further comprises: receiving an indication from a third-party system that the player has participated in a specified commercial activity; as well as In response to the indication that the player has participated in the designated commercial activity, an association between the player and the one-time password is stored in the database, wherein the association indicates that the one-time password is valid for the player.

5. The method of claim 1, wherein the controlled game content is provided in conjunction with default content that is available to all players of the parallel reality game.

6. A non-transitory computer-readable storage medium storing instructions for providing game content in a parallel reality game, wherein when the instructions are executed by a processor, the processor performs operations comprising: receiving, from a client device, a request to access controlled game content available during a game event in the parallel reality game, the game event being scheduled over a time frame and located at a real-world location, the request including the real-world location of the client device; determining whether the real-world location of the client device is in proximity to the real-world location of the gaming event associated with the controlled gaming content, the controlled gaming content being the gaming content in the provided parallel reality game that is accessible only to a player who authenticates a one-time password at the gaming event; upon determining that the real-world location of the client device is in proximity to the real-world location of the gaming event, causing the client device to display a virtual element in the parallel reality game proximate to the real-world location, the virtual element requesting entry of a password using an input method; receiving a one-time password from the client device interacting with the virtual element, the one-time password being obtained via the input method; Verifying the one-time password; as well as Virtual elements of the controlled game content are provided to the client device during the scheduled time range of the event, and the client device is caused to display the provided virtual elements in the parallel reality game proximate to the real-world location of the game event.

7. The storage medium according to claim 6, wherein the one-time password is obtained by one of the following: Scanning a two-dimensional barcode by the client device; receiving, by the client device, an alphanumeric code; detecting, by the client device, an acoustic signal; as well as An electromagnetic signal is detected by the client device.

8. The storage medium of claim 6, wherein verifying the one-time password comprises: identifying a player associated with the client device; as well as A database is queried to determine whether the one-time password is valid for the player.

9. The storage medium of claim 8, wherein verifying the one-time password further comprises: receiving an indication from a third-party system that the player has participated in a specified commercial activity; as well as In response to the indication that the player has participated in the designated commercial activity, an association between the player and the one-time password is stored in the database, wherein the association indicates that the one-time password is valid for the player.

10. The storage medium of claim 6, wherein the controlled game content is provided in conjunction with default content, the default content being available to all players of the parallel reality game.

11. A computer system comprising: processor; as well as A memory storing instructions, wherein when the instructions are executed by the processor, the computer system implements a method for providing game content in a parallel reality game, the method comprising: receiving, from a client device, a request to access controlled game content available during a game event in the parallel reality game, the game event being scheduled over a time frame and located at a real-world location, the request including the real-world location of the client device; determining whether the real-world location of the client device is in proximity to the real-world location of the gaming event associated with the controlled gaming content, the controlled gaming content being the gaming content in the provided parallel reality game that is accessible only to a player who authenticates a one-time password at the gaming event; upon determining that the real-world location of the client device is in proximity to the real-world location of the gaming event, causing the client device to display a virtual element in the parallel reality game proximate to the real-world location, the virtual element requesting entry of a password using an input method; receiving a one-time password from the client device interacting with the virtual element, the one-time password being obtained via the input method; verifying the one-time password; and Virtual elements of the controlled game content are provided to the client device during the scheduled time range of the event, and the client device is caused to display the provided virtual elements in the parallel reality game proximate to the real-world location of the game event.

12. The computer system of claim 11, wherein the one-time password is a two-dimensional (2D) barcode.

13. The computer system of claim 11, wherein the one-time password is an alphanumeric code.

14. The computer system of claim 11, wherein the method further comprises: receiving an indication from a third-party system that a player has participated in a specified commercial activity; as well as Wherein providing the one-time password to the client device is also responsive to the indication that the player has participated in the designated commercial activity.

Citation Information

Patent Citations

  • Authenticating a mobile device based on geolocation and user credential

    US20110252464A1

  • Systems and Methods for Map-Based Lottery Games

    US20120214571A1

  • Using coded identifiers for adaptive gaming

    US20130130779A1

  • Updating virtual worlds based on interactions between real-world items

    US20140057725A1

  • Method and apparatus for providing user authentication and identification based on a one-time password

    US20150089607A1