Virtual Music Permission Management
By managing virtual content permissions through the platform administrator server, the problem of unclear song permissions in the virtual environment is solved, enabling effective management of digital assets and user incentives within the virtual music theme environment, thereby improving system usage and participation.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SONY GROUP CORP
- Filing Date
- 2021-05-19
- Publication Date
- 2026-05-26
AI Technical Summary
The current lack of clarity in song permission management within virtual environments makes it difficult to manage digital assets within virtual music-themed environments.
The platform administrator server manages virtual content permissions, receives user requests, determines permission availability and terms, notifies users of availability and terms, receives user consent, and updates the virtual content permission database to assign permissions.
It enables effective management of digital assets within the virtual music-themed environment, incentivizes user participation, promotes competition and interaction among users, and improves system usage and engagement.
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Figure CN114746858B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to virtual music access control, and more specifically, to the management of digital assets within a virtual music-themed environment. Background Technology
[0002] Currently, the management of song permissions in virtual environments is unclear. Therefore, there is a need for management of digital assets within virtual music-themed environments. Summary of the Invention
[0003] This disclosure pertains to the management of digital assets within a virtual music-themed environment.
[0004] In one aspect, a method for managing virtual content permissions for digital assets in a virtual environment is disclosed. The method includes: receiving data at a platform administrator server indicating a request from a user to assign virtual content permissions for a digital asset; the platform administrator server determining whether the requested virtual content permissions are available for assignment to the user and a set of terms for the assignment of the requested virtual content permissions, wherein the platform administrator server accesses a virtual content permissions database storing data that associates users participating in the digital content platform with virtual content permissions acquired for digital assets and storing data indicating terms for assigning virtual content permissions; the platform administrator server notifying the user of availability and the set of terms for assigning virtual content permissions to the user; the platform administrator server receiving data indicating that the user agrees to the assignment, the data including at least one term from the set of agreement terms; and the platform administrator server updating the virtual content permissions database to indicate the assignment of virtual content permissions to the user.
[0005] In one implementation, the set of terms includes the duration of the assignment, and updating the virtual content permissions database includes updating data to indicate the duration of the assignment included in the set of terms. In one implementation, the method further includes receiving data from a platform administrator server indicating which terms in the set of terms are acceptable to the user as consideration for assigning virtual content permissions; the platform administrator server sending data to the user representing a digital contract based on the user-acceptable terms, the digital contract providing the assignment of virtual content permissions to the user according to one or more of the accepted terms; wherein receiving data indicating the user's consent to the assignment includes data indicating the user's consent to the digital contract. In one implementation, virtual content permissions for a digital asset include administrative permissions granting the user permission to set licenses regarding how to use the digital asset within the platform. In one implementation, virtual content permissions for a digital asset include reward permissions indicating the rewards a user receives when using the digital asset within the platform. In one implementation, virtual content permissions for a digital asset include scarcity permissions indicating how many users can be assigned virtual content permissions for that digital asset. In one implementation, digital assets include music-related audio, music-related video, and music-related still images, including photos, paintings, and digitized art, within a digital content participation platform. In one implementation, music-related digital assets are shared, viewed, and listened to by creating virtual permissions for them. In one implementation, virtual permissions are at least one of creating, acquiring, trading, assigning, and licensing. In one implementation, the holder of the title to a virtual permission is rewarded. In one implementation, the reward includes either leveling up a system user or receiving points. In one implementation, the method also includes incentives to promote competition for becoming the holder of the title to a virtual permission for a popular song or music video within the virtual environment. In one implementation, incentives to promote competition include providing incentives for users to enter the virtual environment to become the holder of the title to a virtual permission available for a popular song or music video. In one implementation, virtual permissions include a limited number of ownership seats available within the virtual environment.
[0006] On the other hand, a method for managing music permissions in a virtual environment is disclosed. The method includes: retrieving role information from a role database, wherein the role information is associated with acquiring a role related to the virtual environment, and the role information includes role permission information; retrieving music information from a music database, wherein the music information is associated with a song, and the music information includes music permission information; updating the role permission information based on the music information; updating the music permission information based on the role information; receiving first user action information from a first client via a network, wherein the first user action information indicates a song, and wherein the first client is associated with a first user; updating the role information based on the first user action information; and sending the updated role information via a network to a second client, wherein the second client is associated with a second user.
[0007] In one embodiment, the role information includes reward information, and updating the role information includes updating the reward information. In one embodiment, the role information includes maximum permission information indicating the maximum number of songs that can have music permission information associated with the role information. In one embodiment, the music information includes permission expiration information indicating at least one time and at least one song. In one embodiment, the first user action information includes information indicating that a first user has requested access to the music audio information of a song. In one embodiment, the method further includes retrieving role information from a role database, wherein the role information is associated with a receiving role associated with the virtual environment, and the role information includes role permission information; updating the role information associated with the receiving role to remove music permission information associated with the song; and updating the role information associated with the receiving role to add music permission information associated with the song.
[0008] Other features and advantages will be apparent from this description, which illustrates various aspects of this disclosure by way of example. Attached Figure Description
[0009] Details of both the structure and operation of this disclosure can be partially gathered by studying the accompanying drawings, wherein the same reference numerals refer to the same parts, and wherein:
[0010] Figure 1 An overview of the steps involved in a user request to the platform administrator server is shown;
[0011] Figure 2 The diagram shows Figure 1 Step (110);
[0012] Figure 3 The diagram shows Figure 1 Step (120);
[0013] Figure 4 The diagram shows Figure 1 Step (130);
[0014] Figure 5 The diagram shows Figure 1 Step (140);
[0015] Figure 6 The diagram shows Figure 1 Step (150);
[0016] Figure 7 The diagram shows Figure 1 Step (160);
[0017] Figure 8 The diagram shows Figure 1 Step (170);
[0018] Figure 9 An overview of the steps involved in a platform administrator request is provided;
[0019] Figure 10A This refers to the computer system and user according to embodiments of this disclosure;
[0020] Figure 10B This is a functional block diagram of a computer system for a managed digital content access management application according to an embodiment of the present disclosure.
[0021] Figure 11 This illustration shows an example of the relationships between various aspects of the virtual music world; and
[0022] Figure 12 This illustration shows an example of the relationships between various aspects of the virtual music world. Detailed Implementation
[0023] This disclosure relates to the management of digital assets within a virtual music-themed environment. In one embodiment, a technique for managing and using content as digital assets in a networked environment is disclosed. In another embodiment, a networked computer system provides a game framework across a music-themed virtual world. The game framework provides a mechanism for managing access to digital assets representing content, such as music, images, and / or videos. In one embodiment, multiple users access the game framework to interact with each other and with digital assets, such as sharing or exchanging assets, and acquiring and competing for assets. An example of a game framework called "Song Guardian" is discussed on the following pages.
[0024] The features provided in the implementation may include, but are not limited to, one or more of the following:
[0025] - Obtain permissions to the asset
[0026] - Share or exchange permissions to assets
[0027] - Acquire additional permissions or assets (such as virtual currency usage fees or points for using song assets) by using existing assets.
[0028] - Social interaction between users, supplemented by suggestions, profiles, and event search.
[0029] In one embodiment, this disclosure relates to computer-implemented systems and methods for creating, transmitting, and managing music-related digital assets, and more specifically to computer-implemented systems and methods for creating, transmitting, and managing virtual content permissions associated with music-related digital assets (such as music-related audio or video recordings, virtual mixed music tapes or playlists, music-related still images (such as photographs, paintings, and digital art)) in a multi-user music-related digital content participation platform.
[0030] In at least one implementation, the system improves existing multi-user media platforms (such as online digital databases and streaming services involving the listening, sharing, and viewing of music and other music-related digital content) by creating "virtual permissions" to the underlying music-related digital content to which interaction is desired. These virtual permissions can be created, acquired, traded, assigned, and licensed. This system thus incentivizes users to access, use, and maintain participation in multi-user music-related digital content platforms, and also helps users understand how the actual underlying assets are created, owned, transferred, and licensed in the real world.
[0031] For example, in a system involving songs and / or music videos as music-related digital content, each song and / or music video can be assigned a single virtual ownership holder by a unique user of the system. To acquire the asset, a user can enter the system, search for a song, and then decide to acquire virtual ownership of it. The user can then use the platform to acquire virtual ownership of the song, such as through the use of virtual currency, transactions, credits, etc., and the user will then be listed as the virtual ownership holder of the music-related digital content in the system. To maintain the incentive to participate in and use the system, the user can retain virtual ownership as long as they continue to return to the system, but if the user fails to return to the system, the virtual ownership of the song can be released back to the community, where other users can then acquire it.
[0032] In one aspect of this disclosure, only one user can claim virtual ownership of music-related digital assets, such as songs. That is, if user A owns virtual ownership of song 1, then another user B seeking ownership of song 1 cannot do so at present, because user B will see that user A is the holder of virtual ownership. However, user B can be offered options such as (1) making an offer to user A to acquire virtual ownership of the song; (2) joining a waiting list for a chance to acquire virtual ownership if user A allows the virtual ownership to expire; or (3) doing nothing.
[0033] On the one hand, a user's virtual ownership of music-related digital assets (such as songs) does not restrict other users from playing the song, as it remains playable like any other song. Owners can also create their own "music rooms" (e.g., virtual rooms named, say, "User A's Music Listening Room") and make the song available in those virtual rooms, or it can be located in a themed listening room that matches the genre of the song.
[0034] In one aspect of the system, whenever an owned song is played anywhere within the system, the owner receives a reward (such as leveling up as a system user or receiving points or other rewards). Therefore, for this system, there is a competitive incentive to acquire virtual ownership of popular songs and / or music videos within the system. When a new song and / or music video is released through the system, users are incentivized to enter the system to try and acquire a virtual ownership of that song. For example, acquiring a new release from a popular artist can be highly desirable.
[0035] In some aspects of this system, limits can be set on the number of songs and / or music videos a user can hold virtual ownership of (such as five songs and / or music videos). In one aspect, each music-related digital asset in the system must have one virtual ownership holder who is a user of the system. Alternatively, the system can allow a single song to have multiple virtual ownership owners. For example, 100 users could be allowed to have virtual ownership of a single song.
[0036] In at least one implementation, the system provides an improvement over previous systems by using virtual content permissions for music-related digital content to create competition, incentives, and desires among users, thereby stimulating more use and participation within the system, and can create new ways to monetize users and super users or fans.
[0037] One aspect of this disclosure provides a computer-implemented method for managing virtual content permissions for music-related digital assets, comprising: providing a virtual content permissions database including data that associates users participating in a music-related digital content platform with virtual content permissions acquired by the users for music-related digital assets; receiving data at a platform administrator server instructing a user to request the assignment of virtual content permissions for music-related digital assets; the platform administrator server determining whether the requested virtual content permissions are eligible to be assigned to the user and, if so, the terms of assignment; the platform administrator server informing the user of availability and a set of terms for the user to acquire virtual content permissions, the terms including the duration of the assignment; the platform administrator server receiving data from the user instructing which terms are acceptable to the user as consideration for securing the virtual content permissions; the platform administrator server sending data to the user indicating a digital contract based on the user's acceptable terms, the digital contract providing the assignment of virtual content permissions to the user according to one or more of the accepted terms; the platform administrator server receiving data instructing the user to agree to the digital contract; and the platform administrator server updating the virtual content permissions database to instruct the assignment of virtual content permissions to the user for the duration specified in the digital contract.
[0038] Another aspect of this disclosure provides a computer-implemented method for managing virtual content permissions for music-related digital assets, comprising: providing a user access portal for users to interact with a music-related digital content participation platform, the platform including a virtual content permissions database, the database including data associating users participating in the music-related digital content participation platform with virtual content permissions acquired by users for music-related digital assets; sending request information entered by the user via the access portal to a platform administrator server, the request information including data indicating that the user requests the assignment of virtual content permissions for music-related digital assets; receiving, via the access portal, data indicating availability and a set of terms for the user to acquire virtual content permissions, the terms including the duration of the assignment; sending, via the access portal, acceptance information entered by the user via the access portal to the platform administrator server, the acceptance information including which terms are acceptable to the user as consideration for ensuring the virtual content permissions; receiving, via the access portal, data indicating a digital contract based on the indicated user-acceptable terms, the digital contract providing the assignment of virtual content permissions to the user according to one or more of the accepted terms; and sending, via the access portal, consent information entered by the user via the access portal to the platform administrator server, the consent information including data indicating the user's consent to the digital contract.
[0039] exist Figures 1 to 8This document illustrates the basic methodological steps and variations involved in a multi-user music-related digital content participation platform where users seek virtual content permissions to music-related digital assets. In one implementation, the platform provides a virtual environment. In such an implementation, the platform includes one or more servers for data processing and management and for communicating with clients and users, and one or more databases (such as a role database storing information about characters in the virtual environment, a music database storing information about song and music permissions or virtual content permissions, etc.). In one implementation, the role database stores role permission information associated with a character, indicating one or more permissions associated with that character. In one implementation, the role database stores reward information associated with a character, indicating rewards that will be received by that character. In another implementation, the role database stores maximum permission information associated with a character, indicating the maximum number of permissions or songs that can be assigned to the character. In one implementation, the music database stores permission expiration information associated with songs, indicating the time or period during which permissions assigned to that song will expire.
[0040] Figure 1 An overview 100 of the steps involved in a user request to the platform administrator server is shown, including: initiating a virtual content permissions process; (110) a user participating in the music-related digital content platform requests the platform administrator to assign one or more virtual content permissions; (120) the platform administrator checks the virtual content permissions database of the music-related digital content platform to see if the requested virtual content permissions are eligible to be assigned to the user, and if so, on what terms (sale, rental, barter, user performance reward, gift, etc.); (130) if the sought virtual content permissions can be assigned to the user, the platform administrator will notify the user of the availability and the terms for the user to obtain such virtual content permissions (one or more). (140) The user will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as consideration for the virtual content permissions under discussion; (150) When the user indicates to the platform administrator that the set of terms is acceptable, the platform administrator shall create a digital contract outlining the assignment of such virtual content permissions and deliver it to the user for acceptance; (160) The user may then freely agree to, refuse or ignore the digital contract received from the platform administrator; (170) If the user agrees to the digital contract, the terms therein shall be recorded in the virtual content permissions database and the agreed virtual content permissions shall be assigned to the user for the duration of the digital contract; and the process of terminating virtual content permissions.
[0041] Figure 2 The diagram shows Figure 1Step (110). In Figure 2 In this context, users participating in a music-related digital content platform request the assignment of one or more virtual content permissions from the platform administrator server. In one implementation, "music-related digital content" includes music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, TV shows, online programs), music-related still images (e.g., photographs, paintings, digital art), music-related live content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and similar music-related digital content.
[0042] In one implementation, "virtual content permissions" include permissions that a platform administrator may "legally" or permanently or temporarily assign to a user for consideration or other appropriate purposes (whether comprehensive or not). Examples of virtual content permissions include the permission for a user to earn "in-platform" points or credits whenever another platform user engages with or consumes associated content (e.g., another user listens to a song for which the user has virtual content permissions).
[0043] Figure 3 The diagram shows Figure 1 Step (120). In Figure 3 In this process, the platform administrator checks the virtual content permission database of music-related digital content participating in the platform to see if the requested virtual content permission is eligible to be assigned to the user, and if so, under what terms (sales, rentals, physical exchanges, user performance rewards, gifts, etc.).
[0044] Terms may include, but are not limited to, users paying for permanent or time-limited access to topic content, users being assigned such topic access as consideration for trading for access to one or more other platform-related content previously assigned to users by the platform administrator, users being assigned such access as a reward for participating in specific platform activities (e.g., winning a prize draw, viewing certain advertisements), users being assigned such access for any other reason that the platform administrator deems appropriate or worthy of assigning such access to users in their judgment as platform administrators.
[0045] The terms may reflect the requirements of the party controlling the permissions of virtual content, which could be a platform administrator or another user.
[0046] Figure 4 The diagram shows Figure 1 Step (130). In Figure 4 If the requested virtual content permissions can be assigned to a user, the platform administrator will notify the user of the availability and the terms (one or more options) for the user to obtain such virtual content permissions.
[0047] Platform administrators can offer users one or more options and can dynamically price these options. For example, a platform administrator can vary the price based on when and how permissions are sought. Similarly, a platform administrator can offer one user permissions for price "x" and another user permissions for price "y," where the increment is determined by each user's rank (one user is a user ranked higher than the others).
[0048] It is also conceivable that the terms are not generated by the platform administrator, but by another user who holds permissions to the virtual content in the discussion (and are delivered to the user only by the platform administrator).
[0049] Figure 5 The diagram shows Figure 1 Step (140). In Figure 5 In this process, users will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as consideration for ensuring that the permissions for virtual content in the discussion are acceptable.
[0050] Users will be able to evaluate offers based on a variety of factors, including data provided by the platform administrator related to the performance and quality of the music-themed digital content assets sought (e.g., generated revenue, play counts, biographical information related to the creators of the music-related digital content, and previous owners of the music-related digital content assets).
[0051] Figure 6 The diagram shows Figure 1 Step (150). In Figure 6 In this context, when a user indicates to the platform administrator that a set of terms is acceptable, the platform administrator should create a digital contract outlining the assignment of such virtual content permissions and deliver it to the user for acceptance.
[0052] The digital contracts to be created utilize appropriate platform components, which may include a virtual content rights database, platform account data for purchasing users, account data for selling users, and generally one or more access, auditing, and payment databases that support the platform.
[0053] Figure 7 The diagram shows Figure 1 Step (160). In Figure 7 In this process, users are then free to agree to, reject, or ignore the digital contract received from the platform administrator. Users are also able to negotiate with the holder of virtual content permissions (whether it is the platform administrator or another user) (technically, rejecting and then offering a new deal).
[0054] Offers may remain open for a given period of time, whether under the guidance of a platform administrator or another user who controls such permissions. Offers may also remain open for a longer period of time, where users pay a price for keeping such offers open (options agency). Rejected offers may or may not make the offer available to other users, or may require the permission holder to reconfirm the terms used for assignment.
[0055] Figure 8 The diagram shows Figure 1 Step (170). In Figure 8 In this context, if a user agrees to a digital contract, the terms of the contract can be recorded in a virtual content permissions database, and the agreed virtual content permissions can be assigned to the user during the validity period of the digital contract.
[0056] It can be recorded in internal or external databases, including but not limited to blockchain databases, to support the management of music-related digital assets.
[0057] The permissions assigned to users may be retained in one or more of the following ways: permanently; temporarily (subject to time restrictions, maintenance fee payments, fulfillment of maintenance actions performed by the user, etc.); or for one-time use by the user (gifted to others, sold to others in exchange for cash or virtual currency, traded (one or more) other physical digital or non-music-related digital assets, etc.).
[0058] Future assignments and actions will be recorded in the virtual content permissions database.
[0059] Figure 9An overview of the steps involved in a platform administrator's request is shown, including: initiating the virtual content permissions process; (910) the platform administrator queries the platform's virtual content permissions database to see if any one or more of the various virtual content permissions are eligible to be assigned to one or more users, and if so, on what terms (sale, lease, barter, user performance reward, gift, etc.); (920) based on the results of the database query, the platform administrator makes a offer to the user to assign one or more virtual content permissions related to the topic content associated with the platform; (930) the user will review such terms and instruct the platform administrator. Which set of terms (if any) serves as consideration for ensuring that the virtual content permissions under discussion are acceptable to the user; (940) when the user indicates to the platform administrator that the set of terms is acceptable, the platform administrator shall create a digital contract outlining the assignment of such virtual content permissions and deliver it to the user for acceptance; (950) the user may then freely agree to, refuse or ignore the digital contract received from the platform administrator; (960) if the user agrees to the digital contract, the terms therein shall be recorded in the virtual content permissions database and the agreed virtual content permissions shall be assigned to the user for the duration of the digital contract; and the process for terminating virtual content permissions.
[0060] The platform can accept and support a wide range of music-related content types and combinations, including but not limited to music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, TV shows, online programs), music-related still images (e.g., photos, paintings, digital art), music-related live content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and similar content.
[0061] There are many embodiments of virtual content permissions envisioned by the system, which may include one or more of the following:
[0062] Administrative permissions: A type of virtual content permission that grants a user the authority to specify rules or permissions regarding how content is used within a platform. For example, if a user obtains virtual administrative permissions for a song, they can determine and set rules that other users on the platform must follow in order to play that song.
[0063] Reward Permissions: A type of virtual content permission in which a user accumulates certain benefits and status within a virtual environment when their associated music-related digital assets (a) are performed in a certain way within a virtual environment and / or (b) in the real world.
[0064] Scarcity rights: A type of virtual content rights where music-related digital assets (such as songs) may have only one or a limited number of ownership slots within a platform. For example, if song A has 10 available ownership slots, then no more than 10 users can acquire those slots.
[0065] These virtual content permissions can be combined in any way according to the platform administrator's judgment.
[0066] There are many embodiments and use cases envisioned by this system, including the following implementations:
[0067] All types and combinations of music-related digital content, including but not limited to music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, TV shows, web programs), music-related still images (e.g., photographs, paintings, digital art), music-related live content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and similar content.
[0068] All music-themed digital content consumption channels and combinations, including but not limited to desktop-based applications (native and web-based), mobile-based applications (native and web-based), console-based applications (native and web-based), television-based applications (native and web-based), and appliance-based applications (native and web-based).
[0069] All types and combinations of music-themed digital content consumption platforms, including but not limited to audio-only (e.g., music streaming services), 2D and 3D video (e.g., video games), virtual reality (e.g., video games), augmented reality (e.g., video games), and mixed reality (e.g., video games).
[0070] The main implementation of the system involves the use of music-themed digital content assets in a digital virtual environment (similar to fantasy football or fantasy baseball), wherein when a user’s associated music-related digital assets (a) are performed in some way within the virtual environment and / or (b) in the real world, the user holding virtual content rights to the music-related digital content assets accumulates certain benefits and status within the virtual environment.
[0071] For example, if a user is assigned virtual content permissions to a piece of digital music that is frequently played by others within a virtual environment, the user will receive in-world virtual rewards, coins, points, or other status enhancements each time the music is played within the virtual environment. Similarly, when music is played in the real world, the user can receive additional virtual environment benefits (such playback has been verified by Billboard, Spotify, etc.).
[0072] Despite these virtual reward payments, real-world owners of music-related digital content remain entitled to receive their contractual cash payments for each play in the virtual environment or in the real world, and reward activities related to virtual content permissions do not affect these real-world permissions and expected usage fees.
[0073] The following are further examples of this disclosure.
[0074] In one aspect, each song has a virtual owner, held by a unique user within the system. For example, let's say user Jeff enters the system and is a big fan of Musician1's music. Jeff then searches for Musician1's song "Musician's Music" and decides he wants to acquire virtual ownership of the song. Using virtual currency, Jeff uses coins, etc., to acquire virtual ownership of the song, and thus he is subsequently listed as a virtual owner within the system. As long as Jeff continues to return to the system, he retains that virtual ownership. However, if he fails to return, the virtual ownership of the song can be released back to the community, where other users can then acquire it.
[0075] On the one hand, only one user can claim “ownership” of a song. Using the example above, if Jeff has virtual ownership of “Musician’s Music”, and then another user, Mark, enters the system and also likes “Musician’s Music,” he cannot currently acquire it because he sees Jeff as the virtual owner. Mark then has the option and can (1) make an offer to Jeff to acquire virtual ownership of the song from him; (2) join a waiting list for a chance to acquire virtual ownership if Jeff allows the virtual ownership to expire; or (3) do nothing.
[0076] Users have virtual ownership of songs, which does not restrict other users from playing them, as they are still playable like any other song. Mark can also create his own "music room" (e.g., a virtual room called, say, "Mark's Music Listening Room") and make the song available in that virtual room, or it could be in, say, a metal-themed music listening room. In one aspect of the system, the ownership holder, Jeff, receives a reward each time a song is played anywhere in the system (such as a level increase as a system user or being offered other rewards). Therefore, for this system, there is also a competitive incentive to have virtual ownership of popular songs and / or music videos within the system.
[0077] When a new song and / or music video is released through the system, users are encouraged to enter the system to try it out and acquire a virtual ownership of that song. For example, access to new releases from popular artists can be highly anticipated. Even for traditional or niche content, competition exists within the system's niche areas or neighborhoods; for example, the "metal" genre neighborhood can be competitive in accessing traditional Musician1 songs and / or music videos.
[0078] Figure 10A This is a representation of a computer system 1000 and a user 1002 according to embodiments of the present disclosure. User 1002 uses the computer system 1000 to implement a digital content access management application 1090, such as... Figure 1 Method 100 and Figure 9 Method 900 is shown and described.
[0079] Computer System 1000 Stores and Executes Figure 10B The digital content access management application 1090 is also included. Furthermore, the computer system 1000 can communicate with software program 1004. Software program 1004 may include software code for the digital content access management application 1090. Software program 1004 can be loaded onto external media such as a CD, DVD, or storage drive, as will be explained further below.
[0080] Furthermore, computer system 1000 can connect to network 1080. Network 1080 can be connected in various different architectures, such as client-server architecture, peer-to-peer network architecture, or other types of architecture. For example, network 1080 can communicate with server 1085, which coordinates the engine and data used within digital content access management application 1090. Moreover, the network can be of different types. For example, network 1080 can be the Internet, a local area network (LAN) or any variant of a LAN, a wide area network (WAN), a metropolitan area network (MAN), an intranet or extranet, or a wireless network.
[0081] Figure 10B This is a functional block diagram of a computer system 1000 that hosts a digital content access management application 1090 according to an embodiment of the present disclosure. The controller 1010 is a programmable processor and controls the operation of the computer system 1000 and its components. The controller 1010 loads instructions (e.g., in the form of a computer program) from memory 1020 or an embedded controller memory (not shown) and executes these instructions to control the system. In its execution, the controller 1010 provides a software system for the digital content access management application 1090, such as enabling the creation and configuration of engines and data extractors within the asset management application 1090. Alternatively, this service can be implemented as a separate hardware component within the controller 1010 or the computer system 1000.
[0082] The memory 1020 temporarily stores data for use by other components of the computer system 1000. In one embodiment, the memory 1020 is implemented as RAM. In another embodiment, the memory 1020 also includes long-term or permanent memory (such as flash memory and / or ROM).
[0083] Storage device 1030 may temporarily or permanently store data for use by other components of computer system 1000. For example, storage device 1030 stores data used by digital content access management application 1090. In one embodiment, storage device 1030 is a hard disk drive.
[0084] Media device 1040 receives removable media and reads and / or writes data to the inserted media. In one embodiment, for example, media device 1040 is an optical disc drive.
[0085] User interface 1050 includes components for accepting user input from a user of computer system 1000 and presenting information to user 1002. In one embodiment, user interface 1050 includes a keyboard, mouse, audio speakers, and a display. Controller 1010 uses input from user 1002 to adjust the operation of computer system 1000.
[0086] I / O interface 1060 includes one or more I / O ports for connecting to corresponding I / O devices (such as external storage devices or supplementary devices, such as printers or PDAs). In one embodiment, the ports of I / O interface 1060 include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another embodiment, I / O interface 1060 includes a wireless interface for wireless communication with external devices.
[0087] The network interface 1070 includes wired and / or wireless network connections, such as an RJ-45 or “Wi-Fi” interface (including but not limited to 802.11) that supports Ethernet connectivity.
[0088] Computer system 1000 includes typical additional hardware and software of a computer system (e.g., power supply, cooling, operating system), but for simplicity, these components are not listed here. Figure 10B This is illustrated in detail. In other embodiments, different configurations of the computer system may be used (e.g., different bus or storage configurations or multiprocessor configurations).
[0089] Figure 11 The illustration shows an example of the relationships between various aspects of a virtual music world including a Song Guardian feature according to one embodiment of the present disclosure. When evaluating the value of the Song Guardian feature, the interaction between the Song Guardian feature and other features in the virtual music world can be examined. Figure 11 The illustrated implementation depicts simplified diagrams representing some core features of a virtual music-themed world, including but not limited to coin usage, point collection, and virtualized virtual world objects (e.g., Walkman devices, wallets, etc.). These enhance various aspects of the virtual world related to user-brand interaction, gamification elements, and reward and payment elements by making them available to users as song guardian "packages" (which can be packaged as single songs, multiple songs, or album representations within the virtual world).
[0090] Figure 12 The illustration shows an example of the relationship between various aspects of a virtual music world according to another embodiment of this disclosure. Similarly, Figure 12 It demonstrates how the Song Guardian user experience is linked to and enhanced by various or virtual world features (e.g., rewarding users with points), experiences (e.g., music listening rooms, mindfulness rooms, digital stores), and associated Song Guardian activities (e.g., the release of subsequent Song Guardian packs).
[0091] This document provides a description of the disclosed embodiments to enable any person skilled in the art to make or use this disclosure. Many modifications to these embodiments will be apparent to those skilled in the art, and the principles defined herein can be applied to other embodiments without departing from the spirit or scope of this disclosure. For example, variations of virtual environments include augmented reality (AR) environments, online environments (MMOs, social networks, etc.), and mobile companions for AR / virtual environments. Variations of content include content other than songs (e.g., videos, images, digital object collections, and hybrid types). Other variations include editing objects in a collection (e.g., altering, combining, or modifying original content) and uniqueness restrictions, scarcity. Therefore, this disclosure is not intended to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principal and novel features disclosed herein.
[0092] All features of each of the above examples are not necessarily required in the specific embodiments of this disclosure. Furthermore, it should be understood that the descriptions and figures presented herein represent subject matter broadly contemplated by this disclosure. It should also be understood that the scope of this disclosure fully covers other embodiments that may become apparent to those skilled in the art, and therefore the scope of this disclosure is limited only by the appended claims.
[0093] Song Guardians
[0094] Song Guardians
[0095] A computer system capable of supporting game frameworks (referred to herein as "Song Guardians") built across virtual music-themed worlds ("Worlds", "Virtual Worlds", or "Platforms"), whereby such functionality provides cumulative benefits to one or more of the platform, its users ("Users"), owners and producers of music-themed digital content, third parties, and advertisers. In this regard, the following is envisioned:
[0096] • Computer systems that support user participation in the "Masters" virtual world game, where users can claim ownership of the fictional virtual world to manage songs, music videos, or similar music-themed digital content elements ("music-themed digital assets") within it. In becoming such a fictional owner, users can:
[0097] • Earn digital usage fees (e.g., virtual world loyalty points) based on each music-themed digital asset played or user engagement within the virtual world.
[0098] • Permissions need to be granted to other non-administrator users to include music-themed digital assets in their own use of the virtual world (e.g., in their own mixtapes).
[0099] • Sell or trade managed music-themed digital assets in exchange for digital currency or another music-themed digital asset.
[0100] • Loss of management rights to music-themed digital assets due to lack of activity or failure to pay rent for the content owned.
[0101] • Requires managing ownership of up to X music-themed digital assets, where this limit is based on achievements, other users' play counts, and the use of music-themed digital assets in mixtapes, etc.
[0102] • The requirement to manage ownership of up to X music-themed digital assets requires approval from the virtual world operator.
[0103] • Manage music-themed digital assets so that they include their origin / source history.
[0104] • Search and connect with others who have similar music-themed digital assets and badge achievements.
[0105] • Share music-themed digital assets within the virtual world, thereby facilitating the earning of digital usage fees and increasing the number of music-themed digital assets they can manage (e.g., more music-themed digital asset seats in their virtual world wallets).
[0106] • Compete for certain upcoming pop music-themed digital assets via lottery tickets (and these may include additional physical loot or rewards).
[0107] • A computer system that supports user participation in the Song Guardians "Limited Edition" virtual world game, where users can claim ownership of the fictional virtual world to manage "limited edition" (rare) songs, music videos, or similar music-themed digital assets within it. In becoming this fictional owner, users can:
[0108] • Earn digital usage fees (e.g., virtual world loyalty points) based on their playback of digital assets for each music theme within the virtual world.
[0109] • Permissions need to be granted to other non-administrator users to include music-themed digital assets in their mixtapes.
[0110] • Sell or trade managed music-themed digital assets in exchange for digital currency or another music-themed digital asset.
[0111] • Loss of management rights to music-themed digital assets due to lack of activity or failure to pay rent for the content owned.
[0112] • Requires managing ownership of up to X music-themed digital assets, where this limit is based on achievements, other users' play counts, and the use of music-themed digital assets in mixtapes, etc.
[0113] • The requirement to manage ownership of up to X music-themed digital assets requires approval from the virtual world operator.
[0114] • Manage music-themed digital assets so that they include their origin / source history.
[0115] • Search and connect with others who have similar music-themed digital assets and badge achievements.
[0116] • Share music-themed digital assets within the virtual world, thereby facilitating the earning of digital usage fees and increasing the number of music-themed digital assets they can manage (e.g., more music-themed digital asset seats in their virtual world wallets).
[0117] • Compete for certain upcoming pop music-themed digital assets via lottery tickets (and these may include additional physical loot or rewards).
[0118] Music-themed digital assets are generally not purchasable—they are earned or found in the world. An exception could be the distribution of Song Guardian Packs via backend passes. Those with better "tools" (radar / X-ray vision / map / clues) can find music-themed digital assets much faster—all of which can be earned through continuous play.
[0119] • If a user finds or earns a music-themed digital asset “map” tool (or radar, clues, etc.), the user can save it in their wallet and only use it when the platform administrator announces that some very cool / rare songs will be released to the world.
[0120] • Trivia should be an aspect of collecting / competing for Song Guardians.
[0121] Tools can also be rewarded as part of the backend pass and / or purchased with coins (usage fee coins and no usage fee coins).
[0122] Special Song Guardian music-themed digital assets provided by brand sponsors are used for brand engagement (e.g., the music-themed digital assets themselves, or tokens used to select from a collection of brand-sponsored music-themed digital assets).
[0123] • Song Guardian Music-Themed Digital Assets earn users (i) XP and (ii) Coins (potentially free coins) based on the number of times the music-themed digital assets are listened to and / or consumed by another user in the virtual world (e.g., in the user's personal room, on a mixtape). Any plays by the music-themed digital asset owner or platform administrator should not be counted (no system betting).
[0124] Users with higher XP scores can hold more music-themed digital assets and earn more XP and coins for playing music-themed digital assets.
[0125] • As a digital asset representing the music theme of a song, it can be found in the world as a "single" and eventually accumulate with other singles to form a complete "album," which can then earn users new rewards / XP / privileges / faster progression.
[0126] • A collection of music-themed digital assets held by a user (e.g., three songs that all made it into the Billboard Top 10) can result in permanent or one-time privileges (the collection generates a "key" to a new experience, or grants the user more XP for those songs).
[0127] Users who are tired of holding music-themed digital assets can exchange them for fee-free coins and / or fee-free digital goods in the record store.
[0128] • When music-themed digital assets are redeemed, users are given additional "album covers" or music-themed digital asset "seats" to hold new music-themed digital assets to be found / earned.
[0129] • Allows users to hold “extra” music-themed digital assets for a period of time, giving them time to decide which music-themed digital assets to abandon in order to make room for new and better music-themed digital assets they can put into their wallets.
[0130] Each user may be able to hold dozens of music-themed digital assets (starting from 10 and gradually increasing to 100).
[0131] • Digital assets with the same music theme can be held by multiple users, but scarcity should be a factor. For example:
[0132] • In Category A, the release rate of music-themed digital assets is only 1% compared to the general user group;
[0133] • Category B: The release rate of music-themed digital assets is only 5% compared to the general user group;
[0134] • Category C: The release rate of music-themed digital assets is only 10% compared to the general user group;
[0135] ·etc.
[0136] Different categories of music-themed digital assets will be paid different XP and coin rates based on the number of plays worldwide. For example:
[0137] • Class A music-themed digital asset songs can be paid for 100 XP and 100 coins per play (accrued fees will be distributed equally to the song's holders on the payment date each month (similar to how stock dividends are paid on their "recorded owner" date));
[0138] • Class B music-themed digital asset songs can be paid for 50 XP and 50 coins per play (accrued fees will be distributed equally to the song's holders on the payment date each month (similar to how stock dividends are paid on the "record owner" date));
[0139] • Class C music-themed digital asset songs can be paid for 10 XP and 10 coins per play (accrued fees will be distributed equally to the song's holders on the payment date each month (similar to how stock dividends are paid on the "record owner" date));
[0140] ·etc.
[0141] Platform administrators can also encourage users to share information about their music-themed digital assets by rewarding them with XP or other benefits when they post to others around the world.
[0142] For example, in a system involving songs as digital content, each song could be assigned a single virtual ownership holder by a unique user of the system. To acquire a digital asset, a user could enter the system, search for the digital asset (e.g., a song), and then decide to acquire virtual ownership of that asset. The user could then use the platform to acquire virtual ownership of this digital asset, such as by playing games, paying with virtual currency, trading, crediting, etc., and would subsequently be listed as a virtual ownership holder in the system. To maintain the incentive to participate in and use the system, the user could retain virtual ownership of the digital asset as long as they continued to return to the system, but if the user failed to return to the system, the virtual ownership of the digital asset could be released back to the community, where other users could then acquire it.
[0143] In one aspect of this disclosure, only one user can claim virtual ownership of a digital asset (such as a song). That is, if user A has virtual ownership of song 1, then another user B seeking ownership of song 1 cannot do so at present, because user B will see that user A is the holder of virtual ownership. However, user B can be offered options such as: (1) making an offer to user A to acquire virtual ownership of the digital asset; (2) joining a waiting list to have the opportunity to acquire virtual ownership if user A allows the virtual ownership to expire; or (3) doing nothing.
[0144] On the one hand, a user's virtual ownership of a digital asset (such as a song) does not restrict other users from playing the digital asset, because it is still playable like any other song. Owners can also create their own "music rooms" (e.g., virtual rooms named, say, "User A's Music Listening Room") and make the song available in that virtual room, or it can be located in a themed listening room that matches the genre of the song.
[0145] In one aspect of the system, the owner of an owned song receives a reward each time it is played anywhere within the system (such as leveling up as a system user or receiving points or other rewards). Therefore, for this system, there is a competitive incentive to have virtual ownership of popular songs and / or music videos within the system. When a new song and / or music video is released through the system, users are incentivized to enter the system to try and acquire a virtual ownership of that song. For example, acquiring a new release from a popular artist can be highly desirable.
[0146] In some aspects of this system, a limit (such as five songs) can be set on the number of digital assets (e.g., songs) that a user can hold virtual ownership of. In one aspect, each digital asset in the system must have one virtual ownership holder who is a user of the system. Alternatively, the system can allow digital assets to have multiple virtual ownership holders. For example, 100 users could be allowed to have virtual ownership of a single song.
[0147] This system improves upon previous systems by creating competition, incentives, and desires among users through virtual content permissions on digital content, thereby stimulating greater use and engagement within the system, and can create new ways to monetize users and super users or fans.
[0148] One aspect of this disclosure provides a computer-implemented method for managing virtual content permissions for digital assets, comprising:
[0149] • Provide a virtual content permissions database, which includes data that associates users participating in digital content on the platform with their virtual content permissions regarding access to digital assets;
[0150] • Receive data at the platform administrator server indicating requests from users to assign virtual content permissions for digital assets;
[0151] • The platform administrator server determines whether the requested virtual content permissions are eligible to be assigned to the user, and if so, the terms of the assignment.
[0152] • A set of terms by which the platform administrator server notifies users of availability and user access to virtual content, including the duration of the assigned terms;
[0153] • The platform administrator server receives data from users indicating which terms are acceptable to users as consideration for ensuring virtual content permissions;
[0154] • The platform administrator server sends data to the user representing a digital contract based on the instructions that the user can accept, which assigns virtual content permissions to the user according to one or more of the accepted terms;
[0155] • The platform administrator server receives data instructing users to agree to the digital contract; and
[0156] • The platform administrator server updates the virtual content permissions database to indicate the assignment of virtual content permissions to users for the duration specified in the digital contract.
[0157] Another aspect of this disclosure provides a computer-implemented method for managing virtual content permissions for digital assets, comprising:
[0158] • Provide a user access portal for users to interact with the digital content participation platform, which includes a virtual content rights database that includes data that associates users participating in the digital content participation platform with their virtual content rights regarding the acquisition of digital assets;
[0159] • The request information entered by the user through the access portal will be sent to the platform administrator server. The request information includes data indicating that the user is requesting virtual content permissions to be assigned to digital assets.
[0160] • Receive data via the access portal that includes notifications indicating availability and terms for users to obtain virtual content permissions, including the duration of the assigned terms;
[0161] • Send the acceptance information entered by the user through the access portal to the platform administrator server. The acceptance information includes which terms are acceptable to the user as consideration for securing virtual content permissions.
[0162] • Receive data via an access portal representing a digital contract indicating user-accepted terms based on instructions, which assigns virtual content permissions to the user according to one or more of the accepted terms; and
[0163] • The consent information entered by the user through the access portal will be sent to the platform administrator's server. This consent information includes data indicating the user's consent to the digital contract.
[0164] The basic methods, steps, and variations of multi-user digital content participation platforms where users seek virtual content permissions for digital assets. Figures 1 to 8 As shown in the image.
[0165] The platform can accept and support a wide range of digital content types and combinations on music themes, including but not limited to recordings (e.g., music), video recordings (e.g., movies, TV, web programming), still images (e.g., photographs, paintings, digital art), live content, combinations of various media, digital virtual real estate, digital virtual goods, and similar content.
[0166] There are many embodiments of virtual content permissions envisioned by the system, which may include one or more of the following:
[0167] • Administrative permissions: A type of virtual content permission that grants a user the authority to specify rules or permissions regarding how content is used within the platform. For example, if a user obtains virtual administrative permissions for a digital asset (such as a song), they can determine and set rules that other users on the platform must follow in order to play that song.
[0168] • Reward Permissions: A type of virtual content permission in which a user accumulates certain benefits and status within a virtual music world when their associated digital assets (a) are performed in a certain way within the virtual music world and / or (b) in the real world.
[0169] • Scarcity rights: A type of virtual content rights where digital assets (such as songs) may have only one or a limited number of ownership slots within a platform. For example, if song A has 10 available ownership slots, then no more than 10 users can acquire those slots.
[0170] These virtual content permissions can be combined in any way according to the platform administrator's judgment.
[0171] There are many embodiments and use cases envisioned by this system, including the following implementations:
[0172] All types and combinations of music-themed digital content, including but not limited to audio recordings (e.g., music), video recordings (e.g., movies, TV shows, web programming), still images (e.g., photographs, paintings, digital art), live content, combinations of various media, digital virtual real estate, digital virtual goods, and similar content.
[0173] All music-themed digital content consumption channels and combinations, including but not limited to desktop-based applications (native and web-based), mobile-based applications (native and web-based), console-based applications (native and web-based), television-based applications (native and web-based), and appliance-based applications (native and web-based).
[0174] All types and combinations of music-themed digital content consumption platforms, including but not limited to audio-only (e.g., music streaming services), 2D and 3D video (e.g., video games), virtual music worlds (e.g., video games), augmented reality (e.g., video games), and mixed reality (e.g., video games).
[0175] The main implementation of the system involves the use of music-themed digital content assets in a “virtual music world” digital environment (similar to fantasy football or fantasy baseball), wherein when a user’s associated digital assets (a) are performed in some way within the virtual music world and / or (b) in the real world, the user holding virtual content rights to the music-themed digital content asset accumulates certain benefits and status within the virtual music world.
[0176] For example, if a user is assigned virtual content permissions to a piece of digital music that is frequently played by others in a virtual music world, the user will receive virtual rewards, coins, points, or other status enhancements in the virtual music world each time the music is played there. Similarly, when music is played in the real world, the user can receive additional virtual music world benefits (such playbacks have been verified by Billboard, Spotify, etc.).
[0177] Despite these virtual reward payments, real-world owners of music-themed digital content remain entitled to receive their contractual cash payments for each play in the virtual music world or in the real world, and reward activities associated with virtual content permissions do not affect these real-world permissions and expected usage fees.
[0178] The following are further examples of this disclosure.
[0179] In one aspect, each song has a virtual "ownership holder" held by a single user within the system. For example, suppose user Jeff enters the system and is a big fan of artist X's music. Jeff then searches for the digital asset song A (i.e., artist X's digital asset, the song itself) and decides he wants to acquire virtual ownership of this digital asset. Using cryptocurrency, Jeff uses coins, etc., to acquire virtual ownership of the digital asset, and he is subsequently listed as a virtual ownership holder within the system. As long as Jeff continues to return to the system, he retains that virtual ownership. However, if he fails to return, the virtual ownership of the song can be released back to the community, where other users can then acquire it.
[0180] On the one hand, only one user can claim “ownership” of a digital asset (e.g., a song). Using the example above, if Jeff has virtual ownership of song A, and then another user Mark enters the system and also likes song A, he cannot currently acquire it because he sees Jeff as the virtual owner. Mark then has the option and can (1) make an offer to Jeff to acquire virtual ownership of the digital asset from him; (2) join a waiting list for a chance to acquire virtual ownership if Jeff allows the virtual ownership to expire; or (3) do nothing.
[0181] Users have virtual ownership of digital assets (e.g., songs), which does not restrict other users from playing the digital asset, as it remains playable like any other song. Mark can also create his own "music room" (e.g., a virtual room named, say, "Mark's Music Listening Room") and make the digital asset available in that virtual room, or it could be in, say, a metal-themed music listening room. In one aspect of the system, the ownership holder, Jeff, receives a reward (such as a level increase as a system user or other rewards) each time the digital asset is played anywhere in the system. Therefore, there is also a competitive incentive for having virtual ownership of popular songs within the system.
[0182] When a new song is released through the system, users are encouraged to enter the system to try it out and acquire a virtual ownership of the digital asset. For example, new releases from popular artists can be highly anticipated. Even for traditional or niche content, competition exists within the system's specialized areas or neighborhoods; for example, the "metal" genre neighborhood can be competitive in terms of acquiring traditional songs from specific artists.
[0183] Further aspects of the song guardian
[0184] In one aspect, a system for managing access to music-themed digital content using virtual content rights management within a virtual music world environment is disclosed. The system includes: a virtual content rights database comprising data associating users of the virtual music world environment with virtual content rights for accessing music-themed digital content; and a processor that receives a request from a user's device to assign virtual content rights to the music-themed digital content, wherein the user interfaces with the processor using the device, wherein the virtual content rights database is updated to indicate that virtual content rights are assigned to the user, and the processor receives data from a user's device holding virtual content rights to music-themed digital content including songs to create a virtual mixtape having at least one digital asset, wherein the virtual content rights database is updated to indicate that the user shares the virtual mixtape within the virtual music world environment.
[0185] In one embodiment, the processor receives a request to copy a virtual mixtape having at least one digital asset to a blank virtual mixtape to generate a second-generation virtual mixtape. In one embodiment, the processor sends a license to the user device that the user can now freely sell, trade, or gift the second-generation virtual mixtape to other users within the virtual music world environment. In one embodiment, the system also includes a user account database containing user accounts to deduct a predetermined amount from the account for use of digital assets included in virtual mixtapes owned by other users. In one embodiment, the system also includes a user account database containing user accounts to add a predetermined amount to the user account for other users to use music-themed digital content, wherein the user holds virtual content rights to the music-themed digital content. In one embodiment, the music-themed digital content included in the virtual mixtape also includes at least one of video, audio, photographs, and other media items to personalize the virtual mixtape. In one embodiment, virtual mixtape 15 includes at least one of artwork, logos, text, and other items to personalize the virtual mixtape.
[0186] In another aspect, a non-transitory computer-readable storage medium is disclosed that stores a computer program for managing access to music-themed digital content within a virtual music world environment using virtual content rights. The computer program includes executable instructions that cause a computer to: provide a virtual content rights database including data associating users of the virtual music world environment with virtual content rights for accessing music-themed digital content; receive a request from a user's device to assign virtual content rights to the music-themed digital content, wherein the user uses the device to interface with a processor; update the virtual content rights database to indicate the assignment of virtual content rights to the user; receive data from a user's device holding virtual content rights to music-themed digital content (including songs) to create a virtual mixtape having at least one digital asset; and update the virtual content rights database to instruct the user to share the virtual mixtape within the virtual music world environment.
[0187] This disclosure includes the following additional embodiments.
[0188] In one embodiment, this disclosure relates to computer-implemented systems and methods for creating, transmitting, and managing digital assets, and more specifically to computer-implemented systems and methods for creating, transmitting, and managing virtual content permissions associated with music-themed digital assets (such as audio or video recordings, virtual mixed music tapes or playlists, still images (such as photographs, paintings, and digital art)) in a multi-user digital content participation platform.
[0189] Figure 1 An overview 100 of the steps involved in a user request to the platform administrator server is shown, including:
[0190] • Begin the virtual content permissions process;
[0191] (110) Users participating in the digital content platform may request the platform administrator to assign one or more virtual content permissions;
[0192] • (120) The platform administrator checks the virtual content permission database of the digital content participating in the platform to see if the requested virtual content permission is eligible to be assigned to the user, and if so, under what terms (sale, lease, barter, user performance reward, gift, etc.).
[0193] (130) If the requested virtual content permissions can be assigned to the user, the platform administrator will notify the user of the availability and the terms (one or more options) for the user to obtain such virtual content permissions.
[0194] • (140) Users will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as consideration for ensuring that the user has permission to access virtual content in the discussion;
[0195] (150) When a user indicates to the platform administrator that the set of terms is acceptable, the platform administrator shall create a digital contract that summarizes the assignment of such virtual content permissions and deliver it to the user for acceptance.
[0196] (160) Users are then free to agree to, refuse, or ignore digital contracts received from the platform administrator;
[0197] (170) If a user agrees to a digital contract, the terms therein shall be recorded in a virtual content rights database and the agreed virtual content rights shall be assigned to the user for the duration of the digital contract; and a process for terminating virtual content rights shall be followed.
[0198] Figure 2 The diagram shows Figure 1 Step (110). In Figure 2 In this context, users participating in a digital content platform request the assignment of one or more virtual content permissions from the platform administrator server. In one implementation, "digital content" includes audio recordings (e.g., music), video recordings (e.g., movies, TV shows, web programs), still images (e.g., photographs, paintings, digital art), live content, combinations of various media, digital virtual real estate, digital virtual goods, and similar digital content.
[0199] In one implementation, "virtual content permissions" include permissions that a platform administrator may be permitted to "legally" or permanently or temporarily assign to a user for consideration or other appropriate purposes (whether or not comprehensive). Examples of virtual content permissions include the permission for a user to earn "in-platform" points or credits whenever another platform user engages with or consumes associated content (e.g., another user listens to a digital asset for which the user has virtual content permissions (e.g., a song)).
[0200] Figure 3 The diagram shows Figure 1 Step (120). In Figure 3 In this process, the platform administrator checks the virtual content permission database of the digital content participating in the platform to see if the requested virtual content permission is eligible to be assigned to the user, and if so, under what terms (sale, lease, physical exchange, user performance reward, gift, etc.).
[0201] Terms may include, but are not limited to, users paying for permanent or time-limited access to topic content, users being assigned such topic access as consideration for trading for access to one or more other platform-related content previously assigned to users by the platform administrator, users being assigned such access as a reward for participating in specific platform activities (e.g., winning a prize draw, viewing certain advertisements), users being assigned such access for any other reason that the platform administrator deems appropriate or worthy of assigning such access to users in their judgment as platform administrators.
[0202] The terms may reflect the requirements of the party controlling the permissions of virtual content, which could be a platform administrator or another user.
[0203] Figure 4 The diagram shows Figure 1 Step (130). In Figure 4 If the requested virtual content permissions can be assigned to a user, the platform administrator will notify the user of the availability and the terms (one or more options) for the user to obtain such virtual content permissions.
[0204] Platform administrators can offer users one or more options and can dynamically price these options. For example, a platform administrator can vary the price based on when and how permissions are sought. Similarly, a platform administrator can offer one user permissions for price "x" and another user permissions for price "y," where the increment is determined by each user's rank (one user is a user ranked higher than the others).
[0205] It is also conceivable that the terms are not generated by the platform administrator, but by another user who holds permissions to the virtual content in the discussion (and are delivered to the user only by the platform administrator).
[0206] Figure 5 The diagram shows Figure 1 Step (140). In Figure 5 In this process, users will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as consideration for ensuring that the permissions for virtual content in the discussion are acceptable.
[0207] Users will be able to evaluate offers based on a variety of factors, including data related to the performance and quality of the digital content assets sought, provided by the platform administrator (e.g., revenue generated, play counts, biographical information related to the creator of the digital content, and previous owners of the digital content assets).
[0208] Figure 6 The diagram shows Figure 1 Step (150). In Figure 6When a user indicates to the platform administrator that a set of terms is acceptable, the platform administrator should create a digital contract outlining the assignment of such virtual content permissions and deliver it to the user for acceptance.
[0209] The digital contracts to be created utilize appropriate platform components, which may include a virtual content rights database, platform account data for purchasing users, account data for selling users, and generally one or more access, auditing, and payment databases that support the platform.
[0210] Figure 7 The diagram shows Figure 1 Step (160). In Figure 7 In this process, users are then free to agree to, reject, or ignore the digital contract received from the platform administrator. Users are also able to negotiate with the holder of virtual content permissions (whether it is the platform administrator or another user) (technically, rejecting and then offering a new deal).
[0211] Offers may remain open for a given period of time, whether guided by a platform administrator or another user who controls such permissions. Offers may also remain open for longer periods, where users pay a price for keeping such offers open (options agency). Rejected offers may or may not make the offer available to other users, or may require the permission holder to reconfirm the terms used for assignment.
[0212] Figure 8 The diagram shows Figure 1 Step (170). In Figure 8 In this context, if a user agrees to a digital contract, the terms of the contract can be recorded in a virtual content permissions database, and the agreed virtual content permissions can be assigned to the user during the validity period of the digital contract.
[0213] Records can be internal or external databases, including but not limited to blockchain databases.
[0214] The permissions assigned to a user can be retained in one or more of the following ways:
[0215] Permanently;
[0216] • Temporary (subject to time constraints, maintenance fee payment, or fulfilling maintenance tasks performed by the user); or
[0217] • Users can choose to use it once (gift it to others, sell it to others in exchange for cash or virtual currency, trade (one or more) other physical digital or non-digital assets, etc.).
[0218] Future assignments and actions will be recorded in the virtual content permissions database.
[0219] Figure 9 An overview of the steps involved in a platform administrator request is provided, including:
[0220] • Begin the virtual content permissions process;
[0221] ·(910) The platform administrator queries the platform’s virtual content permission database to see if any one or more of the various virtual content permissions are eligible to be assigned to one or more users, and if so, on what terms (sale, lease, barter, user performance reward, gift, etc.).
[0222] (920) Based on the results of the database query, the platform administrator makes a offer to the user to assign one or more virtual content permissions related to the topic content associated with the platform;
[0223] • (930) Users will review such terms and indicate to the platform administrator which set of terms (if any) is acceptable to the user as consideration for ensuring that the user has permission to access virtual content in the discussion;
[0224] (940) When a user indicates to the platform administrator that the set of terms is acceptable, the platform administrator shall create a digital contract outlining the assignment of such virtual content rights and deliver it to the user for acceptance.
[0225] (950) Users are then free to agree to, refuse, or ignore digital contracts received from the platform administrator;
[0226] (960) If a user agrees to a digital contract, the terms therein shall be recorded in a virtual content rights database and the agreed virtual content rights shall be assigned to the user for the duration of the digital contract; and a process for terminating virtual content rights shall be followed.
Claims
1. A method for managing virtual content permissions for digital assets in a virtual environment, the method comprising: The platform administrator server receives data indicating requests from users for virtual content permissions to be assigned to digital assets. The platform administrator server determines whether the requested virtual content permissions are available for assignment to users. The platform administrator server accesses a virtual content permissions database that stores data that associates each user participating in the digital content platform with virtual content permissions acquired for digital assets and stores data indicating the terms used to assign virtual content permissions, in order to determine whether the number of users holding virtual content permissions for digital assets has reached a preset limited number. If the number of users holding virtual content permissions for digital assets reaches a preset limit, then if the users holding virtual content permissions for digital assets allow the virtual content permissions to expire, the platform administrator server will add the user requesting virtual content permissions to the waiting list so that the user has the opportunity to obtain virtual content permissions. If the number of users holding virtual content rights to digital assets does not reach the preset limit, the platform administrator server will notify users of the availability and the set of terms for the virtual content rights to be assigned to users, including the duration of the assignment. The platform administrator server receives data instructing the user to agree to the assignment, the data including at least one clause from a set of agreement terms; as well as The platform administrator server updates the virtual content permissions database to indicate the assignment of virtual content permissions to users for the duration of the assignments included in the set of terms.
2. The method of claim 1, further comprising: The platform administrator server receives data from the user on which terms in the set of instructions are acceptable to the user as consideration for assigning virtual content permissions; The platform administrator server sends data to the user representing a digital contract based on instructions that the user can accept, the digital contract providing the user with virtual content permissions according to one or more of the accepted terms; The data received, which instructs users to agree to the assignment, includes data instructing users to agree to digital contracts.
3. The method of claim 1, wherein: Virtual content permissions for digital assets include administrative permissions that grant users the authority to set permissions regarding how to use the digital asset on the platform.
4. The method of claim 1, wherein: Virtual content permissions for digital assets include reward permissions that specify the rewards a user receives when using the digital asset on the platform.
5. The method of claim 1, wherein: Digital assets include music-related audio, music-related video, and music-related still images, including photos, paintings, and digital art, within digital content platforms.
6. The method of claim 5, further comprising: Share, view, and listen to music-related digital assets by creating virtual permissions for them.
7. The method of claim 6, wherein: Virtual permissions are at least one of the following: created, acquired, traded, assigned, and granted.
8. The method of claim 6, wherein: The owner of the virtual privileges is rewarded.
9. The method of claim 8, wherein: Rewards include either leveling up as a system user or receiving points.
10. The method of claim 8, further comprising: Promote competitive incentives to become the owner of virtual rights to one of the most popular songs or music videos within a virtual environment.
11. The method of claim 10, wherein promoting competitive incentives comprises: Incentivize users to enter a virtual environment to become the owner of virtual rights that can be used for popular songs or music videos.
12. The method of claim 6, wherein virtual permissions include a limited number of ownership seats available within the virtual environment.
13. The method of claim 1, wherein the virtual content permission is a music permission, and the method further comprises: Retrieve role information from the role database, where the role information is associated with obtaining roles related to the virtual environment, and the role information includes role permission information; Retrieve music information from a music database, where the music information is associated with songs and includes music permission information; Update role permission information based on music information; Update music permission information based on character information; The system receives first user action information from a first client via a network, wherein the first user action information indicates a song, and wherein the first client is associated with a first user. Update character information based on the first user's action information; The updated role information is sent over the network to a second client, which is associated with a second user.
14. The method of claim 13, wherein: The character information includes reward information, and updating the character information includes updating the reward information.
15. The method of claim 13, wherein: Role information includes maximum permission information indicating the maximum number of songs that can have music permission information associated with the role information.
16. The method of claim 13, wherein: Music information includes information indicating at least one time and at least one song's permission expiration.
17. The method of claim 13, wherein: The first user action information includes information indicating that the first user has requested access to the music audio information of the song.
18. The method of claim 13, further comprising: Retrieve role information from the role database, wherein the role information is associated with a receiving role associated with the virtual environment, and the role information includes role permission information; Update and obtain the character information associated with the character to remove the music permission information associated with the song; Update the character information associated with the receiving character to add music permission information associated with the song.