Content creation of virtual and real world, device, system, and method

JP2025028960AActive Publication Date: 2025-03-05NANTG MOBILE LLC
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
JP2024205092
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2020-04-24
Filing Date
2024-11-26
Publication Date
2025-03-05
Estimated Expiration
2040-08-21

Smart Images

  • Figure 2025028960000001_ABST
    Figure 2025028960000001_ABST
Patent Text Reader

Abstract

To provide a device, a system, and a method allowing a user to create a game content of a virtual / real word so as to provide a player with a virtual content that is fixed to a position of a real world and draws people physically.SOLUTION: A content creator receives a set of modular assets of "drag and drop" (for example, an encounter tile, a content tile, a living thing, a storage box, a room, a vehicle, and the like) that can be integrated so as to form a completed content set (for example, a dungeon, a level, a puzzle, and the like) allowing a player to tackle a game via a real world. The individual modular assets can include a set of in-game challenge conditions that must be satisfied so as to complete an in-game challenge related to the assets.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS This application claims priority to U.S. Provisional Patent Application No. 62 / 890,502, filed August 22, 2019, and entitled “Virtual and Real World Content Creation, Apparatus, System and Method,” and U.S. Provisional Patent Application No. 63 / 014,977, filed April 24, 2020, and entitled “Virtual and Real World Content Creation, Apparatus, System and Method,” the entire disclosures of which are incorporated herein by reference.

[0002] The present disclosure is directed generally to games and, more particularly, to devices, systems and methods that enable users to create virtual and real world game content. [Background technology]

[0003] The Background Description contains information that may be useful in understanding the present subject matter. No admission is made that any information provided herein is prior art or relevant to the invention(s) claimed herein, nor is any admission made that any publication referenced, expressly or implicitly, is prior art.

[0004] Location-based augmented reality (AR) games are becoming increasingly popular. Such games require players to physically travel to real-world locations in order to play the game by engaging with game content that is anchored to that real-world location. Generally, many computer games provide access to tools or editors that allow content creators or other users to create new content for the game, typically referred to as "modding," but such techniques often require fairly advanced computer skills. Only dedicated individuals willing to overcome the learning curve associated with such tools can and do create content.

[0005] Many AR content development tools are available. For example, U.S. Patent Application Publication No. 2010 / 0164990, by Van Doom and entitled "System, Apparatus and Method for Augmented Reality Glasses for End-User Programming," filed August 15, 2006, describes an environment in which end-user programmers can visualize an ambient intelligence environment. However, the end user still needs to be technically astute to create the desired content. Another complex authoring tool is described in European Patent Application Publication No. 2490182, by Ooi et al. and entitled "Authoring for Augmented Reality," filed February 6, 2012. In Ooi's approach, the author must navigate complex menus and interfaces to create the desired content.

[0006] Further efforts have been made to provide access to AR content. For example, U.S. Patent No. 8,682,879, entitled "Marker Search System for Augmented Reality Services," by Kim et al., filed April 16, 2010, describes a system in which a search engine returns markers in response to a keyword search. The markers can be identified by a device, which can then obtain web content based on the markers. The content, e.g., an image, can then be overlaid on the device's display. While this is useful in accessing AR services, Kim still fails to provide insight into how the public can easily generate their own AR content.

[0007] Further advances were made by Berry et al., as described in the paper "Augmented Composition Project: Music Tables" (Proceedings of the 2nd IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2003)). Berry describes a system that allows users to learn about music through an AR system. The user creates patterns of cards, and the AR system converts the patterns into musical phrases while also displaying AR content superimposed on the image of the cards. Unfortunately, the approach taken by Berry only leverages the individual musical pieces associated with the cards. Furthermore, Berry's approach does not provide for interactivity between AR content. For example, the musical patterns generated by the cards are simply individual musical pieces played together, rather than interconnectable functional elements that can create more complex content. Summary of the Invention [Problem to be solved by the invention]

[0008] Known games still do not have the capability to allow players or other users to easily create content that can also fully immerse a real-world player from a physical, real-world perspective. The provision of physically immersive virtual content is considered advantageous because this type of content promotes player wellness through physical interaction with the game content, promotes player mental wellness through social interaction with other players, and creates opportunities for additional profit streams.

[0009] Unfortunately, content creation tools are still outside the capabilities of unskilled or non-technical users. Location-based computer games are ideal for non-technical people using easy-to-use methods or tools to create content that can be connected to real-world properties (e.g., physical objects, physical real-world locations, buildings, etc.) for other people. [Means for solving the problem]

[0010] Described herein are devices, systems, and methods that allow users to create virtual and real world game content. Content creators, or users, may be provided with a set of "drag-and-drop" modular assets (e.g., encounter tiles, content tiles, creatures, chests, rooms, vehicles, treasures, devices, resources, spells, etc.) that may be combined to form a complete content set (e.g., dungeons, levels, puzzles, mini-games, etc.) that allows players to engage with the game virtually and / or through the real world. The game content may be published to a game server to allow players to engage with the game or for other content creators to modify the game content.

[0011] The present disclosure may provide numerous advantages, depending on the detailed configuration. These and other advantages will become apparent from the disclosure contained herein.

[0012] The terms "at least one," "one or more," and "and / or" are open ended expressions that are both conjunctive and disjunctive in operation. For example, each of the terms "at least one of A, B, and C," "at least one of A, B, or C," "one or more of A, B, or C," and "A, B, and / or C" means A alone, B alone, C alone, A and B, A and C, B and C, or A and B and C. When each one of A, B, and C in the above terms represents an element, e.g., X, Y, and Z, or a class of elements, e.g., X1-Xn, Y1-Ym, and Z1-Zo, the term is intended to mean an element selected from X, Y, and Z, a combination of elements selected from the same class (e.g., X1 and X2), and a combination of elements selected from two or more types (e.g., Y1 and Zo).

[0013] The term "a" or "an" item means one or more of that item. Thus, the terms "a" or "an," "one or more," and "at least one" can be used interchangeably herein. It should also be noted that the terms "comprising," "including," and "having" can also be used interchangeably.

[0014] The above is a simplified summary of the present disclosure to provide an understanding of some aspects of the present disclosure. This summary is not an extensive or exhaustive overview of the present disclosure and its various aspects, embodiments, and configurations. It is not intended to identify key or critical elements of the present disclosure or to delineate the scope of the present disclosure, but is merely intended to present selected concepts of the present disclosure in a simplified form as a prelude to the more detailed description presented below. As will be appreciated, other aspects, embodiments, and configurations of the present disclosure can utilize one or more of the features described above or below, either alone or in combination. [Brief description of the drawings]

[0015] The accompanying drawings are incorporated in and constitute a part of this specification to illustrate several examples of the present disclosure. These drawings, together with the detailed description, explain the principles of the present disclosure. The drawings merely illustrate preferred or alternative examples of how the present disclosure can be constructed and used, and should not be understood as limiting the present disclosure to only the examples shown and described. Further features or advantages will become apparent from the following more detailed description of various aspects, embodiments and configurations of the present disclosure, as illustrated by the drawings referenced below.

[0016] [Figure 1] FIG. 13 is an illustration of placing encounter tiles on a real world map of a game view, in accordance with at least one embodiment of the present disclosure. [Figure 2A]1 is an example dungeon tile showing brick areas and water channels in 2D isomorphic perspective in accordance with at least one embodiment of the present disclosure. [Figure 2B] 1 is an example dungeon tile showing a grass area in 2D isomorphic perspective in accordance with at least one embodiment of the present disclosure. [Figure 2C] 1 is an example dungeon tile showing a rock area in 2D isomorphic perspective in accordance with at least one embodiment of the present disclosure. [Figure 3A] FIG. 1 is an illustration of a mock-up of a dungeon tile array in accordance with at least one embodiment of the present disclosure. [Figure 3B] 1 is a rendered tile arrangement including a passageway, water, a character, a monster, a trap, a gate, a bridge, and a chest in accordance with at least one embodiment of the present disclosure. [Figure 3C] 1 is a rendered tile arrangement including a passageway, water, a trap, a gate, a bridge, and a chest in accordance with at least one embodiment of the present disclosure. [Figure 3D] 1 is a rendered tile arrangement including a passageway, lava, a gate, and a bridge in accordance with at least one embodiment of the present disclosure. [Figure 4A] FIG. 1 is an illustration of a dungeon array comprising block tiles disposed and rendered on a mobile device in accordance with at least one embodiment of the present disclosure. [Figure 4B] 1 is a prototypical dungeon tile array having combat elements in accordance with at least one embodiment of the present disclosure. [Diagram 5] FIG. 1 is a block diagram of a system in accordance with at least one embodiment of the present disclosure. [Figure 6] 1 is a flowchart of a process for creating game content in accordance with at least one embodiment of the present disclosure. [Figure 7] 1 is a flowchart of a process for creating content in accordance with at least one embodiment of the present disclosure. [Figure 8]1 is a flowchart of a process for playing a game in accordance with at least one embodiment of the present disclosure. [Figure 9] 1 is a block diagram of a remote game server in accordance with at least one embodiment of the present disclosure. [Figure 10] FIG. 1 is a block diagram of a system including a mobile device, a wearable device, a remote game server, and a communication network in accordance with at least one embodiment of the present disclosure. [Figure 11] FIG. 13 is an illustration of placing encounter tiles on a real world map of a game view in accordance with at least one embodiment of the present disclosure. [Figure 12] 12A is an example dungeon tile showing a brick area and a waterway in a 2D isotropic perspective view, in accordance with at least one embodiment of the present disclosure; FIG. 12B is an example dungeon tile showing a grass area in a 2D isotropic perspective view, in accordance with at least one embodiment of the present disclosure; and FIG. 12C is an example dungeon tile showing a rock area in a 2D isotropic perspective view, in accordance with at least one embodiment of the present disclosure. [Figure 13A] FIG. 1 is an illustration of a mock-up of a dungeon tile array in accordance with at least one embodiment of the present disclosure. [Figure 13B] 1 is a rendered tile arrangement including a passageway, water, a character, a monster, a trap, a gate, a bridge, and a chest in accordance with at least one embodiment of the present disclosure. [Figure 13C] FIG. 1 is an illustration of a mockup and two rendered tile arrays in accordance with at least one embodiment of the present disclosure. [Figure 14A] FIG. 1 is an illustration of a dungeon array comprising block tiles disposed and rendered on a mobile device in accordance with at least one embodiment of the present disclosure. [Figure 14B] 1 is a prototypical three-dimensional dungeon tile array with combat elements in accordance with at least one embodiment of the present disclosure. [Figure 15]1 is a prototypical dungeon tile array having combat elements in accordance with at least one embodiment of the present disclosure. [Figure 16] FIG. 13 is an illustration of a player pressing a record button to record a passage on a real-world map of a game view, in accordance with at least one embodiment of the present disclosure. [Figure 17] FIG. 1 is an illustration of a panel of encounter tiles for placement on a real world map of a game view in accordance with at least one embodiment of the present disclosure. [Figure 18] FIG. 13 is an illustration of a path depicted beneath a player moving on a real world map of a game view, in accordance with at least one embodiment of the present disclosure. [Figure 19] 1 is an illustration of a player placing an encounter tile on a real world map of a game view in accordance with at least one embodiment of the present disclosure. [Figure 20] FIG. 13 is an illustration of a player selecting another encounter tile to place on the real world map of the game view, in accordance with at least one embodiment of the present disclosure. [Figure 21] FIG. 13 is an illustration of a player placing another encounter tile on the real world map of the game view, in accordance with at least one embodiment of the present disclosure. [Figure 22] 1 is an illustration of a player proceeding further along a passageway after placing an encounter tile on a real-world map of a game view, in accordance with at least one embodiment of the present disclosure. [Figure 23] FIG. 13 is an illustration of a player progressing further along a path on a real world map of a game view in accordance with at least one embodiment of the present disclosure. [Figure 24] FIG. 13 is an illustration of a player backing up along a path on a real world map of a game view in accordance with at least one embodiment of the present disclosure. [Diagram 25] FIG. 13 is an illustration of a player continuing along a path on a real world map of a game view in accordance with at least one embodiment of the present disclosure. [Figure 26] FIG. 13 is an illustration of a player selecting a third encounter tile to place on the real world map of the game view, in accordance with at least one embodiment of the present disclosure. [Figure 27] FIG. 11 is another illustration of a player placing an encounter tile on a real-world map of a game view in accordance with at least one embodiment of the present disclosure. [Figure 28] FIG. 13 is an illustration of a player pressing a stop button to present a passage record on a real-world map of a game view, in accordance with at least one embodiment of the present disclosure. [Figure 29] 11 is an illustration of an example confirmation box to stop recording a passage on a real world map of a game view, in accordance with at least one embodiment of the present disclosure. [Diagram 30] FIG. 13 is an illustration of a player confirming to stop recording a passage on a real-world map of a game view, in accordance with at least one embodiment of the present disclosure. [Diagram 31] FIG. 13 is an illustration of a save button used to save a record of a passage on a real world map of a game view, in accordance with at least one embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Before describing any embodiment of the present disclosure in detail, it should be understood that the present disclosure is not limited in application to the details of construction and the arrangement of components set forth in the following detailed description or illustrated in the drawings. The present disclosure is capable of other embodiments and of being practiced or carried out in various ways. It should also be understood that the phraseology and terminology used herein are for the purpose of description and should not be considered limiting. The use herein of "including," "comprising," or "having," as well as variations thereof, means to encompass the items listed thereafter and equivalents thereof, together with additional items. Furthermore, the present disclosure may use examples to illustrate one or more aspects thereof. Unless expressly stated, the use or recitation of one or more examples (which may be expressed by "for example," "for example," "example," "such as," or similar words) is not intended to limit, and does not in fact limit, the scope of the present disclosure.

[0018] All publications identified herein are incorporated by reference to the same extent as if each individual publication or patent application was specifically and individually indicated to be incorporated by reference. In the event that a definition or usage of a term in an incorporated reference is inconsistent or contrary to a definition of the term provided herein, the definition of the term provided herein shall apply and the definition of the term in the reference shall not apply.

[0019] The following description includes information that may be useful in understanding the present subject matter. No information provided herein is admitted to be prior art or relevant to the present subject matter claimed in this application, nor is any publication referenced, expressly or implicitly, admitted to be prior art.

[0020] FIELD OF THE DISCLOSURE Embodiments of the present disclosure are directed generally to computer-based games, and more particularly to apparatus, systems and methods that enable users to create virtual and real world game content. Game content may comprise various digital assets (e.g., textures, objects, software instructions, data structures, etc.) that may reside in a memory of a computing device and / or be executed by a processor.

[0021] A player is a person or entity that plays a game, and a character is a virtual persona within the game of the player. A content creator is a person or entity that uses modular assets to create the array of game content (e.g., dungeons, encounters, puzzles, etc.) that is addressed by the player. A user may be a player or a content creator that engages with tools or software to create content or play the game. The array of content may be auto-generated as the player plays the game, pre-generated prior to the player playing the game, and / or a combination of auto-generated, pre-generated, or user-created content.

[0022] A content creator, or user, may be provided with a set of "drag-and-drop" modular assets (e.g., encounter tiles, content tiles, creatures, chests, rooms, vehicles, etc.) that may be combined to form a complete content set (e.g., dungeons, levels, puzzles, mini-games, etc.) that allows a player to engage with the game virtually and / or through the real world. Each modular asset may include a set of in-game challenge conditions that must be satisfied to complete an in-game challenge associated with that asset. The in-game challenge conditions are defined in terms of attributes associated with the game (e.g., game level, points, damage, and / or the like). Additionally, the in-game challenge conditions may be equated to or mapped to real-world properties sensed by one or more sensors associated with the player (e.g., mobile device sensors and / or wearable device sensors including cameras, GPS receivers, accelerometers, gyroscopes, magnetometers, proximity sensors, ambient light sensors, microphones, touch screen sensors, pedometers, barcode readers, QR Code sensors, air hygrometers, barometers, heart rate sensors, thermometers, Geiger counters, etc.).

[0023] The following discussion is presented in terms of dungeon tiles. A dungeon tile represents a game and / or challenge primitive, and generally represents a game area unit, such as a cell or room. One or more dungeon tiles may be combined to form a dungeon tile array. However, in some embodiments, tiles may be blocks or have other dimensions that can be merged or joined together. Although tiles are shown, it should be understood that tiles are one type of modular asset. The disclosed invention may relate to other types of modular assets (e.g., characters, non-player characters, animals, ships, vehicles, monsters, objects, chests, doors, bridges, executable code, game events, game signals, scenes, AI, etc.).

[0024] FIG. 1 is an illustration of placing encounter tiles on a game view real world map 150. As the content creator travels along a path 154, a line 158 indicates where the content creator has traveled and an arrow 166 indicates the current location. Along the path, the content creator can place encounter tiles that the player can use to enter an encounter. For example, encounter tile 162 is placed along line 158. Using a selection hand 170, the content creator can select encounter tile 174 to be placed at the current location. Each encounter tile may be associated with a completed arrangement and / or the content creator may create content for the encounter tile after placing it on the game view real world map 150. The game view real world map 150 may be associated with real world maps that correspond to features that the player may encounter as they travel through the real world (e.g., roads, trails, lakes, streams, buildings, parks, playgrounds, artwork, historical sites, inclement weather locations, etc.).

[0025] FIG. 2A is an example dungeon tile 200 showing a brick region and a waterway in a 2D isomorphic perspective view. Dungeon tile 200 comprises an arrangement of four content tiles: tiles 204, 208, 212, and 216. Content tile 204 is a square tile made of interlocking bricks, and content tile 208 is an arcuate tile made of interlocking bricks with two arcuate sides and two straight sides that interlock with adjacent tiles. The arcuate tiles may interlock with one or more arcuate tiles or may indicate an end of dungeon tile 200 that the player cannot go beyond. The brick region of content tile 212 includes the beginning of the waterway, and the brick region of content tile 216 indicates the continuation of the waterway to form a stream, creek, or river. If a content tile has no adjacent tiles on the side that has the end of the waterway, a waterfall may be displayed. If a character travels through a waterfall, the character may lose a life, lose health points (e.g., debuffs, auras, etc.), exit the encounter, be blocked from further progression, or experience other in-game consequences.

[0026] FIG. 2B is an example dungeon tile 220 showing a grass area in a 2D isomorphic perspective view. Dungeon tile 220 includes an array of four content tiles, including content tile 224 and content tile 228, each showing a grass area. Content tile 224 is a square tile with a surface texture similar to grass. Content tile 228 is an arcuate tile with two arcuate sides and two straight sides, which interlock with adjacent tiles. As shown in FIG. 2A, the arcuate tiles may interlock with one or more arcuate tiles, may represent the ends of dungeon tile 220, or may be connected to another portion of dungeon tile 220 via a bridge.

[0027] FIG. 2C is an example dungeon tile 232 showing a rock area in a two-dimensional isomorphic perspective view. Dungeon tile 232 includes an array of four content tiles, including content tile 236 and content tile 240, each of which shows a rock area. Content tile 236 is a square tile with a surface texture resembling interlocking rocks. Content tile 240 is an arcuate tile with two arcuate sides and two straight sides, which interlock with adjacent tiles. As shown in FIGS. 2A and 2B, the arcuate tiles may interlock with one or more arcuate tiles, may represent the ends of dungeon tile 232, or may be connected to another portion of dungeon tile 232 via a bridge.

[0028] FIG. 3A is an illustration of a mock-up of a dungeon tile array 300. The dungeon tile array 300 provides a further illustration of how multiple dungeon tiles can be combined into a larger encounter represented as a dungeon tile array. An individual tile or block can be placed next to one or more adjacent tiles to form a combined set. The dungeon tile set 304 includes content tiles 304A through 304Y. The river bend content tile 308A is a rendering of content tile 304D, and the end tile content tile 308B is a rendering of content tile 304F. Other modular assets include water 312, passageway 316, gates 320 and 336, and bridge 328. The water 312 can be a stream, a stream, a river, and / or the like that the player can cross using bridge 328, swim across, jump across, use a boat, or otherwise cross. Additionally, crossing the water 312 may require a particular skill (e.g., swimming, jumping, toughness, etc.) and / or one or more particular assets (e.g., a boat, a rope, etc.) Similarly, crossing the bridge 328 may require fighting a monster 374 as shown in FIGURE 3B or grappling a non-player character 357 as shown in FIGURE 3D.

[0029] Gate 320 may represent an entrance or entry into dungeon tile array 300, and gate 336 may represent an exit or exit from dungeon tile array 300. Rendered wall 332 is shown on tile 304R and is a wall attached to gate 336. Water source 340 is rendered into water source 324. Water source 340 may prevent the user from leaving or represent a puzzle that the player must solve in order to use water source 340 as an exit. An exit allows the player to return to a map in a world view, such as real world 150 in a game view.

[0030] FIG. 3B is a rendered tile array 350 including a character 354, a passageway 362, water 366, a monster 374, a combat arena 382, ​​a trap 386, gates 358 and 390, a bridge 370, and a chest 378. The rendered tile array 350 may be a rendering of the mock-up dungeon tile array 300 including additional modular assets. The rendered tile array 350 illustrates a possible rendering of the final dungeon tile array and modular assets prepared for presentation to the player, illustrating a further arrangement of tiles with combat elements. This arrangement also includes a monster 374, illustrating a possible form of combat. The trap 386 may present a puzzle, riddle, challenge, or other obstacle for the player to tackle before continuing down the passageway 362. The combat arena 382 may indicate proximity to a bridge 370, for example, or may correspond to a trigger that, when reached by the character, requires the player to tackle the monster 374.

[0031] Gate 358 may be an entrance from the world-view map into the rendered tile array 350. Gate 390 may represent an exit or exit from the rendered tile array 350. An exit may allow the player to return to the game-view real-world map 150 or may allow the player to proceed to another level of the game.

[0032] 3C is a rendered tile array 306 including a passageway 362, water 366, gates 358 and 390, a bridge 370, a chest 378, and a trap 386, illustrating how the disclosed tile arrays can be used to create different instanced encounters by varying the texture, content of each tile, or the tile array that is placed or revealed in the game. The trap 386 may represent a puzzle, riddle, or other obstacle for the player to tackle before continuing down the passageway 362. The battle arena 382 may indicate the proximity of the bridge 370 and may trigger some in-game event when the player's character reaches it.

[0033] Gate 358 may be an entrance from the world-view map into the rendered tile array 350. Gate 390 may represent an exit or exit from the rendered tile array 350. An exit may allow the player to return to the world-view map, such as the game-view real-world map 150, or may allow the player to progress to another level of the game.

[0034] FIG. 3D is a rendered tile array 325 that includes a volcano 329, a passageway 331, lava 333, gates 337 and 353, and bridges 341 and 345. Bridge 341 allows the player to cross lava 333 flowing from volcano 329, and bridge 345 allows the player to cross from one part of the dungeon encounter to another part separated by a ditch 349. Lava 333 is an obstacle similar to a river, but may require a different skill set to cross (e.g., swimming may not suffice, but jumping or rowing may suffice). Non-player characters 357 may offer advice or represent puzzles or riddles. Gate 337 may be an entrance and gate 353 may be an exit for the dungeon encounter.

[0035] Gate 337 may be an entrance from the world-view map to the rendered tile array 325. Gate 353 may represent an exit or exit from the rendered tile array 325. An exit may allow the player to return to the world-view map, such as the game-view real-world map 150, or may allow the player to progress to another level of the game.

[0036] In the example presented in Figures 3A-3D, there are several noteworthy features that represent challenges to the player. Key features of note include passageways (e.g., passageways 316, 331, or 362), rivers (e.g., rivers of water 312 or 366, or rivers of lava 333), monsters 374, locked doors (e.g., gates 336, 353, or 390), and locked chests (e.g., chests 378). For the purposes of discussion, each of these features represents a challenge to the player, although in some embodiments, one or more features do not represent a challenge to the player, and in some embodiments, one or more challenges may be optional. Other features that correspond to in-game challenges may be provided. For example, a passageway is a simple challenge that simply requires the player's character (e.g., character 354) to traverse the passageway. The river represents a more challenging aspect of the dungeon that may further challenge the player by requiring the character 354 to have swimming skills, jumping skills, or boat assets; otherwise, the character 354 attempting to cross the river other than via a bridge (e.g., bridges 328, 341, 345, 358, or 390) may virtually drown or be swept away. The monster 374 may be the most challenging feature of the dungeon, requiring the player to defeat the monster 374 in combat. Doors (e.g., gates 336, 353, or 390), rocks (e.g., traps 386), and chests 378 may be traps that the player may have to notice, disarm, and unlock or break the lock on.

[0037] In each of these cases, the challenge conditions for each feature have been described as in-game attributes, such as the movement of the character 354, the character's swimming skill, the character's lock-picking skill, the character's fighting skill, in-game time, in-game actions, and / or the like. However, in accordance with the techniques and inventive subject matter disclosed herein, the satisfaction of these challenges may be mapped to or otherwise correspond to real-world features or activities associated with the player and / or associated with a real-world environment tied or anchored to the game.

[0038] For example, consider the hallway of Figures 3A-C, where the entrance (e.g., gate 320 or 358) starts in the lower left corner of the array and the exit is at the door in the upper left corner (e.g., gate 336 or 390), and the hallway of Figure 3D, where the entrance (e.g., gate 337) starts in the lower right corner of the array and the exit is at the door in the upper left corner (e.g., gate 353). From an in-game perspective, the challenge condition (Sans monster 374) may simply require the player to move character 354 from the start point to the end point, which may take a time corresponding to the movement speed of character 354 in the game. From a real-world perspective, each tile portion of the hallway may have a corresponding real-world challenge condition. For example, the beginning portion may require the player to be physically located at certain real-world coordinates (e.g., longitude and latitude, S2 cell identifier, zip code, road intersection, relative location to other real-world features, orientation, etc.) as determined by a GPS sensor in the player's mobile phone or other mobile device (e.g., mobile device 504, etc.). Such physical real-world requirements allow the player to initialize the encounter. The aggregate path length (the sum of the path lengths of each tile) may require the player to walk (or run) an equal or correlated distance in the real world, again as sensed based on the movement of the player's mobile device or based on corresponding sensor data obtained. Furthermore, to complete the path challenge, the player may have to stop physical movement at a second real-world location. For alignment, the first and second real-world locations may map to, for example, the entrance and exit of a jogging trail.

[0039] Turning to rivers, there are also many interesting in-game attributes that can be mapped to challenging real-world features. For example, the flow of a river and its length can be mapped to a real-world hill that requires the player to run up the hill (i.e., swim against the current) within a certain amount of time, a requirement based on elevation changes sensed, for example, by a sensor. Crossing a river might be a combined requirement that the player's character 354 have in-game swimming skills (i.e., at least one in-game condition) and that the player physically cross the real-world river by walking or running across a bridge (i.e., at least one real-world condition). In some embodiments, a waterproof wearable device (e.g., wearable device 556, Fitbit®, Oura® ring, Garmin® foot pad, Moov Now® Ankle Fitness Tracker, iFit® wireless heart rate monitor, etc.) may be utilized to track the player's movements as the player actually swims in a pool or other body of water (e.g., water 312 or 366), which actual swimming may correspond to swimming across a river in the game. Thus, in-game and real-world challenge conditions must be satisfied to wade or cross the river in this example. For purposes of this disclosure, a wearable device or multiple wearable devices, each including a sensor or sensors, may be used by a player to affect or impact engagement with a challenge tile. The wearable device may be a device worn around the head, foot, thigh, waist, chest, hand, or other part of the body.

[0040] Interestingly, the approach of mapping game features to real-world features, in this example a water feature, creates several opportunities in terms of monetization. For a river, a real-world challenge condition could require the player to be in or on the water near a boat rental. The boat rental company could sponsor this challenge. The player could rent a boat and spend time on the water, possibly based on a discount that is available based on proof of play (e.g., presenting a quick response (QR) code link to the boat rental company's website). The rental company could make revenue from the rental, and the game company could make revenue from the rental company for the sponsored challenge.

[0041] Consider now a door and chest 378, both of which are booby-trapped and locked. Assuming the player's character 354 detects the trap (e.g., an in-game skill check, etc.), the player may have to complete one or more real-world challenges to secure the trap. Again, using one or more mobile device sensors, the player may be required to run a certain distance in a certain amount of time or engage in one or more physical activities. Alternatively, the player may obtain images of specific objects, such as sponsored products (e.g., Starbuck® logos, Coke® cans, toys, collectible cards, action figures, etc.). Once the trap is properly handled, the player may be offered to overcome another physical challenge to break the lock. The physical challenge may include moving the player's mobile device in a predetermined sequence of motions sensed by an accelerometer in the device. If the player's movements match the accelerometer data signature required by the key, the lock is deemed broken. Furthermore, the in-game lock-breaking skill may be demonstrated in the form of matching the signature required by the key. If the character 354 is less skilled, the matching requirements may be stringent requiring strict tolerances on the established signatures. If the character 354 is more skilled, the matching requirements are relaxed and the signatures sensed require a lower tolerance to match the signature conditions of a real world challenge.

[0042] The monster 374, perhaps the most challenging feature of the dungeon encounter, has numerous opportunities to map challenge conditions to the real world. First, the monster 374 can move and chase the character 354, which may require the player to physically flee. Second, combat with the monster 374 may require the player's sensed health metric, such as heart rate, to change by a desired amount. For example, if the player increases his or her heart rate, as sensed by a fitness sensor (e.g., Fitbit®, Apple Watch, Garmin Vivoactive, and / or the like), by 10% in 30 seconds, the player's character 354 may land a strike on the monster 374. Third, the player may be required to move his or her mobile device in a specific manner to initiate a combat strike or cast a curse, much like the lock-breaking example shown above. Of course, there are numerous other possible ways in which in-game challenges may be mapped to real-world conditions, all of which are within the scope of this disclosure. It should therefore be understood that the mapping of in-game challenge conditions to real-world challenge conditions can take many different forms and need not be a one-to-one mapping or a mapping having challenges of the same modality. For example, an in-game swimming challenge does not necessarily have to be mapped to a real-world swimming challenge, but may be mapped to a running challenge, a walking challenge, a home improvement challenge, mowing the lawn, or other non-swimming modality.

[0043] Regardless of the nature of the in-game challenge, the corresponding real-world conditions can be defined in the form of sensor data obtained from the real world via one or more sensors. The sensor data can represent nearly any modality of sensed data, including acceleration data, movement data (e.g., IMU, etc.), location data (e.g., GPS, differential GPS, and / or other location information including combinations of cell tower signals, wireless Internet signals, Bluetooth® sensors, IP addresses, network environment data, and / or the like), image data, video data, temperature data, biometric data, altitude data, pressure or strain data (e.g., mechanical properties, etc.), magnetic data, audio data, chemical data, radio / network data, olfactory data, radar data (e.g., Infineon® XENSIV™ 60 GHz radar chip, etc.), rate of change of data, higher order derivatives of data, or any other type of sensed data spanning a wide range of modalities.

[0044] In most embodiments, players are expected to play the game through a mobile device while interacting with the real world. Exemplary mobile devices include computing devices such as, for example, cell phones, smartphones, tablet computers, health sensors (e.g., Fitbit® and / or the like), watches, handheld devices, PDAs, vehicles (e.g., sporting goods, bicycles, intelligent sparring equipment, skateboards, roller skates, e-bikes, kayaks, skis, scooters, cars, balls, pucks, sticks, etc.), or other types of mobile or portable devices. Additionally, such mobile devices may include one or more sensors capable of obtaining a numerical representation of the player and / or the player's environment. Example sensors include magnetometers, accelerometers, GPS sensors, inertial measurement units (IMUs), compasses, cameras (e.g., CCD, CMOS, etc.), thermometers, galvanometers, Hall probes, blood pressure monitors, heart rate monitors, EEG sensors, piezoelectric sensors, strain or pressure gauges, polarizing filters, microphones, gyroscopes, proximity sensors, compression sensors, tension sensors, distortion sensors, sound sensors, audio sensors, airflow sensors, pedometers, EEG, stretch sensors, infrared sensors, touch sensors (e.g., capacitive, resistive, touch screen, etc.), or other types of sensors. Mobile devices may include or be coupled with such sensors to collect, acquire, or otherwise obtain corresponding digital data that assists a player in determining whether or not a real-world challenge requirement is met. Although the more preferred embodiments focus on players utilizing mobile devices, it is also contemplated that the sensor platform used to sense the player may be an external or non-mobile device that may include a game console, computer, set-to-box, equipment, vehicle, security system, or other typically static computing device that houses one or more sensors.

[0045] It should be understood that the sensor platform that provides the numerical representation can take a wide range of configurations. In some scenarios, the mobile device includes all relevant sensors (e.g., built into the smartphone). In other scenarios, the sensors are built into each individual mobile device, such as a smartphone with a camera and GPS and a Fitbit with a biometric sensor. In still other situations, the sensor platform may operate as a personal area network (PAN) where multiple sensors or devices communicate with a hub device that communicates with a local or remote game server, or some combination of both. For example, a smartphone may act as a hub, and sensors or other devices placed in or around the player communicate with the smartphone (e.g., via 801.11ad, via BlueTooth, etc.). The smartphone may then connect to a remote game server via a network connection (e.g., via 3G, via 4G, via 5G, via WiFi, etc.) as shown in FIG. 10. Additionally, the sensors may sense the real-world environment remotely to the player. Thus, sensor data may include temperature data, weather data, traffic data, or other types of real-world environmental data.

[0046] In the context of computer game development, each tile represents a data object instance that is instantiated in the memory of a mobile device or other computer game device and rendered on the device's display. Each instance is a data structure with one or more members and / or methods defined by a corresponding class definition. The instance may have in-game challenge conditions defined in the form of in-game values ​​derived from the game itself, player actions, or other in-game features. It should be understood that an individual asset may have zero, one, two, or more in-game challenge conditions, and each challenge condition may represent a different aspect of the game. For example, returning to the example of a tile with a monster challenge, the tile itself may have a simple passage challenge, and a requirement to defeat the monster 374. In terms of a data structure instance, these two conditions may be expressed in the following pseudocode: Tile Challenge Criteria { IsMonsterDefeated == TRUE; AND TilePathDistanceTraveled >= 100 }

[0047] Here, there are two in-game challenge conditions that must be satisfied to complete the tile's challenge as a whole. Note that "AND" represents the logical operator AND. Other logical operators may include OR, NOT, XOR, NAND, IF-THEN-ELSE, or other types of logical operators. Any realistic number of conditions may exist for an asset (e.g., tile, monster, stash, etc.). In this example, 100 represents any realistic in-game distance unit (e.g., meters, miles, kilometers, pixels, feet, etc.).

[0048] With respect to the subject matter of the present invention, each in-game challenge condition may have a corresponding real-world condition that may also be required to be satisfied before the challenge is considered overcome, the real-world condition being defined in the form of sensor data representative of the real world and obtained from one or more sensors as described above. Returning to the TileChallengeCritieria discussed above, each configuration condition may be represented by one or both of the in-game and real-world conditions. For example: IsMonsterDefeated { InGame_MonsterHitPoints <= 0; OR RealWorld_PlayerHeartRateIncrease >= 10 percent } TilePathDistanceTraveled { InGame_PathDistance >= 100; AND RealWorld_GPSDistance >= 100 yards }

[0049] In these examples, the challenge conditions have in-game and real-world based definitions. Any number of conditions (in-game, real-world, or any combination of both) may be used to define the conditions. It should be noted that these conditions also utilize logical operators. This feature is believed to be highly beneficial for real-world game play and casual game play. The use of the logical operator OR indicates that either the in-game conditions or the real-world conditions need to be satisfied for the overall challenge condition to be satisfied. This is useful because it allows players to "cache" dungeons or other encounters on their mobile devices (or other computer platforms) for later play, typically referred to as "couch play." For example, a player may walk to a physical real-world park where a virtual dungeon instance is located. However, the player may not have time to complete the encounter at the time. The player may cache the encounter with permission or other approval by having the instance encounter stored in the device's memory by the device and / or the game, and play it later using strictly in-game features. The use of AND is presented to show that both real-world and in-game conditions may be required, as desired by the encounter designer or content creator. Thus, it should be understood that any combination of in-game, real-world, or other conditions may be utilized to create a complete set of challenge conditions for a tile, modular asset, or content arrangement.

[0050] Detecting when these challenge conditions are met may be implemented using any typical programming techniques. In some embodiments, the satisfaction of challenge conditions may be monitored through the use of listeners registered with the game application. When data changes, the game application may check the listener's queue to see if any conditions have been met. If a condition is met, the listener may trigger an event notification or simply invoke a corresponding registered function call.

[0051] The mapping of in-game conditions to real-world conditions can take many forms. In some embodiments, there is a direct correlation of the nature (or modality) of the in-game conditions to real-world requirements. For example, a distance traveled in the game may be mapped to a correlated distance in the real world. More specifically, an in-game condition may require the player's character 354 to travel 100 miles, which may be correlated to a 1 / 100th of a distance in the real world (e.g., 1 mile). However, the modality of the condition is not required to correspond to a real-world modality, as referenced above. This is an advantageous approach since game players may have different physical capabilities. Consider a situation in which a player lacks the ability to walk or run in the real world. In such a situation, the real-world condition may take the form of a player-specific requirement, which may require the player to shake their mobile device a certain number of times, for example, 100 times to travel 100 miles. The shaking of the mobile device may be sensed via sensor data obtained from an accelerometer in the mobile device. Thus, aspects of the present subject matter include mapping in-game conditions to one or more real-world aspects and / or mapping to real-world aspects that are player specific or address a player's disability, such as having a visual, physical, hearing, emotional, or other disability.

[0052] To make the application and challenge more immersive for the user, the real-world environment may have filters or lenses applied to it. These lenses or filters may correspond to tiles or tile sets at the user's current location. The lenses or filters may be similar to the lenses and filters of Snapchat®, Instagram®, TikTok®, or Facebook®, for example. These lenses or filters may modify how the user sees and hears the real-world environment. Each tile or tile set may have one or more filters and lenses associated with it that tell the device how to modify the environment seen through the camera. Anything the device displays, plays, or speaks may be altered. For example, if the tile or tile set is of a fairy town, voices may be altered to sound like fairies, faces may be transformed into fairies (e.g., given pointy ears), and all structures visible through the camera may be transformed into more organic structures. If the tile or tile set is of an alien environment on a different planet, audio may be altered to sound alien, people's faces may be morphed to look more alien by modifying their eyes and / or lips and / or adding antennae to their heads, structures may be altered to look more alien, the color of the sky and clouds may be changed, and all sounds may be altered to sound more alien. Lenses or filters may reflect the environment, events (e.g., heat waves, blizzards, haunted houses or parks on Halloween, Santa's villages on Christmas, rock concerts, etc.), seasons (e.g., summer, fall, wet, dry, etc.), time of day, and weather. For example, if there is a heat wave and drought, the plains tile set may be replaced with a desert tile set and the environment may be altered to look more desert, cracks may be added to the ground, and / or a yellow tint may be added to everything so that the plants in the environment appear dead.

[0053] Additionally, filters or lenses may have different strength levels in potency. At low levels, they may modify objects very subtly, while at the highest level, they may completely replace objects, with all gradations in between. The strength level of a lens or filter may be determined by how perfect the tile set is for the user who created the challenge, the level of the user who created the challenge, the popularity of the challenge, the level of the user attempting to complete the challenge, device limitations, time of day, and the similarity of the tile or tile set to the real environment. The strength level of potency may have only two states based on whether and / or how well the environment matches the tile set (e.g., a forest matches a wood, but a forest matches a town). A tile set may have many levels of potency. A lookup table, such as that shown below, may be used to determine the level of potency, or a formula (e.g., number of items, item density, item change rate, etc.) based on the total number of similar features that both the tile and the environment have in common (e.g., trees, land, water, plants, altitude, wilderness, temperature, weather, etc.) may be used to determine the potency level.

[0054] [Table 1]

[0055] The filters or lenses may also be determined by the style of the tile set. For example, if the tile set has a cartoon style, everything may be modified to look like a cartoon. Style filters that may be applied include, for example, cartoon, dark, evil, old, young, mature, happy, emotion, mood, fantasy, alien, and / or other, and / or any combination of the above.

[0056] Additionally, challenge conditions may involve two or more players, not just a single player. A real-world condition for a tile (or other asset) may require multiple players to work together or against each other to satisfy the requirements of the challenge condition. For example, a tile or array may be a battle site between two opposing in-game forces (e.g., two in-game guilds, two in-game factions, two or more in-game rivals, etc.). A challenge condition for a tile and / or battle may require players from both factions to participate in a real-world sporting event (e.g., baseball, basketball, golf, ultimate frisbee, curling, golf, etc.). Winners of the real-world sporting event are recorded in the game and advance the game accordingly.

[0057] Heretofore, the term "challenge" has been used in the context of a game challenge. It should be understood that the nature of the challenge may vary widely depending on the context of the core use case. It is contemplated that the disclosed technology may be applied to other contexts outside of gaming. For example, these concepts may be applied to education, physical therapy, rehabilitation, physical education, military training, software development, on-the-job training, home improvement, chores, rally racing, mental health treatment, or other types of use cases. From an "in-game" perspective, a challenge may represent just about any state required to progress in a game, including state associated with tiles, blocks, characters, non-player characters (NPCs), environments, villages, vehicles, animals, monsters, game world elements (e.g., fire, earth, wind, water, Gaia, etc.), spaceships, content sequences, metagame data, mini-games, or other aspects of the game.

[0058] A tile represents one possible modular asset. In some cases, tiles may be visible, in the sense that they are rendered on a display as shown in FIGS. 3A-3D. However, in other embodiments, tiles may be invisible or hidden and represent containers into which other assets are anchored. This approach is advantageous because it allows for the building or creation of content that can be used for augmented reality (AR), mixed reality (MR), and / or virtual reality (VR) games, where real-world aspects form the basis of the content (e.g., physical world features, areas, buildings, signs, etc.). Alternatively, invisible features may be represented by sounds or vibrations of the mobile device. Additionally, invisible content may include executable code (e.g., scripts, modules, logic circuits, etc.) that can be used to create more complex encounters. For example, visible tiles may be strung together via invisible "circuitry" where the circuitry (i.e., executable code) receives inputs from the state of the individual visible tiles and determines the output state or enablement of additional content.

[0059] U.S. Patent No. 10,140,317, filed October 26, 2017, by McKinnon et al., entitled "Wide Area Augmented Reality Location-Based Services," which is hereby incorporated by reference in its entirety, describes how real-world areas are populated with tiles that have AR / MR / VR content associated with them, as viewed from the perspective of the tiles and the device. The technology disclosed in U.S. Patent No. 10,140,317 can be adapted for use with the present subject matter by combining invisible tiles and AR / MR / VR content with in-game and real-world challenge conditions.

[0060] As noted above, the disclosed technology may be applied to modular assets other than dungeon tiles. Other types of modular in-game assets may include blocks, creatures, monsters, animations, video cutscenes, images, decorations, audio content, wood, stone, liquids, vehicles, puzzles, circuits, logic gates, switches, generators (e.g., monster breeders, etc.), audio tracks, or any other type of asset that can be instantiated in a game.

[0061] An arrangement of tiles or other modular assets may be created by one or more software-enabled editing tools or one or more computing devices (e.g., a mobile phone, a tablet, a computer with a browser, a set-top box, a game console, etc.). In some embodiments, a user (e.g., a player, a content creator, etc.) is presented with a user interface on a display where the user can manipulate tiles and snap them together to create a desired arrangement. For example, the user interface may display tiles or other assets available for use. The user may then drag and drop tiles into pre-established grid locations. When a new adjacent tile is added, the editing tool may check that the two adjacent tiles are compatible with each other, if desired, by comparing edge or interface attributes with each other (e.g., verifying that paths connect, waterways connect, grass is next to grass, etc.) to ensure continuity in the arrangement. Additionally, if multiple grid locations need to be filled, the user can fill those areas with a single filling action that places one or more types of base or filler tiles (e.g., grass tiles, rock tiles, brick tiles, etc.) into the area.

[0062] The content creation tool may have one or more validation functions that ensure that assets are properly mated with each other, as alluded to above. Each modular asset, such as a tile, may include in-game attributes that define the characteristics or capabilities of each asset's interface to other assets. For example, a tile asset may have multiple ends that connect to the ends of other assets. Each end may have defining attributes that may include, among other things, a passage definition, an area type definition, a thematic type (e.g., science fiction, fantasy, horror, mystery, drama, romance, etc.), capabilities (e.g., programmatic features, executable code, etc.), callable APIs, or other characteristics. If two mating ends have complementary characteristics, the validation function allows the two tiles to be mated. If the characteristics are not complementary, the validation function does not allow the two tiles to be mated. From another perspective, a monster asset may include an attribute that describes the monster's preferred area type. If a content creator attempts to place a monster on a tile that lacks a particular area type attribute, the validation function notifies the content creator of the incompatibility. Such validation results may be enforced to remove incompatibilities, or incompatibilities may be overridden by the content creator, perhaps to advance a desired storyline. Furthermore, the content creator's ability to override such restrictions may be based on a "fee" paid to enable such overrides (e.g., subscriptions, microtransactions, etc.).

[0063] The validation function can be implemented in multiple ways. In some embodiments, the asset includes required and / or optional attributes that can be verified through a lookup table by the validation function. In other embodiments, the asset can include one or more interface contracts that define the allowed interface capabilities. An interface contract defines the services or capabilities that the asset's interface must provide, along with the services or capabilities that the asset expects from other assets. The astute reader will appreciate that this approach employs the concept of API contracts. This approach is believed to be useful because it eases the burden on content creators to debug content sequences by ensuring that asset sequences technically make sense. In some scenarios, the validation function can be turned off as desired by the content creator.

[0064] The palette of tiles or other modular assets within the editing tool may take the form of a wide array of possible arrangements. In some scenarios, the set of modular assets available to the content creator is limited from the complete set as a whole based on one or more conditions, perhaps a permission level (which may be tied to an in-game achievement level or subscription level) or a certification level. The tile set or modular assets may be collectable, in the sense that the player or the player's character 354 must collect the assets, each asset having a rarity associated with it (e.g., basic, common, uncommon, rare, ultra rare, unique, tracker, set, etc.). As the player collects or pays for assets, the player's asset palette grows. To obtain or otherwise collect an asset, the player may have to satisfy one or more collection conditions that depend on in-game attributes and / or real-world attributes, in a manner similar to the challenge conditions. For example, to collect a unique tile, a player may have to be the first to visit multiple geographic locations in an area within a given time frame, such as by visiting Disneyland®, Legoland®, and Seaworld® in one week in Southern California. Additionally or alternatively, a player may simply have to purchase an asset or a sponsored product that generates an asset in response to a proof of trade.

[0065] In views where modular assets and tiles appear in sets, the sets may potentially have synergistic effects. Therefore, when combined, they may provide in-game (or real-world) bonuses to adjacent tiles. Additionally, a completed tile set (e.g., all mountain tiles collected, all temple tiles collected, etc.) may have the effect of the combined set. For example, in embodiments where assets are dynamic or may change based on time-based game features, synergies may have a greater impact on the game. Consider a mountain monster placed on a mountain tile. Because of the synergy with the mountain tile (i.e., both the monster and the tile have a region type of "mountain"), the monster may have a greater amount of hit points. If the same monster were placed on a plains tile, the monster may have fewer hit points because the region types do not match. Additionally, adjacent tiles or assets may also provide bonuses to the monster based on attributes.

[0066] In some particularly contemplated embodiments, tiles (or modular assets) may be tied to physical real-world collectible objects, such as action figures, trading cards, game tokens, models, player registration objects, or other real-world items. For example, consider collectible tiles coupled with a real-world collectible card game. The card game, perhaps a standalone tabletop game, may include cards that represent positions or challenges that must be overcome in the card game to progress in the computer game. Additionally, the cards may be printed with identifiable features (e.g., images, photos, QR codes, bar codes, etc.) or other types of identifiers, possibly unique identifiers. Once players purchase the cards, they can not only play the real-world card game, but also scan the cards with their mobile devices using computer vision techniques (e.g., OpenCV, SIFT, TILT, DoG, HoG, Canny edges, etc.).

[0067] Exemplary mobile device computer recognition techniques may be found in U.S. Patent No. 7,016,532 to Boncyk et al., entitled "Image Capture and Recognition System and Processing," and family applications, each of which is incorporated herein by reference in its entirety. Exemplary edge detection techniques may be found in U.S. Patent No. 10,229,342 to Song et al., entitled "Image-Based Feature Detection Using Edge Vectors," also incorporated herein by reference in its entirety. Once a card is recognized, the player has corresponding asset or tile information that can be used to create content, such as an encounter. Physical cards can be printed or manufactured and distributed in scarcity to create an even richer game play / real-world experience. Additionally, cards can be placed next to each other to form a desired array of an overall encounter experience, such as a dungeon challenge. A mobile device can scan the array to create a specific instance of an encounter. Thus, the cards become part of the editing tool. Exemplary techniques that may be adapted for use in supporting card-based content creation are described in U.S. Pat. No. 9,892,560, entitled “MARKER-BASED AUGMENTED REALITY AUTHORING TOOL,” by Wiacek et al., filed Sep. 11, 2015, and which is incorporated by reference in its entirety.

[0068] Once the array is completed to the content creator's satisfaction, the creator places or publishes an instance of the array. In some scenarios, the array is bound to a geographic location (e.g., a park, a point of interest, a building, a statue, etc.). In other cases, the array may be bound to an object (e.g., a toy, a vehicle, etc.) or other type of item. Depending on the nature of the editing tool and corresponding game software, the array may be packaged for download or upload. In some cases, the package may include a serialized data file that defines the array in a markup language (e.g., YAML, JSON, XML, and / or the like), which may be transmitted over a network to other computing devices. The array may be stored on one or more content servers that index arrays or other content based on location information (e.g., geographic coordinate system, S2 cell identifier, altitude, vSLAM data, IMU data, etc.).

[0069] It should be understood that sequences may be tested with various techniques before being deployed. Content creators may make instances available to faction members, guild members, in-game friends, or other players through limited publishing that requires authentication to access the content. Editing tools may include alpha or beta testing facilities that support publishing instances to desired individuals or groups. Once testing is completed to the content creator's satisfaction, the content creator publishes the instance to the game server, whereby the encounter becomes available to other players. In some circumstances, a published encounter may have in-game or real-world requirements that must be satisfied before other players can engage with the content, such as having a specific geographic location or recognizable image characteristics. Other game players may receive the published sequence or associated content upon satisfying any initial conditions, such as being in the correct geographic location. With the best geographic locations being in limited supply, game players may rate published content so that the most highly rated or most interesting content is readily available in certain geographic locations. Alternatively, locations may be reserved based on a fee structure or auction.

[0070] Some versions of the contemplated editing tool may obtain the properties of a local real-world area, perhaps from Google® Maps, Google Street View, OpenStreetMap® (see URL www.openstreetmap.org). The physical structure of the area (e.g., roads, walkways, courtyards, parks, rivers, streams, forests, and / or other physical structures) may be utilized to create an in-game array template. For example, if a content creator wants to create an encounter near a park, the editing tool may download a map of the park from Google® Maps, or create a tile array that simulates a walkway through the park and has a pathway that may be rendered as a forest passage. The content creator may then fill in the template with additional or different tiles that fit the needs of the content. For example, a local real-world pond may form an in-game template with liquid characteristics. The content creator may, for example, use the template to instantiate a lava pool (e.g., lava 333).

[0071] To continue with the templating concept, real-world features or metadata obtained through a map service such as OpenstreetMap® may be mapped to in-game features. In some scenarios, real-world features may be assigned attributes (e.g., tuples, name-value pairs, metadata, hierarchically ordered attributes, namespaces, and / or other assigned attributes) that represent the nature of the feature. For example, a biome such as a forest region may be represented by a boundary defined by a vector that stores longitude and latitude coordinates along with an attribute indicating the forest type. The level of detail may be fractal to some degree. Forest attributes may include types of vegetation (e.g., tree types, bush types, relative abundance of each type, etc.) or types of fauna (e.g., predator types, prey types, insect types, relative populations, etc.). Such attributes may be directly mapped to the in-game features of the tiles or may affect game play of the corresponding tiles. In-game tiles that are anchored to the geographic location of a real-world forest may be assigned virtual plants, virtual animals, or virtual resources (e.g., woods, herbs, etc.) that correspond to their actual locations as determined by the real-world attributes of the real-world forest. However, it is contemplated that the virtual features of a tile (or tile arrangement) may not necessarily correspond to real-world features. Other types of biomes may include desert, water, ocean, jungle, mesa, plains, savanna, tundra, mountain, hill, town, air, space, moon, or other types of biomes. The full range is contemplated, from an exact mapping to real-world attributes to no mapping to real-world attributes at all.

[0072] Consider a scenario in which a tile array, tile set, or tile palette is fixed to a real-world area, such as a local park, but the nature of the tile collection differs from the real world. As mentioned above, the park boundaries may be defined in terms of a set of real-world coordinates. The boundaries may be used to render the tiles when the mobile device is within that area. Even if the area is actually a park, the area may be mapped to a different type of area or biome in the game. The mapping may change over time to suit the needs of the game. For example, the game may include one or more in-game events that change the nature of the biome or environment. In a fantasy game, players may band together to cast an in-game spell that causes a desert to become a forest, or in a science fiction game, players may deploy a terraforming device that changes the nature of the environment. The park boundaries do not change, but the in-game environmental attributes or biomes may be changed or modified. Such changes may occur intentionally (e.g., by game designers, programmers, game players, content creators, and / or the like), periodically, perhaps seasonally, irregularly, in response to in-game events, in response to real-world events (e.g., new storylines, natural disasters, charity walks, seasons, weather, and / or other real-world events), or based on other conditions. Mapping real-world features to in-game features may be advantageous to provide game content in which players can compete with each other to create a map of their desired in-game world, e.g., one faction may want a park to be a forest where trees can be cut, while another faction may want the park to be a desert where minerals can be mined.

[0073] Once a content creator places or otherwise publishes their array, the content creator may receive some form of compensation for their work. In such a scenario, the game server (or other computer) may also act as a transaction server that receives compensation from players and transfers the compensation to the content creator's account. It should be understood that compensation may take a variety of different forms. It is contemplated that compensation may include monetary transactions, game point transactions, reaction transactions (e.g., thumbs up, emojis, likes, etc.), in-game currency, virtual currency, chips, cryptocurrency, or other forms of exchange. Additionally, tiles or other modular assets may also include features that allow advertisers to place advertisements on the tiles. For example, if a tile includes a building with a poster on a wall, the poster may have zero content, which may be accessed by the advertiser via the game server. Assuming the advertiser pays a fee, the advertiser may place their advertising content on the poster so that the advertising content is rendered in the game. A portion of the fee may go to the content creator and the remaining portion may go to the game company operating the game server.

[0074] In some embodiments, content creators who place or otherwise publish their sequences may be required to pay a maintenance fee or maintain a current subscription to the game in order to keep the encounter available on the remote game servers, and / or may be required to receive a certain minimum amount of positive user feedback. Additionally, positively rated sequences may be used in story content, and players with more highly rated sequences may receive higher rewards.

[0075] It is also contemplated that the modular assets may include challenge conditions that rely on distributed ledger technology (e.g., blockchain, hash graph, chained data structure, directed acyclic graph, etc.). The advantage of such an approach is that players who experience the content may earn rewards in cryptocurrency for winning the content challenge. The act of playing the content may essentially be the act of mining cryptocurrency. This may be accomplished by invoking a hash function for each action taken by the player, where the hash value may be considered a pseudo-random number. If the hash value takes a particular value that resembles a proof-of-play rather than a proof-of-work signature, the player may be awarded a corresponding token. Additionally, the player's actions may be notarized to a distributed ledger (e.g., Hyperledger, IOTA, Ethereum, Bitcoin, Hashgraph, etc.) in the form of a "proof-of-play". Such rewards may be offered instead of or in addition to the typical rewards for the content. By offering additional rewards, it is hoped that players will be motivated to engage with the content multiple times.

[0076] The disclosed techniques, as described above, specifically provide for playing the game both within the virtual fabric of the game and in the real world. Due to the nature of having dual challenge conditions (i.e., in-game and real-world conditions), the player has multiple options in how to interact with them. One feature resulting from these capabilities includes allowing the player to archive or cache encounters for later play, as described above. Once the player receives authorization or authorization from the game server, possibly based on the player's geographic location, the player's device can receive the cached content. The cached content can be received via a markup language, as described above. It should be noted that in view of the fact that the content array is based on modular asset primitives, the description of the serialization of the array can be fairly minimal and can include only the information necessary to reinstantiate the array. For example, rather than sending all files, such as sound files, textures, etc., the serialized data can include only the asset identifier (e.g., GUID, UUID, serial number, token, etc.). The local device can use the identifier to reinstantiate the array based on supporting files, such as textures and / or sound files, stored locally.

[0077] 4A is an illustration of a dungeon array 400 with block tiles disposed and rendered on a mobile device. An example mobile device 504 and wearable device 556 are shown in FIG. 5. Dungeon array 400 includes content tiles, such as content tiles 404 and 408. The top of content tile 408 is shown as a square 408A and a side portion is shown as a square 408B. Typically, the side portion of a content tile is shown when there are no adjacent content tiles (e.g., an edge tile).

[0078] The character 412 may move in one of three directions, indicated by circles 416A-C. The monster 420 may react to the action or lack of action of the character 412. Circle 416A is in a portion of the hallway 404. Health indicator 424 displays the health of the monster 420 during combat, such as 10 out of 10, and health indicator 428 displays the health of the character 412. Display 432 displays the title of the dungeon array 400, "Giant Zombie," and display 434 typically displays additional content.

[0079] The dungeon array 400 may be rendered, for example, on a smartphone display. While this particular array is rendered on a smartphone display as a three-dimensional image, it should be understood that the array may be rendered according to other dimensions. For example, the array may be rendered as a two-dimensional tile set, 2.5-dimensional (e.g., isometric view, etc.), three-dimensional, etc. Interestingly, it is possible to render a four-dimensional tile set, where the three-dimensional view represents one three-dimensional cross-section of a four-dimensional space. As a person moves, their movement may be detected by sensors of the mobile device (e.g., GPS, IMU, virtual SLAM, etc.), thereby changing the three-dimensional cross-section. Thus, one aspect of the present subject matter is believed to include four-dimensional tiles and provide content creators with access to the four-dimensional tiles.

[0080] FIG. 4B is a prototype dungeon tiling with combat elements 450. Prototype tiling 450 shows a possible rendering of the final dungeon tiling and modular assets ready to be presented to the player, showing a more advanced prototype tiling (i.e., in block form) with combat elements.

[0081] Prototype dungeon tile array 450 includes content tiles, such as content tiles 454A-C. As shown in FIG. 4A, health indicator 424 indicates the health of monster 466 in combat, such as 64 out of 120, and health indicator 428 indicates the health of character 462. Indicator 432 shows "Goblin," the title of prototype dungeon array 450. Character 462 may move in one of two directions, indicated by circles 468A and 468B. If character 462 moves to circle 468B, character 462's next move may be to circle 470A or 470B. Brick field 454 may limit character 462's movement or require the use of a skill to overcome the obstacle. Opening 458 is another obstacle that causes character 462 to lose a life, lose a health point, prevent movement, require the use of a skill to overcome, or the like.

[0082] 5 is a block diagram of a system 500. The system 500 includes a mobile device 504 and a wearable device 556. The mobile device 504 includes a first memory 512, a sensor data receiver 524, one or more sensors 528, a display screen 532, a wireless communication interface 536, a processor 540, a second memory 548, and a user interface 544. By way of example, the first memory 512 and the second memory 548 may be disk drives, optical storage devices, solid-state storage devices such as random access memory (RAM) and / or read-only memory (ROM), which may be programmable, flash updatable, and / or the like. The mobile device 504 is shown with hardware elements that may be electrically coupled via a bus or network 502.

[0083] Mobile device 504 may include computing devices such as mobile phones, smartphones, tablet computers, health sensors (e.g., Fitbit® and / or the like), watches, handheld devices, PDAs, vehicles, equipment (e.g., sporting goods, bicycles, intelligent sparring equipment, skateboards, roller skates, e-bikes, kayaks, skis, scooters, cars, balls, pucks, sticks, etc.), or other types of mobile or portable devices.

[0084] Wearable device 556 is shown with hardware elements that may be electrically coupled via a bus or network 580. Bus or network 580 may be the same as or similar to bus or network 502. The hardware elements of wearable device 556 include a processor 560, a wireless communication interface 564, one or more sensors 568, and a memory 572. Although only one wearable device 556 is shown in FIG. 5, embodiments of the present disclosure also encompass system 500 with two or more wearable devices 556.

[0085] 9. The first memory 512, the second memory 548, and the memory 572 may be the same as or similar to the memory 908 shown in FIG. 9. The first memory 512 comprises encounter tiles 516 and content tiles 520. As described above, the encounter tiles 516 may be associated with a completed arrangement and / or a content creator may create content for the encounter tiles after placing them on the real-world map of the game view. Each encounter tile 516 comprises an arrangement of one or more content tiles 520.

[0086] The instructions 552 in the second memory 548 include an operating system and code for performing the processes shown in Figures 6, 7, and / or 8. The instructions 552 may include software that executes on the processor 540 and communicates with the wearable device 556 and the content creation server 900 shown in Figure 9.

[0087] The processor 540 of the mobile device 504 and the processor 560 of the wearable device 556 may be the same as or similar to the processor 904 shown in FIG.

[0088] The sensors 528 and 568 may be the same or similar. In this example embodiment, the sensor 528 is incorporated into the respective mobile device 504, which may be, for example, a smartphone with a camera and GPS, or any other mobile device described herein. The sensor 568 is incorporated into the wearable device 556, which may be, for example, a Fitbit® with a biometric sensor, or any other wearable device described herein. One or both of the sensors 528 and 568 may comprise any type of sensor described herein, and / or a camera, a GPS receiver and / or other position sensor, an accelerometer, a gyroscope, a magnetometer, a proximity sensor, an ambient light sensor, an optical sensor, a near field communication sensor, a tension sensor, a strain sensor, a sound sensor, a stretch sensor, an orientation sensor, a position sensor, a microphone, a touch screen sensor, a pedometer, a barcode reader, a QR code sensor, an air humidity meter, a barometer, a heart rate monitor sensor, a thermometer, a Geiger counter, and / or the like. The sensor data receiver 524 retrieves sensor data from one or more sensors 528 and provides the sensor data to a processor 540 .

[0089] In yet other situations, sensors 528 and 568 comprise a sensor platform that may operate as a personal area network (PAN) where multiple sensors or devices communicate with a hub device that in turn communicates with a remote game server as described above. For example, a smartphone may operate as a hub while sensors or other devices located in or near the player communicate with the smartphone (e.g., via 801.11ad, via BlueTooth, etc.). Additionally, sensors may be remote to the player and sense the real-world environment. Thus, sensor data may include temperature data, weather data, traffic data, or other types of real-world environmental data.

[0090] The wireless communication interfaces 536 and 564 may communicate using Wi-Fi, BlueTooth, ZigBee, GSM, LTE, or any other wireless communication protocol. Typically, the mobile device 504 and the wearable device 556 communicate directly using radio frequency signals 576A and 576B. Alternatively, the mobile device 504 and the wearable device 556 may communicate through a network, such as the communication network 1004 shown in FIG. 10. The wearable device 556 may transmit real-world sensor data from the sensors 568 to the mobile device 504 via the wireless communication interface 564.

[0091] In some embodiments, the mobile device 504 and the wearable device 556 may communicate via a wired connection. Alternatively, the wearable device 556 may be a drone equipped with one or more sensors, and sensor data is transmitted to the mobile device 504 and transmitted via the wireless communication interface 564 to the wireless communication interface 536 of the mobile device 504.

[0092] Mobile device 504 includes a display screen 532. Display screen 532 can be any display capable of displaying information, such as a touch screen, a liquid crystal display (LCD), a light emitting diode (LED) display, a plasma display, and / or the like. User interface 544 includes one or more input devices (e.g., a mouse, a keyboard, a touch screen, etc.). In some embodiments, wearable device 556 includes a display screen similar or identical to display screen 532.

[0093] FIG. 6 is a flow chart of a process 600 for creating game content. The process 600 begins at step 604 and includes arranging content tiles into an encounter space. At step 604, the content creator's mobile device receives first location information corresponding to a physical location via the sensor data receiver. At step 608, the mobile device displays one or more encounter tiles from a set of encounter tiles. The displayed encounter tiles may include a subset of available encounter tiles, the subset being selected based on the first location information. At step 612, the content creator selects an encounter tile from among the displayed encounter tiles. At step 616, the selected encounter tile is associated with a physical location within the computer game based on the first location information. At step 620, the mobile device displays an encounter space and associated content space corresponding to the selected encounter tile. The encounter space is divided into a plurality of content spaces. At step 624, the content creator selects one of the plurality of content spaces. A plurality of content tiles are displayed to the content creator on the display screen at step 628. One of the content tiles may correspond to a real-world challenge condition that requires real-world sensor data to be satisfied and an in-game challenge condition that may be satisfied without real-world sensor data.

[0094] In step 632, the content creator selects a content tile, and the selected content tile is associated with the selected content space. In step 636, the selected content tile is displayed in the associated content space. In step 640, a second content tile is selected by the user from the subset of content tiles and associated with the second selected content space. The subset of content tiles may be selected based on the nature of the selected content space or the content tiles adjacent to the selected content space. In step 644, the second selected content tile in the second selected content space is displayed. In step 648, the orientation of the first or second content tile with respect to the first or second content space is adjusted. For example, the adjusted orientation may align the first and second content tiles adjacently. To validate the game content before publishing to the remote game server shown in FIG. 7 or during the arrangement of the tiles, a validation function may validate the combination of content tile types, positions, and alignments.

[0095] Creation of game content may be performed on a mobile device, such as mobile device 504 shown in Figure 5, or in combination with one or more game servers, such as remote game server 900 shown in Figure 9. The remote game servers may provide game content for players to work on or for content creators to modify the game content.

[0096] FIG. 7 is a flow chart of a process 700 for creating game content. Process 700 begins at step 704. In step 704, standard content tiles are associated with each of a plurality of content spaces by a user to create an arrangement of standard content tiles within the encounter space. The content creator may select content tiles from a subset of the plurality of standard content tiles. One or more of the standard content tiles may have virtual challenge conditions and real-world challenge conditions, where the real-world challenge conditions require sensed real-world data to be satisfied. In step 708, the completed encounter is published. Publishing may consist of transmitting information defining the completed encounter from the user's mobile device to a game server, such as the game server 900 shown in FIG. 9, for example, to be incorporated into game play. The completed encounter and / or game may be streamed to the user via a Twitch channel. Published user-created encounters may be reviewed by other users, and user feedback may be used to decide whether to retain or remove a user-created encounter from among the multiple encounters.

[0097] FIG. 8 is a flow chart of a process 800 for playing a game. Process 800 begins at step 804. At step 804, a map including encounter tiles is displayed to a user, for example, on the display screen 532 of the mobile device 504 shown in FIG. 5. The map may be a map of the world view of the game view shown in FIG. 1. At step 808, process 800 determines whether the user's mobile device is located within a predetermined distance of an encounter tile displayed on the map. The encounter tile may represent game content created by a user according to processes 600 and / or 700. At step 812, user input regarding the encounter tile is solicited. For example, the user may save or cache the encounter tile for later play, avoid or skip the encounter tile, or engage the encounter tile. At step 816, as the user engages the encounter tile, the complete encounter space is displayed.

[0098] At step 820, the process 800 determines whether the virtual or physical challenge conditions have been satisfied by the user. The physical challenges may include traveling a predetermined distance, climbing a predetermined altitude, reaching a predetermined heart rate, recording a predetermined number of steps, moving the mobile device in a predetermined pattern, playing a predetermined sport, reaching a predetermined location, and / or purchasing a predetermined product. The physical challenges may include using a treadmill, an omni-directional treadmill, and / or another piece of gym equipment. Based on the determination, the game state is updated at step 824.

[0099] 9 is a block diagram of a remote game server 900. The remote game server 900 is shown as comprising hardware elements that may be electrically coupled via a bus or network 902. The hardware elements may include one or more central processing units (CPUs) 904, memory 908, a communication interface 928, a user database 932, one or more storage devices 934, and a computer readable / storage media reader 938. By way of example, the memory 908 may be a disk drive, an optical storage device, a solid-state storage device such as random access memory (RAM) and / or read only memory (ROM), which may be programmable, flash updatable, and / or the like.

[0100] The memory 908 may further be connected to a computer readable / storage medium reader 938. The computer readable / storage medium reader 938 may further be connected to a computer readable storage medium, which (and in some embodiments, the one or more storage devices 934) may represent remote, local, fixed, and / or removable storage devices and storage media for temporarily and / or more permanently storing computer readable information. Additionally, as used herein, the term "storage medium" may represent one or more data storage devices including read only memory (ROM), random access memory (RAM), magnetic RAM, core memory, magnetic disk storage media, optical storage media, flash memory devices, and / or other machine readable media for storing information.

[0101] The remote game server 900 may also include software elements, including unfinished encounter tiles 912, standard content tiles 916, encounters 920, and instructions 924, currently shown as residing in memory 908. The unfinished encounter tiles 912 include user-created game encounter tile arrangements that require further development or have not yet been published. The encounters 920 include game system-created game encounter tile arrangements and / or user-created game encounter tile arrangements that have already been published. The unfinished encounter tiles 912 and the encounters 920 include standard content tiles 916. Alternatively, the game encounter tile arrangements may be stored in the mobile device shown in FIG. 5 while a content creator is developing game content.

[0102] The instructions 924 include code that implements the operating system and processes illustrated in Figures 6, 7, and / or 8. It should be understood that alternative embodiments of the remote game server 900 may have numerous variations from the embodiments described above. For example, customized hardware may be utilized and / or particular elements may be implemented in hardware, software (including, for example, portable software such as applets), or both. Additionally, connections to other computing devices, such as, for example, network I / O devices, may be employed. The instructions 924 may be stored in one or more storage devices 934.

[0103] As described herein, examples of processor 904 include the Qualcomm® Snapdragon® 800 and 801, Qualcomm® Snapdragon® 620 and 615 with 4G LTE embedded and 64-bit computing, the Apple® A7 processor with 64-bit architecture, the Apple® A7 Motion processor, the Samsung® Exynos® series, the Intel® Core™ processor family, the Intel® Xeon™ processor family, the Intel® Atom™ processor family, the Intel Itanium™ processor family, the Intel® Core™ i5-4670K and i7-4770K 22nm Haswell, the Intel® Core™ i5-3570K 22nm Ivy Bridge, the AMD® FX™ processor family ... The processors may include, but are not limited to, at least one of the following processors: FX-4300, FX-6300, and FX-8350 32 nm Vishera, AMD® Kaveri processors, Texas Instruments® Jacinto C6000™ automotive infotainment processors, Texas Instruments® OMAP™ automotive-grade mobile processors, ARM® Cortex™-M processors, ARM® Cortex-A and ARM926EJ-S™ processors, and other industry equivalent processors, and may perform computing functions using any known or future developed standards, instruction sets, libraries, and / or architectures.

[0104] The communication interface 928 allows data to be exchanged with the communication network 1004 shown in FIG. 10, another network, and / or any other computer device described above for the computing environment described herein. The communication interface 928 may support network technologies such as Wi-Fi, Bluetooth, ZigBee, Ethernet, LTE, and / or GSM, and may utilize a dedicated Ethernet connection, fiber optics, and / or other wired or wireless network connection. The communication interface 928 may be the same as or similar to the communication interface 536 and / or the communication interface 564 shown in FIG. 5. The communication interface 928 may be a cloud interface to a cloud service, or a cloud application programming interface (API). Additionally or alternatively, the communication interface 928 may include a graphic user interface (GUI) and input / output devices to allow interaction with a user. It should be understood that alternative embodiments of the communication interface 928 may have numerous variations from the above-described embodiments. For example, customized hardware might be used and / or particular elements might be implemented in hardware, software (including portable software such as applets), or both.

[0105] The one or more storage devices 934 may be used to store primitives, rule sets, real-world challenge conditions, in-game challenge conditions, encounter tiles, content tiles, encounters, graphical elements, processor instructions, operating system, or other data.

[0106] The user database 932 may be any type of database, including relational, hierarchical, object-oriented, NoSQL, XML, and / or flat file databases. The user database 932 may include a database server, such as a SQL Server, SQLite, Oracle Database, Sybase, Informix, MySQL, MongoDB, or other database. The user database 932 may be utilized to store user information, including user login IDs, user authentication information, user preferences, user game data, user subscription information, or other data.

[0107] 10 is a block diagram of a system 1000 including a mobile device 504, a wearable device 556, a remote game server 900, and a communication network 1004. The mobile device 504 may be used to create content and publish the content to the remote game server 900 or retrieve game content over the communication network 1004. Sensor data from one or more sensors of the wearable device 556 may be used by the mobile device 504 to determine whether a real-world challenge has been satisfied. Additionally, location sensors of the mobile device 504 and / or the wearable device 556 may be used to determine a user's location during game content creation and / or game play.

[0108] When displaying a challenge on a map, rather than simply depicting an icon on the map (e.g., as shown in FIGS. 1 and 20), the entire map area proximate to the icon representing the challenge may be modified based on the type of tile or tile set utilized for the challenge. For example, the map shown in FIGS. 1 and / or 20 may be modified by changing the color or attribute of the area around the icon representing the challenge (i.e., icon 162) on the map area to gray if a rock tile set is being used. As another example, if a forest tile set is being used, the same map area may be changed to green and trees and other vegetation may be added to the map. Modifications to the map may be additive by adding or combining all different tile sets for different challenges utilized in that area (see, e.g., U.S. Patent No. 10,403,051, filed November 9, 2018, entitled “INTERFERENCE-BASED MIXED REALITY HOSTING PLATFORM,” which is incorporated herein by reference in its entirety for interferometric-based AR content). Different colors may represent different tile set types. For example, dark green may represent forests and trees, light green may represent grasslands and plains, yellow may represent deserts and sand, red may represent lava and volcanoes, blue may represent water and oceans, and silver may represent industry and cities. Colors may be mixed for overlapping challenges.

[0109] The communications network 1004 may include network technologies such as Wi-Fi, Bluetooth, ZigBee, Ethernet, LTE, and / or GSM, and / or may utilize dedicated Ethernet connections, fiber optics, and / or other wired or wireless network connections. Additionally, the communications network 1004 may be a cloud network that enables access to cloud services.

[0110] Further details of the application are shown in Figures 11-31. Specifically, Figure 11 is an alternative depiction of Figure 1, Figures 12A-12C are alternative depictions of Figures 2A-2C, Figures 13A-13C are alternative depictions of Figures 3A-3D, Figures 14A-14B are alternative depictions of Figures 4A-4B, Figure 15 is an illustration of another example of a dungeon arrangement, and Figures 16-31 show a series of additional steps illustrating the placement of encounter tiles on a real-world map of a game view applied to Figure 1. More specifically, Figures 16-27 explain with more precision the process described above with respect to Figure 1 in which a user's real-world path 158 is tracked on a real-world map 150. At various points along the user's path 158, the user may place encounter tiles (e.g., encounter tiles 162, 174) at his / her discretion. The number of encounter tiles that the user may place may be based on, for example, the length of the passage 158 and / or the level / rank of the player. Also, as discussed above, the placement of a tile on the map may trigger or otherwise cause a transformation of the map in the area immediately surrounding the tile (e.g., a change in the map's color and / or attributes) based on the type of tile. Thus, for example, a wilderness tile may cause trees to appear around the map tile, a desert tile may cause sand to appear around the map tile, and so on. As shown in FIGS. 28-31, when the user is finished, the user may select a "Stop" button, which causes a prompt to appear asking the user if they wish to complete the passage, with the option to "Complete" the passage or "Continue" passage creation. If the user selects "Continue", the "Stop" button is again displayed, allowing the user to continue creating the passage. If the user selects "Complete", the "Stop" button is replaced with a "Save" button, which, when pressed, saves the newly created dungeon. However, the user may continue to edit the dungeon, including placing more encounter tiles and / or filling the encounters represented by the encounter tiles with additional content.

[0111] In accordance with one embodiment of the present disclosure, a digital content creation system includes a first memory storing an encounter tile set having one or more encounter tiles and a content tile set having one or more content tiles, a sensor data receiver, a user interface, a display screen, a processor, and a second memory storing instructions to be executed by the processor, the instructions which, when executed, cause the processor to: receive, via the sensor data receiver, real-world position data corresponding to a physical location; display one or more encounter tiles from the encounter tile set on the display screen based on the position data; receive from the user interface an identifier of a selected encounter tile from the one or more displayed tiles of the encounter tile set; and associate, in a computer game, the selected encounter tile with the physical location.

[0112] Aspects of the digital content creation system described above may include an aspect in which the second memory stores additional instructions for execution by the processor that, when executed, cause the processor to perform the step of displaying on the display screen an encounter space corresponding to a selected encounter tile, the encounter space being divided into a plurality of content spaces. The embodiment may also include an aspect in which the second memory stores additional instructions for execution by the processor that, when executed, cause the processor to: display one or more content tiles from the content tile set on the display screen, where at least one of the content tiles corresponds to a real-world challenge condition that requires real-world sensor data to be satisfied and an in-game challenge condition that can be satisfied without real-world sensor data; associate a first selected content tile from the displayed one or more tiles of the content tile set with a first selected content space from the multiple content spaces based on a first instruction received from the user interface; and display the first selected content tile in the first selected content space; and associate a second selected content tile from the displayed one or more tiles of the content tile set with a second selected content space from the multiple content spaces based on a second instruction received from the user interface; and display the second selected content tile in the second selected content space. The embodiment may also include an embodiment in which the second memory stores additional instructions for execution by the processor that, when executed, cause the processor to perform a step of adjusting an orientation of the first selected content tile relative to the first selected content space based on a signal received from the user interface.The embodiment may also include an aspect in which a second content tile is associated with a second content tile space only if the first content tile space is adjacent to the second content tile space and a second characteristic of the second content tile matches the first characteristic of the first content tile. The embodiment may also include an aspect in which a second memory stores additional instructions to be executed by a processor, the instructions, when executed, causing the processor to perform the steps of: displaying content tiles from a content tile set in each of the plurality of content spaces, where at least one of the displayed content tiles corresponds to a real-world challenge condition that requires real-world sensor data to be satisfied and an in-game challenge condition that can be satisfied without real-world sensor data; receiving real-world sensor data from a sensor data receiver; determining whether the at least one in-game challenge condition has been satisfied and whether the at least one real-world challenge condition has been satisfied based on the real-world sensor data; and updating a game state of the computer game based on the determination. The system may also include an aspect in which the real-world challenge condition corresponds to a change in physical location, and the real-world sensor data includes location data. The system may also include an aspect in which the real-world challenge condition corresponds to a heart rate, and the real-world sensor data includes pulse data. The system may also include an aspect in which at least the sensor data receiver, the user interface, the display screen, the processor, and the second memory are included in a mobile device, and the mobile device further includes a location sensor, a barometer, or an accelerometer. The system may also include an aspect in which at least the sensor data receiver, the user interface, the display screen, the processor, and the second memory are included in a mobile device, and the system further includes a wearable device including a sensor, and the mobile device is configured to receive real-world sensor data from a sensor of the wearable device via the sensor data receiver.

[0113] In accordance with another embodiment of the present disclosure, a method of creating and using linked content includes receiving, at a processor of a mobile device, first location information detected by a location sensor; displaying, on a screen of the mobile device, a plurality of encounter tiles for a computer game; associating, based on the first location information, a selected encounter tile from the plurality of encounter tiles with a physical location; displaying, on the screen, an encounter space corresponding to the selected encounter tile, the encounter space comprising a plurality of content spaces; receiving, via a user interface, a selection of one of the plurality of content spaces; displaying, on the screen, the plurality of content tiles, at least one of the plurality of content tiles having a first virtual challenge condition and a first physical challenge condition; and associating, at a processor of a mobile device, a content tile selected from the plurality of content tiles with the selected content space.

[0114] Aspects of the above method include a method in which a plurality of encounter tiles displayed on a screen comprises a subset of available encounter tiles, the subset being selected based on a first location information; a method in which a plurality of content tiles displayed on a screen comprises a subset of available content tiles, the subset being selected based on a nature of a selected content space or content tiles adjacent to a selected content space; a method in which a first physical challenge condition can be satisfied only by receipt of evidence of completion of the physical condition at a processor of the mobile device; a method in which the physical challenge includes at least one of covering a predetermined distance, ascending a predetermined altitude, reaching a predetermined heart rate, recording a predetermined number of steps, moving the mobile device in a predetermined pattern, playing a predetermined sport, reaching a predetermined location, or purchasing a predetermined product; and a method in which evidence of completion of the physical challenge is received from a location sensor, an altitude sensor, an accelerometer, a heart rate monitor, an optical sensor, a position sensor, an orientation sensor, or a near field communication sensor. Also included is a method further comprising associating a content tile with each of a plurality of content spaces to create a completed encounter, where the completed encounter corresponds to the selected encounter tile, and publishing the completed encounter via a wireless communication interface of the mobile device.Also includes a method further comprising the steps of displaying a map and an encounter tile on a screen, the encounter tile being located at a particular location on the map, determining by a processor that the mobile device is located within a predetermined distance from the particular location based on second location information received from the position sensor, requesting user input regarding the encounter tile, displaying a completed encounter space corresponding to the encounter tile based on signals generated by the user interface, the completed encounter space comprising a content tile array, at least one of the content tiles comprising a second virtual challenge condition and a second physical challenge condition, and determining by the processor whether the second virtual challenge condition has been satisfied and whether the second physical challenge condition has been satisfied based on sensed real world data received via the sensor data interface. Also includes a method further comprising the step of updating a game state of the computer game based on the determination regarding the second virtual challenge condition and the second physical challenge condition.

[0115] A system according to one embodiment of the present disclosure includes a processor, a communications interface configured to transmit and receive data over a communications network, a user database comprising information regarding each of a plurality of users, a memory, the system including a first plurality of uncompleted encounter tiles, a first plurality of standard content tiles, one or more of the first plurality of standard content tiles having a virtual challenge condition and a real-world challenge condition, the real-world challenge condition requiring sensed real-world data to be satisfied, and a first plurality of encounters, each of the first plurality of encounters being a completed encounter tile linked to a particular geographic location, the first plurality of encounters being configured to display user settings for the standard content tiles within the encounter space. and a memory storing an encounter corresponding to the encounter tile comprising the array; and instructions to be executed by a processor which, when executed, cause the processor to perform the following steps: receive a user-generated encounter via the communications interface; add the user-generated encounter to a first plurality of encounters, each of the first plurality of encounters being available to at least a subset of the plurality of users via the communications interface; receive a request for the user-generated encounter from a user of the subset of the plurality of users via the communications interface; and send the user-generated encounter to the user of the subset of the plurality of users via the communications interface.

[0116] A gaming system according to one embodiment of the present disclosure includes a processor and a computer memory coupled to the processor and storing a set of processor-executable instructions, the set of processor-executable instructions including: instructions for identifying an available communication network based on information received from a communication interface of a mobile device; instructions for establishing communication with the communication network via the communication interface; instructions for receiving first location information detected by a location sensor via the communication interface and the communication network; instructions for displaying a plurality of encounter tiles for a computer game on a screen of the mobile device; instructions for associating a selected encounter tile from the plurality of encounter tiles with a physical location based on the first location information; and instructions for displaying a physical location of the selected encounter tile. the set of instructions for displaying on the screen an encounter space corresponding to the encounter tile, the encounter space comprising a plurality of content spaces; the set of instructions for receiving via a user interface a selection of one of the plurality of content spaces; the set of instructions for displaying on the screen a plurality of content tiles, at least one of which comprises a first virtual challenge condition and a first physical challenge condition; the set of instructions for associating a content tile selected from the plurality of content tiles with the selected content space; the set of instructions for associating the content tile with each of the plurality of content spaces to create a completed encounter corresponding to the selected encounter tile; and the set of instructions for publishing the completed encounter via a communication interface of the mobile device.

[0117] Any one or more of the aspects / embodiments substantially disclosed herein.

[0118] Any one or more aspects / embodiments substantially disclosed herein, optionally in combination with any one or more other aspects / embodiments substantially disclosed herein.

[0119] One or more means adapted to carry out any one or more of the above aspects / embodiments substantially as disclosed herein.

[0120] Any of the steps, functions, and operations described herein may be performed continuously and automatically.

[0121] The present disclosure has been described in the context of enabling users to create virtual and real world game content. However, to avoid unnecessarily obscuring the present disclosure, the foregoing description has omitted a number of known structures and devices. This omission should not be construed as a limitation of the subject matter disclosed in the claims. Specific details have been set forth to provide an understanding of the present disclosure. However, it should be understood that the present disclosure may be practiced in a variety of ways beyond the specific details set forth herein.

[0122] Furthermore, although the embodiments illustrated herein show various components of the system co-located, certain components of the system may be located remotely, e.g., in a remote portion of a distributed network such as a LAN and / or the Internet, or in a dedicated system. Thus, the components of the system may be combined in one or more devices, e.g., a server, a communication device, or may be aggregated and located at a particular node of a distributed network, e.g., an analog and / or digital communication network, a packet switched network, or a circuit switched network. As will become apparent from the above detailed description, for reasons of computational efficiency, the components of the system may be located anywhere within the distributed network of components without affecting system operation.

[0123] Additionally, the various links connecting the components may be wired or wireless links, or any combination thereof, any known or later developed components capable of providing and / or communicating data to and from the connected components. These wired or wireless links may be secure links and capable of communicating encrypted information. The transmission media used as links may be any suitable carrier for electrical signals including, for example, coaxial cables, copper wire, and fiber optics, and may take the form of acoustic or light waves, such as those generated during electromagnetic and infrared data communications.

[0124] Although the flowcharts have been discussed and illustrated with reference to particular sequences of events, it should be understood that modifications, additions, and omissions to these sequences can be made without materially affecting the operation of the disclosed embodiments, configurations, and aspects.

[0125] Numerous variations and modifications of the present disclosure may be utilized, and some features of the present disclosure may be provided without providing other features.

[0126] In yet another embodiment, the systems and methods of the present disclosure may be implemented in conjunction with special purpose computers, programmed microprocessors or microcontrollers and peripheral integrated circuit elements, ASICs or other integrated circuits, digital signal processors, hardwired electrical or logic circuits such as discrete element circuits, programmable logic elements or gate arrays such as PLDs, PLAs, FPGAs, PALs, special purpose computers, any equivalent means, and the like. In general, any device or means capable of implementing the methods illustrated herein may be used to implement various aspects of the present disclosure. Exemplary hardware that may be used for the present disclosure includes computers, handheld devices, phones (e.g., cellular phones, Internet phones, digital, analog, hybrid, etc.), and other hardware known in the art. Some of these devices include processors (e.g., single or multiple microprocessors), memory, non-volatile storage, input devices, and output devices. Additionally, alternative software implementations, including but not limited to distributed processing or component / object distributed processing, parallel processing, or virtual machine processing, may be configured to implement the methods described herein.

[0127] In yet another embodiment, the disclosed methods may be readily implemented in combination with software using functional or object-oriented software development environments to provide portable source code that may be used on a variety of computer or workstation platforms. Alternatively, the disclosed systems may be implemented, in part or in whole, in hardware using standard logic circuits or VLSI designs. Whether software or hardware is used to implement a system in accordance with the present disclosure depends on the speed and / or efficiency requirements of the system, the particular functionality, and the particular software or hardware system or microprocessor or microcomputer system being utilized.

[0128] In yet another embodiment, the disclosed methods may be implemented in part by software stored on a storage medium and executed by a programmed general purpose computer, special purpose computer, microprocessor, or the like in cooperation with a controller and memory. In these examples, the systems and methods of the present disclosure may be implemented as programs embedded in a personal computer, such as applets, JAVA or CGI scripts, as resources resident on a server or computer workstation, as routines embedded in a dedicated measurement system, system components, or the like. The systems may also be implemented by physically incorporating the systems and / or methods into a software and / or hardware system.

[0129] Although this disclosure has described components and functions implemented in the embodiments with respect to particular standards and protocols, this disclosure is not limited to such standards and protocols. Other similar standards and protocols not mentioned herein exist and are considered to be included in this disclosure. Furthermore, the standards and protocols mentioned herein, and similar standards and protocols not mentioned herein, are periodically replaced by faster or more efficient equivalents having essentially the same functionality. Such replacement standards and protocols having similar functionality are considered equivalents included in this disclosure.

[0130] The present disclosure, in various embodiments, configurations, and aspects, includes the components, methods, processes, systems, and / or devices substantially as depicted and described herein, including various embodiments, subcombinations, and subsets thereof. After comprehending the present disclosure, a person skilled in the art will understand how to make and implement the systems and methods disclosed herein. The present disclosure, in various embodiments, configurations, and aspects, includes providing devices and processes without items not depicted and / or described herein or various embodiments, configurations, or aspects thereof, including providing devices and processes without items that may have been used in a conventional device or method, for example, to improve performance, achieve ease, and / or reduce implementation costs.

[0131] The above discussion of the present disclosure has been presented for purposes of illustration and description. The foregoing is not intended to limit the present disclosure to the form or forms disclosed herein. For example, in the above detailed description, various features of the present disclosure have been presented together in one or more embodiments, configurations, or aspects for the purpose of streamlining the disclosure. Features of the embodiments, configurations, or aspects of the present disclosure may be combined other than as discussed above in alternative embodiments, configurations, or aspects. The disclosed methods are not to be interpreted as reflecting an intention that the claimed disclosure requires more features than are expressly recited in each claim. Rather, as the following claims reflect, inventive aspects lie in less than all features of a single embodiment, configuration, or aspect disclosed above. Thus, the following claims are hereby incorporated by reference into this detailed description, with each claim standing on its own as a separate preferred embodiment of the present disclosure.

[0132] Furthermore, while the description of the present disclosure includes one or more embodiments, configurations, or aspects, and certain variations and modifications, for example, other variations, combinations, and modifications that are within the skill and knowledge of a person skilled in the art after understanding the present disclosure are within the scope of the present disclosure. It is intended to acquire rights to include alternative embodiments, configurations, or aspects within the scope permitted, including alternative, interchangeable, and / or equivalent structures, functions, ranges, or steps to those set forth in the claims, regardless of whether such alternative, interchangeable, and / or equivalent structures, functions, ranges, or steps are disclosed herein, and there is no intention to dedicate any patentable subject matter to the public.

Claims

1. a first memory that stores an encounter tile set having one or more encounter tiles and a content tile set having one or more content tiles; A sensor data receiver; A user interface; A display screen; A processor; a second memory storing instructions for execution by the processor, the instructions, when executed, causing the processor to: receiving, via said sensor data receiver, real-world position data corresponding to a physical location; displaying one or more encounter tiles from the set of encounter tiles on the display screen based on the position data; receiving, from the user interface, an identifier of a selected encounter tile from the displayed one or more tiles of the encounter tile set; associating the selected encounter tile with the physical location in a computer game; a second memory storing instructions for executing the A digital content creation system comprising:

2. The second memory stores additional instructions for execution by the processor, the instructions, when executed, causing the processor to: displaying on the display screen an encounter space corresponding to the selected encounter tile, the encounter space being divided into a plurality of content spaces. The digital content creation system according to claim 1 , further comprising:

3. The second memory stores additional instructions for execution by the processor, the instructions, when executed, causing the processor to: displaying one or more content tiles from the content tile set on the display screen, at least one of the content tiles corresponding to a real-world challenge condition that requires real-world sensor data to be satisfied and an in-game challenge condition that may be satisfied without real-world sensor data; associating a first selected content tile from the displayed one or more tiles of the content tile set with a first selected content space from the plurality of content spaces based on a first instruction received from the user interface; displaying the first selected content tile in the first selected content space; associating a second selected content tile from the displayed one or more tiles of the content tile set with a second selected content space from the plurality of content spaces based on a second instruction received from the user interface; displaying the second selected content tile in the second selected content space; The digital content creation system according to claim 2, further comprising:

4. The second memory stores additional instructions for execution by the processor, the instructions, when executed, causing the processor to: adjusting an orientation of the first selected content tile relative to the first selected content space based on a signal received from the user interface. The digital content creation system according to claim 3, further comprising:

5. the first content tile space is adjacent to the second content tile space; 4. The digital content creation system of claim 3, further comprising: a second content tile that is associated with the second content tile space only if a second characteristic of the second content tile matches a first characteristic of the first content tile.

6. The second memory stores additional instructions for execution by the processor, the instructions, when executed, causing the processor to: displaying content tiles from the set of content tiles in each of the plurality of content spaces, at least one of the displayed content tiles corresponding to a real-world challenge condition that requires real-world sensor data to be satisfied and an in-game challenge condition that can be satisfied without real-world sensor data; receiving real world sensor data from the sensor data receiver; determining whether the at least one in-game challenge condition has been satisfied and whether the at least one real-world challenge condition has been satisfied based on the real-world sensor data; 3. The digital content creation system of claim 2, further comprising: updating a game state of the computer game based on the determination.

7. The digital content creation system of claim 6 , wherein the real-world challenge conditions correspond to changes in physical location, and the real-world sensor data includes location data.

8. The digital content creation system of claim 6 , wherein the real-world challenge condition corresponds to heart rate and the real-world sensor data includes pulse data.

9. 2. The digital content creation system of claim 1 , wherein at least the sensor data receiver, the user interface, the display screen, the processor, and the second memory are comprised in a mobile device, the mobile device further comprising a position sensor, a barometer, or an accelerometer.

10. At least the sensor data receiver, the user interface, the display screen, the processor, and the second memory are provided in a mobile device; The system further comprises:

2. The digital content creation system of claim 1, comprising a wearable device comprising a sensor, the mobile device configured to receive real-world sensor data from the sensor of the wearable device via the sensor data receiver.

11. 1. A method for creating and using linked content, comprising: receiving, at a processor of the mobile device, first location information detected by a location sensor; displaying, on a screen of the mobile device, a plurality of encounter tiles for a computer game; associating a selected encounter tile from among a plurality of encounter tiles with a physical location based on the first location information; displaying on the screen an encounter space corresponding to the selected encounter tile, the encounter space comprising a plurality of content spaces; receiving, via a user interface, a selection of one of the plurality of content spaces; displaying a plurality of content tiles on the screen, at least one of the plurality of content tiles having a first virtual challenge condition and a first physical challenge condition; associating a selected content tile from the plurality of content tiles with the selected content space; A method for providing the above.

12. The method of claim 11 , wherein the plurality of encounter tiles displayed on the screen comprises a subset of available encounter tiles, the subset being selected based on the first location information.

13. 12. The method of claim 11, wherein the plurality of content tiles displayed on the screen comprises a subset of available content tiles, the subset being selected based on properties of the selected content space or content tiles adjacent to the selected content space.

14. 12. The method of claim 11, wherein the first physics challenge condition may be satisfied only by receipt of evidence of completion of a physics condition at the processor of the mobile device.

15. 15. The method of claim 14, wherein the physical challenge comprises at least one of covering a predetermined distance, climbing a predetermined altitude, reaching a predetermined heart rate, recording a predetermined number of steps, moving a mobile device in a predetermined pattern, playing a predetermined sport, reaching a predetermined location, or purchasing a predetermined product.

16. 15. The method of claim 14, wherein the evidence of completion of the physical challenge is received from a location sensor, an altitude sensor, an accelerometer, a heart rate monitor, an optical sensor, a position sensor, an orientation sensor, or a near field communication sensor.

17. associating a content tile with each of the plurality of content spaces to create a completed encounter, the completed encounter corresponding to the selected encounter tile; publishing the completed encounter via a wireless communication interface of the mobile device; The method of claim 11 further comprising:

18. displaying a map and an encounter tile on the screen, the encounter tile being placed at a specific location on the map; determining, by the processor, that the mobile device is located within a predetermined distance from the particular location based on second location information received from the location sensor; requesting user input regarding said encounter tile; displaying a completed encounter space corresponding to the encounter tile based on signals generated by the user interface, the completed encounter space comprising an array of content tiles, at least one of the content tiles comprising a second virtual challenge condition and a second physical challenge condition; determining, by the processor, whether the second virtual challenge condition has been satisfied and whether the second physical challenge condition has been satisfied based on sensed real world data received via a sensor data interface; The method of claim 11 further comprising:

19. updating a game state of the computer game based on the determination regarding the second virtual challenge condition and the second physical challenge condition.

20. The method of claim 18, further comprising:

20. A processor; a communications interface configured to transmit and receive data over a communications network; a user database comprising information regarding each of a plurality of users; A memory, a first plurality of uncompleted encounter tiles; a first plurality of standard content tiles, one or more of the first plurality of standard content tiles having a virtual challenge condition and a real-world challenge condition, the real-world challenge condition requiring sensed real-world data to be satisfied; a first plurality of encounters, each of the first plurality of encounters corresponding to a completed encounter tile linked to a particular geographic location, the encounter tile comprising a user-defined arrangement of standard content tiles within an encounter space; instructions for execution by the processor, which, when executed, cause the processor to: receiving, via the communications interface, a user-generated encounter; adding the user-generated encounter to the first plurality of encounters, each of the first plurality of encounters being available to at least a subset of the plurality of users via the communications interface; receiving a request for the user-generated encounter from a user of the subset of the plurality of users via the communications interface; transmitting the user-generated encounters to users of the subset of the plurality of users via the communications interface; and A memory for storing A system comprising:

21. 1. A game system comprising: A processor; a computer memory coupled to the processor and storing a set of processor-executable instructions, the set of processor-executable instructions comprising: an instruction set for identifying available communication networks based on information received from a wireless communication interface of the mobile device; a set of instructions for establishing communication with the communication network via the wireless communication interface; an instruction set for receiving, via the wireless communication interface and the communication network, first position information detected by a position sensor; a set of instructions for displaying, on a screen of the mobile device, a plurality of encounter tiles for a computer game; a set of instructions for associating a selected encounter tile from a plurality of encounter tiles with a physical location based on the first location information; a set of instructions for displaying on the screen an encounter space corresponding to the selected encounter tile, the encounter space comprising a plurality of content spaces; an instruction set for receiving, via a user interface, a selection of one of the plurality of content spaces; a set of instructions for displaying on the screen a plurality of content tiles, at least one of which comprises a first virtual challenge condition and a first physical challenge condition; a set of instructions for associating a selected content tile from the plurality of content tiles with the selected content space; a set of instructions for associating a content tile with each of the plurality of content spaces to generate a completed encounter corresponding to the selected encounter tile; a set of instructions for publishing the completed encounter via the wireless communication interface of the mobile device; A game system comprising:

Citation Information

Patent Citations

  • Device, game, and method thereof

    JP2017511510A

  • Virtual and real world content creation, devices, systems and methods

    JP2022545112A

  • System and method for location-based gaming with real world locations and population centers

    US20160016083A1