Mini-game in a music experience
By introducing mini-games into the music experience, the problem of reduced user engagement was solved, the interactivity and participation in the virtual world were enhanced, game time and the occurrence rate of monetization events were increased, and themed entertainment and information delivery were achieved.
Patent Information
- Application Number
- CN202180011713.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-09-11
- Filing Date
- 2021-09-10
- Publication Date
- 2026-02-27
- Estimated Expiration
- 2041-09-10
AI Technical Summary
As computer-generated games progress, user engagement and interest decline, necessitating efforts to enhance user participation in the virtual world.
By introducing mini-games into the music experience and leveraging data interaction between the system and gaming devices, highly interactive mini-game experiences are provided, including virtual avatars, reward mechanisms, and game design based on music venue information.
It enhanced user engagement in the virtual world, increased game time and the occurrence of monetization events, and provided themed entertainment and information delivery while enhancing the user's interactive experience with music venues.
Smart Images

Figure CN115052670B_ABST
Abstract
Description
[0001] Cross-references to related applications
[0002] This application claims priority to co-pending U.S. Provisional Patent Application No. 63 / 077,314, filed September 11, 2020, entitled “Content Orchestration, Management and Programming System,” under 35 U.S.SC §119(e). The disclosure of the above application is incorporated herein by reference. Technical Field
[0003] This disclosure relates to online music experiences, and more specifically, to the use of mini-games to enhance the music experience. Background Technology
[0004] Computer-based games, such as those on PCs, consoles, desks, mobile phones, or any other similar devices, are becoming increasingly popular, and new applications for the technology are constantly being discovered. The software may also be linked to certain real or virtual world systems. However, a drawback of computer-based games is that user engagement and interest can decrease as the game progresses over time. Summary of the Invention
[0005] This release provides supplementary content experiences, such as using mini-games to enhance the music experience.
[0006] In one embodiment, a system for providing an online music experience is disclosed. The system comprises a music venue system comprising a system processor, a system network interface, and a system storage device storing music data, video data, and venue data; a game device comprising a game processor, a display, a game user interface, a game network interface, and a game storage device storing game data; wherein the game processor provides a mini-game experience using the game data and presents the mini-game experience through the display and the game user interface, wherein the system processor sends the venue data to the game device through the system network interface and the game network interface, wherein the game processor modifies the mini-game experience using the venue data received from the music venue system and presents the modified mini-game experience through the display and the game user interface, wherein the game processor receives user input through the game user interface and creates game play data, wherein the game processor sends the game play data to the music venue system through the game network interface and the system network interface, wherein the system processor creates a data representation of a musical performance using the music data, the video data, and the game play data received from the game device, wherein the system processor sends the data representation of the musical performance to the game device through the system network interface and the game network interface, and wherein the game processor presents the musical performance through the display and the game user interface using the data representation of the musical performance.
[0007] In one embodiment, the game device is a game console. In one embodiment, the game device is a mobile device. In one embodiment, the game processor, the game user interface, the game network interface, and the game storage device of the mobile device correspond to a mobile processor, a mobile user interface, a mobile network interface, and a mobile storage device. In one embodiment, the music venue system provides the mini-game experience to win prizes to decorate an avatar in an online music venue. In one embodiment, the music venue system provides a music venue for a live performance of a musical artist. In one embodiment, the music venue system provides a representation of a person attending an online performance as an avatar in a virtual crowd.
[0008] In another embodiment, a method of providing an online music experience using a music venue system is disclosed. The method includes presenting, by the music venue system, a mini-game experience using game data through a display and a game user interface, wherein the music venue system includes a system processor, a system network interface, and a system storage device storing music data, video data, and venue data; sending, through the system network interface and a game network interface, the venue data to a game device; modifying the mini-game experience using the received venue data and presenting the modified mini-game experience through the display and the game user interface; creating game play data using inputs received through the game user interface; sending, through the game network interface and the system network interface, the game play data to the music venue system; creating a data representation of a music performance using the music data, the video data, and the game play data received from the game device; sending, through the system network interface and the game network interface, the data representation of the music performance to the game device; and presenting the music performance through the display and the game user interface using the data representation of the music performance.
[0009] In one embodiment, the game device is a game console. In one embodiment, the game device is a mobile device. In one embodiment, the music venue system provides a mini-game experience to win prizes to decorate an avatar in an online music venue. In one embodiment, the method further includes providing a music venue for a live performance by a music artist. In one embodiment, the method further includes providing a representation of a person attending an online performance as an avatar in a virtual crowd. In one embodiment, the method further includes selecting colors and textures for game areas and chairs based on information about the music venue or a song that the artist is performing.
[0010] In another implementation, a non-transitory computer-readable storage medium storing a computer program providing an online music experience using a music venue system is disclosed. The computer program includes executable instructions that cause a computer to: present a mini-game experience using game data through a display and a game user interface, wherein the music venue system includes a system processor, a system network interface, and a system storage device storing music data, video data, and venue data; send the venue data to a game device through the system network interface and a game network interface; modify the mini-game experience using the received venue data and present the modified mini-game experience through the display and the game user interface; create game play data using inputs received through the game user interface; send the game play data to the music venue system through the game network interface and the system network interface; create a data representation of a musical performance using the music data, the video data, and the game play data received from the game device; send the data representation of the musical performance to the game device through the system network interface and the game network interface; and present the musical performance through the display and the game user interface using the data representation of the musical performance.
[0011] In one implementation, the computer-readable storage medium further includes executable instructions that cause the computer to provide a music venue for a live performance by a music artist. In one implementation, the computer-readable storage medium further includes executable instructions that cause the computer to provide a representation of a person attending an online performance as an avatar in a virtual crowd. In one implementation, the computer-readable storage medium further includes executable instructions that cause the computer to select colors and textures for a game area and a chair based on information about the music venue or a song being performed by the artist.
[0012] Other features and advantages will be apparent from the detailed description, and the specification is illustrative of aspects of the disclosure. BRIEF DESCRIPTION OF DRAWINGS
[0013] The specifics of the disclosure in relation to its structure and operation can be gathered in part by studying the attached drawings, wherein like components are numbered alike, and wherein:
[0014] Figure 1 is a flowchart of a method for x according to an implementation of the disclosure;
[0015] Figure 2 is a block diagram of a system for x according to an implementation of the disclosure;
[0016] Figure 3A is a representation of a computer system and a user according to an implementation of the disclosure; and
[0017] Figure 3B is a functional block diagram illustrating a computer system hosting a program generating an application according to embodiments of the present disclosure. DETAILED DESCRIPTION
[0018] As noted above, computer implemented games, such as those mentioned above, that reside in a related game device system are increasingly popular and new uses of the technology are continually being discovered. The software can also be associated with certain virtualized music world systems. However, drawbacks of computer implemented games include a decrease in user engagement and interest as the game progresses over time. Thus, there is a need to enhance the gaming experience specifically designed to facilitate user engagement in a virtual world.
[0019] Certain embodiments of the present disclosure provide supplemental content experiences, such as using mini-games to enhance music experiences. It will become apparent to one of ordinary skill in the art upon reading the following descriptions how the present disclosure can be implemented in various embodiments and applications. Although various embodiments of the present disclosure will be described herein, it is understood that these embodiments are presented by way of example only, and not limitation. Thus, the detailed description of various embodiments should not be taken as limiting the scope or breadth of the present disclosure.
[0020] In one embodiment, the system implements and manages various mini-games in the context of a music themed virtual world, where such games are specifically designed to facilitate user engagement in the virtual world (relative to the platform and other users), and drive adoption, playtime, and monetization events (sales of digital goods, sales of physical goods, interactions with brand information).
[0021] Features provided in embodiments can include, but are not limited to, one or more of the following items:
[0022] - Mini-games that provide information or assets in a music experience.
[0023] - Relationship between game play and music experience. For example, game play is influenced by aspects of the music experience, and the music experience is influenced by game play and game play outcomes.
[0024] In a new system, one embodiment of a music experience uses short game experiences or “mini-games” to enhance an online music experience. For example, mini-games in a VR or non-VR virtual computer graphics video environment themed around music and artists can provide thematic entertainment, information, and privileges for later use, such as digital assets or goods. Other systems can be applied to different types of content, such as movies, television, games, or information experiences, such as educational, commercial, or medical.
[0025] One example system uses a musical chair mini-game on a mobile device with an online music venue system. In one implementation, when people are waiting for an online concert to begin, they can play the musical chair mini-game to win prizes to decorate an avatar in the online concert venue.
[0026] An online system provides a music venue for live performances by music artists. The online system includes data storage and processing provided through one or more server systems. Users access the online system through network devices with displays, audio, and input capabilities, such as computers and mobile devices (e.g., smartphones), connected to the online system through the Internet. During a performance, the system provides audio and video of the artist performing (e.g., singing, dancing, speaking, moving). The system also provides a representation of a person (e.g., an animated representation of a person) as an avatar in a virtual crowd attending the online performance. A user can select an avatar and customize the appearance of the avatar, such as by selecting clothing or accessories for the avatar to wear, hold, or use.
[0027] A mobile device, such as a smartphone, provides a musical chair mini-game program, such as an application or tool. The mobile device can connect to and interact with a computer network, such as the Internet. A user can use the mobile device to play the musical chair mini-game, competing against other players (human or computer controlled). The musical chair mini-game provides a reward for a winning player.
[0028] In one example, the musical chair mini-game is a race to sit in the last remaining chair in a game area represented as a dance floor. At the start of the game, there are many active players (e.g., 100), and each player has a game avatar or character. The game avatar moves around the dance floor based on control inputs by the player using their mobile device. There are chairs on the dance floor, such as half the number of active players. When the game starts, music begins playing, and the chairs begin moving around the dance floor. The players can move their game avatars to chase the chairs. Some chairs disappear (perhaps to reappear later). Some chairs can also change format to make it more difficult for users to sit in them (chairs fly away, or can explode into a pile of confetti, some chairs grow the right legs and run away, etc.). After a period of time, the music stops, and the players try to have their game avatars claim or sit in chairs that remain in the virtual world and available for use by the players. Only one avatar can sit in a chair. The mini-game resolves which avatars successfully sat down (such as proximity and time). Players whose avatars did not sit down are eliminated. The avatars stand, and half (or other number) of the chairs disappear. The music begins playing again and the process repeats. The cycle continues until a single avatar remains and the player of that avatar is the winner of the mini-game.
[0029] Online systems for music venues and music chair mini-games communicate over a network. The mini-games use information from the music venue system to determine the operation and appearance of the game. For example, the mini-game uses songs sung by the artist during the concert and selects colors and textures for the game area and chairs based on information about the music venue or artist.
[0030] The mini-game notifies the music venue system that the winning user has received a reward. The reward is a digital asset that the user can use to customize the user's avatar in the online music venue. For example, the reward provides a hat with a large number "one" or an artist image in front for the avatar to wear.
[0031] Rewards for the mini-game can take many forms. Examples include: information - trivia, history, biography; assets - images, videos, audio, avatars, cosmetic adornments of other objects, active objects in the environment (e.g., representations that cause effects that other users can experience, such as fireworks); incentives - discounts, trial licenses / access; and experiences - access to computer locations, roles, social groups, services, or functions (VR, non-VR 2D computer graphics video interactions, online, offline). In another example, rewards in the form of avatars can include any digital merchandise, such as digital skins and experience points in a game.
[0032] Effects from the mini-game that come from the experience can take many forms. Examples include: music - audio, lyrics, tempo; images and videos - artists, albums, characters, promotional materials; adornments - colors, textures, sounds; information - name, era, biographical information, trivia, history, production information; cross-promotion - effects based on a target related to, recommended by, or selected by the primary experience, suggested by the primary experience (by the mini-game or another agent).
[0033] Mini-games are useful in many contexts other than music, such as games, movies, television, education, medicine. Some other examples include: a mini-game for a classroom experience that uses the current vocabulary and provides rewards for decorating an online performance chart; a movie promotion hidden object game that uses movie character images before the movie is released, providing discounts on digital merchandise and cosmetic assets in an online social system; a medical history trivia game related to current test results to enhance custom options for a medical portal; and a retail puzzle game that builds images of products to unlock product information and discounts for an online retail store.
[0034] Other examples of mini-games include: Musical Chairs. One against many; instant elimination - music plays and contestants need to move around the chairs (sometimes in a circle, sometimes in other shapes, sometimes no shape at all, just players running around in the virtual world looking for any chair to sit in before the music stops). When the music stops, those not seated are eliminated. In addition, the chairs can run away from the users, explode, disappear, or have special prizes associated with them. Furthermore, when there are not enough real-life players to play the game, the virtual world administrator can insert artificial players (non-player characters, or "NPCs") to fill out the game. This is the first such implementation in a music-themed virtual world where the users' predictive chair-finding and music-play-anticipation abilities are the basis of the competitive game. This is the first such implementation in a music-themed virtual world where the users' predictive chair-finding and music-play-anticipation abilities are the basis of the competitive game, and such validation is driven using artificial players (NPCs). Contestants need to interact with other contestants. The contest can be sponsored by a brand, with the winner's prize provided by the brand. By participating in the contest and succeeding in the contest, the participants can earn system points, virtual coins, status, digital march, or other valuable items.
[0035] Other examples of mini-games include: Repeat Note Memory Game. One against one or many. Instant elimination. Notes or tones play, participants need to recall and play back the same notes or tones in the same order as they were played to them. One new note or tone is added each round, participants must recall the pattern to avoid elimination. The game continues until only one player with the full correct string of notes or tones with the correct repetition remains. This is the first such implementation in a music-themed virtual world where the users' music-oriented sound-recall abilities are the basis of the competitive game. This is the first such implementation in a music-themed virtual world where the users' music-oriented sound-recall abilities are the basis of the competitive game, and where such mechanism is powered by machine-generated random notes or tones. Contestants need to interact with other contestants. The contest can be sponsored by a brand, with the winner's prize provided by the brand. By participating in the contest and succeeding in the contest, the participants can earn system points, virtual coins, status, digital march, or other valuable items.
[0036] Other examples of mini-games include: Repeat music fact memory game. One against one or more. Instant elimination. Music facts (music terminology, artist names, song names) are presented, participants need to recall and repeat the same music facts in the same order that they were presented to them. A new music fact is added each round, participants must recall the pattern to avoid elimination. The game continues until only one player with the correct repetition of the full correct string of music facts remains. This is the first such implementation in a music themed virtual world where users' music oriented fact recall abilities are the basis of a competitive game. This is the first such implementation in a music themed virtual world where users' music oriented fact recall abilities are the basis of a competitive game, and where such mechanics are powered by machine generated music oriented facts. Contestants are required to interact with other contestants. The contest can be sponsored by a brand, where the prize for winning is provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital fanfares, or other valuable items.
[0037] Other examples of mini-games include: Repeat dance move memory game. One against one or more. Instant elimination. Dance moves are shown, participants need to recall and replay the same dance moves in the same order that they were shown to them. A new dance move is added each round, participants must recall the pattern to avoid elimination. The game continues until only one player with the correct repetition of the full correct string of dance moves remains. This is the first such implementation in a music themed virtual world where users' music oriented dance move recall abilities are the basis of a competitive game. This is the first such implementation in a music themed virtual world where users' music oriented dance move recall abilities are the basis of a competitive game, and where such mechanics are powered by machine generated random dance moves. Contestants are required to interact with other contestants. The contest can be sponsored by a brand, where the prize for winning is provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital fanfares, or other valuable items.
[0038] Other examples of mini-games include: Virtual Tag. One-on-one. Instant elimination. Music play, where contestants need to run around and tag another player to make them "it." If the music stops, those who have not been "tagged back" move on to the next level. All others are eliminated. In addition, when there are not enough real-life players to play the game, the virtual world administrator can insert artificial players (non-player characters, or "NPCs") to fill the game. At the end of the game, the last player not tagged wins. This is the first such implementation in a music-themed virtual world where the user's target-locking and avoidance abilities are the basis of the competitive game. This is the first such implementation in a music-themed virtual world where the user's target-locking and avoidance abilities are the basis of the competitive game, and where such validation is driven using artificial players (NPCs). Contestants need to interact with other contestants. The contest can be sponsored by a brand, with the prize for the winner being provided by the brand. By participating in the contest and succeeding in the contest, the participants can earn system points, virtual coins, status, digital conductors, or other valuable items.
[0039] Other examples of mini-games include: Stage Die-Ver. One-on-one. Contestants need to jump off a progressively higher stage (higher stage means higher score) into a crowd of non-player character fans, and do so as many times as possible while music is playing. The challenge is to make sure the jumper lands in a suitably dense fan area, which is constantly moving back and forth under the stage. If the player miscalculates the jump and there are not enough fans there to catch him, then they are eliminated. This is the first such implementation in a music-themed virtual world where the user's sense of timing and depth perception abilities are the basis of the competitive game. This is the first such implementation in a music-themed virtual world where the user's sense of timing and depth perception abilities are the basis of the competitive game, and where such validation is driven using artificial players (NPCs). Contestants need to interact with other contestants. The contest can be sponsored by a brand, with the prize for the winner being provided by the brand. By participating in the contest and succeeding in the contest, the participants can earn system points, virtual coins, status, digital conductors, or other valuable items.
[0040] Other examples of mini-games include: hide and seek. One vs. many and team cooperation. Instant elimination. As a song plays, NPCs seek out real players hidden in various obscure parts of the world. When discovered by the seeking NPCs, the hidden players are eliminated. To make hiding more difficult, players will be required to periodically leave their hiding place and seek out new hiding areas. The last player not discovered at the end of the game wins. The game can also be played by teams of real players, some of which are the hiders and some of which are the seekers. The team with the most discoveries or hiding at the end of the timed period / song play wins. This is the first such implementation in a music-themed virtual world where users' hiding and / or seeking abilities are the basis of a competitive game. This is the first such implementation in a music-themed virtual world where users' hiding and / or seeking abilities are the basis of a competitive game, and where such validation is driven using artificial players (NPCs). Contestants are required to interact with other contestants. The contest can be sponsored by a brand, with prizes for the winners provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0041] Other examples of mini-games include: King of the Mountain. One vs. many. Instant elimination. All participants are deposited on a giant turntable, which begins to spin when the music starts. During the play, the record slowly spins, and due to the faster speed at the edge of the record, players must run towards the center to avoid flying off the edge. At the same time, a large record needle and arm are moving towards the center of the record, and when it hits a player, the player is automatically ejected from the spinning record. In addition, when there are not enough real-life players to play the game, the virtual world administrator can insert artificial players (non-player characters, or "NPCs") to fill out the game. The last player standing on the record at the end of the game wins. This is the first such implementation in a music-themed virtual world where users' avoidance abilities are the basis of a competitive "King of the Mountain" game. This is the first such implementation in a music-themed virtual world where users' avoidance abilities are the basis of a competitive "King of the Mountain" game, and where such validation is driven using artificial players (NPCs). Contestants are required to interact with other contestants. The contest can be sponsored by a brand, with prizes for the winners provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0042] Other examples of mini-games include: Karaoke Contest. One vs. one or more. Instant elimination. Winner from the most applause from other players, where applause is generated by tapping a game controller in a certain way, shouting into a player microphone, or some other similar action taken by the user. First of its kind in a music-themed virtual world where other peers vote on the success or failure of a contestant. First of its kind in a music-themed virtual world where other peers vote on the success or failure of a contestant by interacting in real-time with a user interface device (e.g. game controller, microphone, motion sensor). Contestants are required to interact with other contestants as well as judges. The contest can be sponsored by a brand, where the prize for the winner is provided by the brand. By participating in the contest and succeeding in the contest, the participant can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0043] Other examples of mini-games include: Dance Contest. One vs. one or more. Instant elimination. Winner from the most applause from other players, where applause is generated by tapping a game controller in a certain way, shouting into a player microphone, or some other similar action taken by the user. First of its kind in a music-themed virtual world where other peers vote on the success or failure of a contestant. First of its kind in a music-themed virtual world where other peers vote on the success or failure of a contestant by interacting in real-time with a user interface device (e.g. game controller, microphone, motion sensor). Contestants are required to interact with other contestants as well as judges. The contest can be sponsored by a brand, where the prize for the winner is provided by the brand. By participating in the contest and succeeding in the contest, the participant can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0044] Other examples of mini-games include: a music-themed treasure hunt. Individual and team play. Music plays, contestants need to quickly find as many point-generating items as possible. Some items will be found through random search, while others will be found by solving music-themed (or not) puzzles or completing tasks within a virtual music world. When the song ends, the player and / or team with the most items found wins. This is the first such implementation in a music-themed virtual world where users' discovery and puzzle-solving abilities are the basis of a competitive game. This is the first such implementation in a music-themed virtual world where users' discovery and puzzle-solving abilities are the basis of a competitive game, and where such item placement and puzzle generation can be randomly machine-generated. Contestants need to interact with other contestants. The contest can be sponsored by a brand, with prizes for winners provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0045] Other examples of mini-games include: capture the song. Team play. Instant elimination. Music plays, contestants need to strategically find a way to capture another team's gold record. In the process of trying to capture the gold record, players can shoot each other with music-inspired weapons, making this a game of shooting skill as well as tactical team execution. The game ends when the gold record has been captured by the opposing team and returned to that team's headquarters. In addition, when there are not enough real-life players to play the game, the virtual world administrator can insert artificial players (non-player characters, or "NPCs") to fill out the game. This is the first such implementation in a music-themed virtual world where users' shooting and strategic abilities are the basis of a competitive game. This is the first such implementation in a music-themed virtual world where users' shooting and strategic abilities are the basis of a competitive game, and where such verification is driven using artificial players (NPCs). Contestants need to interact with other contestants. The contest can be sponsored by a brand, with prizes for winners provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0046] Other examples of mini-games include: daily / weekly / monthly song chart derby. One vs. many. The player who correctly predicts which songs perform best on a chart (Spotify, Billboard, etc.) over a given time period wins prizes, status, recognition from peers, etc. This is the first such implementation in a music-themed virtual world where users' predictive abilities regarding musical performances are the basis of a competitive game. This is the first such implementation in a music-themed virtual world where users' predictive abilities regarding musical performances are the basis of a competitive game, and where such validation is driven by real-time streaming data. Contestants are required to interact with various music verticals, in turn interacting with a community of users most likely to educate users about song performances. The contest can be sponsored by a brand, with prizes for winners provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0047] Other examples of mini-games include: car smash. One vs. one or many. The player who can most "destructively" destroy a hotel room, concert venue, or similar music environment (TV thrown through a window, guitar smashed into an amplifier, guitar set on fire and then smashed into an amplifier) in the shortest amount of time earns the most points. Points can also be determined by users watching and judging, with the most applause or cheers ending with the highest points for the contestant. This is the first such implementation in a music-themed virtual world where artificial intelligence and / or other peers vote on the success or failure of a competitor. This is the first such implementation in a music-themed virtual world where artificial intelligence and / or other peers vote on the success or failure of a competitor by interacting in real-time with user interface devices (e.g., game controllers, microphones, motion sensors). Contestants are required to interact with other contestants as well as judges. The contest can be sponsored by a brand, with prizes for winners provided by the brand. By participating in the contest and succeeding in the contest, participants can earn system points, virtual coins, status, digital sheet music, or other valuable items.
[0048] Other examples of mini-games include: dance. Dance competition (not p2p). Hit enough moves and collect points / rewards from the system.
[0049] Other examples of mini-games include: resource / location race, push.
[0050] Jukebox / King of the Mountain game (pins knock people off). Stay on a moving record, arms knock people off.
[0051] Battle Royale. New music "Fight Club" room (new song stream "Crazy March" from public sources - winner gets a prize). "Battle Royale" game for earned status / rank and rewards (e.g. coins, digital goods). --> Music chair, song guardian battle (single elimination), wall of death, karaoke (most claps win / single elimination),
[0052] Other examples of mini games include: a motion memory game. Dance moves.
[0053] Other examples of mini games include: a memory game for music, notes, lyrics, artists, titles, albums. A repeat notes game (repeat 1 note, then 2 notes, then 3 notes, etc.). One player or multiple players. A repeat artist name game (repeat 1 artist name, then 2 artist names, then 3 artist names, etc.). One player or multiple players. A repeat dance move game (repeat 1 move, then 2 moves, then 3 moves, etc.). One player or multiple players. Harder for users, but leverages our built-in dance mechanism.
[0054] Other examples of mini games include: tag. Battle Royale tag (multiple 2 minute rounds where the fewest people tagged move on to the next round). 50 to 25 to 10 to 3 to 1). Add NPCs for difficulty.
[0055] Other examples of mini games include: races. Mixed race - combine multiple mini games into a timed race for a single player or multiple players. Relay race - mixed race, but with teams.
[0056] Other examples of mini games include: hide and seek (note tracks lead you to players, etc.).
[0057] Other examples of mini games include: egg / water balloon toss. Water balloon / egg toss (timed to music for effectiveness, etc.). Need to accurately toss an egg every three seconds and have it in your hand when the music stops. Additional points for throwing knockouts.
[0058] Other examples of mini games include: treasure hunt, hidden objects. Timed team treasure hunt game - collect as many artist / album song singles as you can in a 10 minute session. Artist centric or genre / sub-genre centric treasure hunt with rewards.
[0059] Other examples of mini-games include: Scavenger hunt for prizes and digital assets; Scavenger hunt (location, skill, opportunity); Simple skill games such as light tap or fly (type), Cornhole, carnival ball toss, shooting gallery, bowling alley - objects to toss or shoot are artists, records, guitars, speakers, disco balls, etc. Non-cash betting can be made (see risk / loss column); Role playing game - tag performs role playing game narration where the highest scoring player has status in the music world such as mayor, tenant, tourist, etc. - neighbor boss role playing game narration where the highest scoring player has status in the virtual world such as mayor, tenant, tourist, etc.
[0060] Other examples of factors in the mini-game structure and relationships include: Balance. Ensuring that any competition between two users is even (no "pay to progress" advantage); Competition. Includes a leaderboard of all mini-games and the ability to push data to others; Loss / Risk element. Incorporate a game aspect where the loser in the game loses something (use of a song for a week, etc.) unless they restart it (requires coins, or "decibel dust", etc.); Betting (RMT or virtual, system item); Status. Passport is virtually stamped as you enter different cities / communities / rooms and other users can see that passport; Raffle. Enter to win (pay to enter, earn to enter, or free to enter).
[0061] Figure 1 is a block diagram of a system 100 for providing an online music experience according to an embodiment of the present disclosure. In Figure 1 In the illustrated embodiment, the system 100 includes a music venue system 110 and a game device 130. In one embodiment, the music venue system 110 includes a system processor 112, a system network interface 114, and a system storage 116 that stores music data, video data, and venue data. In one embodiment, the game device 130 includes a game processor 132, a display 134, a game user interface 136, a game network interface 138, and a game storage 140 that stores game data.
[0062] In an implementation, the game processor 132 uses the game data to provide a mini-game experience and present the mini-game experience through the display 134 and the game user interface 136, and the system processor 112 sends venue data to the game device 130 through the system network interface 114 and the game network interface 138. The game processor 132 uses the venue data received from the music venue system 110 to modify the mini-game experience and present the modified mini-game experience through the display 134 and the game user interface 136. The game processor 132 also receives user input through the game user interface 136 and creates game play data, and sends the game play data to the music venue system 110 through the game network interface 138 and the system network interface 114. The system processor 112 uses the music data, the video data, and the game play data received from the game device 130 to create a data representation of a music performance, and sends the data representation of the music performance to the game device 130 through the system network interface 114 and the game network interface 138. The game processor 132 also presents the music performance using the data representation of the music performance through the display 134 and the game user interface 138.
[0063] In an implementation, the game device 130 is a game console. In an implementation, the game device 130 is a mobile device. In an implementation, the game processor 132, the game user interface 136, the game network interface 138, and the game storage 140 of the mobile device 130 correspond to a mobile processor, a mobile user interface, a mobile network interface, and a mobile storage. In an implementation, the music venue system 110 provides a mini-game experience to win prizes to decorate an avatar in an online music venue. In an implementation, the music venue system 110 provides a music venue for a live performance of a music artist. In an implementation, the music venue system 110 provides a representation of a person attending an online performance as an avatar in a virtual crowd.
[0064] Figure 2 is a flowchart of a method 200 for providing an online music experience using a music venue system according to an implementation of the present disclosure. In Figure 2In the illustrated embodiment, in step 210, the music venue system uses game data to present a mini-game experience through a display and a game user interface. The music venue system includes a system processor, a system network interface, and a system storage device that stores music data, video data, and venue data. Then, in step 220, the venue data is sent to the game device through the system network interface and the game network interface. In step 230, the received venue data is used to modify and present the mini-game experience through the display and the game user interface. At step 240, gameplay data is created using input received through the game user interface, and at step 250, the gameplay data is sent to the music venue system through the game network interface and the system network interface. At step 260, music data, video data, and gameplay data received from the game device are used to create a data representation of the music performance, and at step 270, the data representation of the music performance is sent to the game device through the system network interface and the game network interface. Then, in step 280, the music performance is presented through the display and the game user interface using the data representation of the music performance.
[0065] In one embodiment, the method further includes providing a music venue for a live performance by a musical artist. In one embodiment, the method further includes providing representations of people participating in an online performance as avatars within a virtual crowd. In one embodiment, the method further includes selecting colors and textures for the gaming area and chairs based on information about the music venue or the song the artist is performing.
[0066] Figure 3A This is a representation of a computer system 300 and a user 302 according to embodiments of the present disclosure. User 302 uses the computer system 300 to implement, as per the above... Figure 1 The system 100 and shown in the block diagram Figure 2 The method shown in Figure 200 illustrates and describes the music experience application in Figure 390.
[0067] Computer system 300 Store and Execute Figure 3B The music experience application 390 is also available. Furthermore, the computer system 300 can communicate with the software program 304. The software program 304 may include the software code of the music experience application 390. The software program 304 can be loaded onto external media such as a CD, DVD, or storage drive, as will be further described below.
[0068] Additionally, computer system 300 can be connected to a network 380. Network 380 can be connected in various different architectures (e.g., a client-server architecture, a peer-to-peer network architecture, or other types of architectures). For example, network 380 can communicate with a server 385 that coordinates the engines and data used within music experience application 390. Also, network can be different types of networks. For example, network 380 can be the Internet, a local area network or any variant of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.
[0069] Figure 3B FIG. 3 is a functional block diagram illustrating computer system 300 hosting music experience application 390, in accordance with embodiments of the present disclosure. Controller 310 is a programmable processor and controls the operation of computer system 300 and its components. Controller 310 loads instructions (e.g., in the form of a computer program) from memory 320 or embedded controller memory (not shown) and executes the instructions to control the system. In its execution, controller 310 provides a software system to music experience application 390, e.g., to enable creation and modification within music experience application 390. Alternatively, the service can be implemented as a separate hardware component in controller 310 or computer system 300.
[0070] Memory 320 temporarily stores data for use by other components of computer system 300. In one embodiment, memory 320 is implemented as RAM. In one embodiment, memory 320 also includes long-term or permanent memory, such as flash memory and / or ROM.
[0071] Storage 330 temporarily or long-term stores data for use by other components of computer system 300. For example, storage 330 stores data used by music experience application 390. In one embodiment, storage 330 is a hard disk drive.
[0072] Media device 340 receives removable media and reads from and / or writes to the inserted media. In one embodiment, for example, media device 340 is an optical disk drive.
[0073] User interface 350 includes components for accepting user input from and presenting information to user 302 of computer system 300. In one embodiment, user interface 350 includes a keyboard, a mouse, audio speakers, and a display. Controller 310 uses input from user 302 to adjust the operation of computer system 300.
[0074] I / O interface 360 includes one or more I / O ports for connecting to corresponding I / O devices, such as external storage devices or supplementary devices (e.g., printers or PDAs). In one embodiment, the ports of I / O interface 360 include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another embodiment, I / O interface 360 includes a wireless interface for wireless communication with external devices.
[0075] Network interface 370 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.
[0076] Computer system 300 includes the additional hardware and software typical of a computer system (e.g., power supply, cooling, operating system), although these components are not included for simplicity. Figure 3B 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).
[0077] In one embodiment, system 100 is a system fully configured with hardware including one or more digital signal processors (DSPs), general-purpose microprocessors, application-specific integrated circuits (ASICs), field-programmable gate / logic arrays (FPGAs), or other equivalent integrated or discrete logic circuits. In another embodiment, system 100 is configured with a combination of hardware and software.
[0078] The description of the disclosed embodiments is provided 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. 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 main and novel features disclosed herein.
[0079] Various embodiments of this disclosure are implemented in the form of electronic hardware, computer software, or a combination of these technologies. Some embodiments include one or more computer programs executed by one or more computing devices. Typically, a computing device includes one or more processors, one or more data storage components (e.g., volatile or non-volatile memory modules and persistent optical and magnetic storage devices, such as hard disk and floppy disk drives, CD-ROM drives, and magnetic tape drives), one or more input devices (e.g., game controllers, mice, and keyboards), and one or more output devices (e.g., display devices).
[0080] A computer program includes executable code that is usually stored in a persistent storage medium and then copied into memory for execution at runtime. At least one processor executes the code by retrieving the program instructions from memory in a prescribed order. When executing program code, a computer receives data from input and / or storage devices, performs operations on the data, and then transfers the resulting data to output and / or storage devices.
[0081] Those skilled in the art will appreciate that the various illustrative modules and method steps described herein can be implemented as electronic hardware, software, firmware, or combinations of the foregoing. To clearly illustrate this interchangeability of hardware and software, various illustrative components and method steps have been described herein generally in terms of their functionality, without
[0082] All of the features of each of the above examples are not necessarily required in a particular embodiment of the present disclosure. Additionally, it is to be understood that the description and drawings presented herein represent merely the broadest encompassing subject matter of the present disclosure. It will be further appreciated that other embodiments of the present disclosure will become readily apparent to those skilled in the art from the following description and drawings, and it is intended that the scope of the present disclosure disclosed herein should only be limited by the claims.
Claims
1. A system for enhancing an online music experience using mini-games, comprising: a music venue system including a system processor, a system network interface, and a system storage storing music data, video data, and venue data; a game device including a game processor, a display, a game user interface, a game network interface, and a game storage storing game play data for a computer-implemented game; wherein the game processor uses the game play data to provide a mini-game experience and present the mini-game experience through the display and the game user interface, wherein the mini-game experience includes playing a plurality of mini-games in a music-themed virtual world of a computer-implemented game, wherein the mini-games are designed to promote user engagement in the virtual world by increasing play time and monetization events, the monetization events including sales of digital merchandise, sales of physical merchandise, and interactions with brand information, wherein the system processor sends the venue data to the game device through the system network interface and the game network interface, wherein the game processor uses the venue data received from the music venue system to modify the mini-game experience and present the modified mini-game experience through the display and the game user interface, wherein the game processor receives user input through the game user interface and creates the game play data, wherein the game processor sends the game play data to the music venue system through the game network interface and the system network interface, wherein the system processor uses the music data, video data, and game play data received from the game device to create a data representation of a music performance, wherein the system processor sends the data representation of the music performance to the game device through the system network interface and the game network interface, and wherein the game processor presents the music performance through the display and the game user interface using the data representation of the music performance.
2. The system of claim 1, wherein, The game device is a game console.
3. The system of claim 1, wherein, The game device is a mobile device.
4. The system of claim 3, wherein, The game processor, game user interface, game network interface, and game storage of the mobile device correspond to a mobile processor, a mobile user interface, a mobile network interface, and a mobile storage.
5. The system of claim 1, wherein, The music venue system provides the mini-game experience to win prizes to decorate an avatar in an online music venue.
6. The system of claim 1, wherein, The music venue system provides a music venue for a live performance by a music artist.
7. The system of claim 1, wherein, The music venue system provides a representation of a person attending an online performance as an avatar in a virtual crowd.
8. A method for enhancing an online music experience using mini-games using a music venue system, comprising: presenting, by the music venue system, a mini-game experience through a display and a game user interface using game play data, wherein the mini-game experience includes playing a plurality of mini-games in a music-themed virtual world of a computer-implemented game, wherein the mini-games are designed to promote user engagement in the virtual world by increasing play time and monetization events, including the sale of digital goods, the sale of physical goods, and interaction with brand information, wherein the music venue system includes a system processor, a system network interface, and a system storage device storing music data, video data, and venue data; sending the venue data to the game device through the system network interface and a game network interface; modifying the mini-game experience using the received venue data and presenting the modified mini-game experience through the display and the game user interface; creating the game play data using input received through the game user interface; sending the game play data to the music venue system through the game network interface and the system network interface; creating a data representation of a musical performance using music data, video data, and game play data received from the game device; sending the data representation of the musical performance to the game device through the system network interface and the game network interface; and presenting the musical performance through the display and the game user interface using the data representation of the musical performance.
9. The method of claim 8, wherein, The game device is a game console.
10. The method of claim 8, wherein, The game device is a mobile device.
11. The method of claim 8, wherein, The music venue system provides the mini-game experience to win prizes to decorate an avatar in an online music concert venue.
12. The method of claim 8, further comprising providing a music venue for a live performance by a music artist.
13. The method of claim 8, further comprising providing a representation of a person attending an online performance as an avatar in a virtual crowd.
14. The method of claim 8, further comprising selecting colors and textures for the game area and chairs based on information about the music venue or the song the artist is performing.
15. A non-transitory computer-readable storage medium storing a computer program for enhancing an online music experience using mini-games using a music venue system, the computer program comprising executable instructions for causing a computer to: present a mini-game experience through a display and a game user interface using game play data, wherein the mini-game experience including playing a plurality of mini-games in a music-themed virtual world of a computer-implemented game, wherein the mini-games are designed to promote user engagement in the virtual world by increasing play time and monetization events, including the sale of digital goods, the sale of physical goods, and interaction with brand information, wherein the music venue system includes a system processor, a system network interface, and a system storage device storing music data, video data, and venue data; sending the venue data to the game device through the system network interface and a game network interface; modifying the mini-game experience using the received venue data and presenting the modified mini-game experience through the display and the game user interface; creating the game play data using input received through the game user interface; sending the game play data to the music venue system through the game network interface and the system network interface; creating a data representation of a music performance using music data, video data, and game play data received from the game device; sending the data representation of the music performance to the game device through the system network interface and the game network interface; and presenting the music performance through the display and the game user interface using the data representation of the music performance.
16. The non-transitory computer readable storage medium of claim 15, further comprising executable instructions that cause the computer to provide a music venue for live performances by music artists.
17. The non-transitory computer readable storage medium of claim 15, further comprising executable instructions that cause the computer to provide a representation of a person attending an online performance as an avatar in a virtual crowd.
18. The non-transitory computer readable storage medium of claim 15, further comprising executable instructions that cause the computer to select colors and textures for the game area and chairs based on information about the music venue or the song that the artist is performing.
Citation Information
Patent Citations
Gaming machine having a simulated musical interface
CN104053480A