Mix tape digital asset in virtual environment

Through the virtual content rights management system, the management of music-related digital assets in a virtual environment has solved the problem that the existing technology cannot effectively manage and transmit meaningful dialogues or relationships, and the interaction and relationship enhancement between users and between users and the virtual environment has been achieved.

JP2025037896AInactive Publication Date: 2025-03-18SONY GROUP CORP +1
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Patent Information

Application Number
JP2024201031
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2020-06-26
Filing Date
2024-11-18
Publication Date
2025-03-18
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The prior art cannot effectively manage and transmit music-related digital assets such as mashups and similar assets in a virtual environment.

Method used

By using a virtual content rights management system, users can create, own, transmit and manage music-related digital assets, including mashups and similar assets in a virtual environment. The system manages users' access rights to music-related digital content through a virtual content rights database and supports users to request, assign and update these rights.

Benefits of technology

It realizes the effective management and transmission of music-related digital assets in the virtual environment, and enhances the interaction and relationship between users and between users and the virtual environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a method, a system, and a storage medium, for creating, owning, transferring, and / or managing music-related digital assets in a virtual environment.SOLUTION: A method includes: providing a virtual content rights database comprising data associating a user of a virtual environment with virtual content rights acquired with respect to a digital content; receiving a request from a device of the user for assignment of the virtual content rights of the digital content, to interface with the processor; updating the virtual content rights database to indicate the assignment of the virtual content rights to the user; receiving data from the device of the user holding the virtual content rights to the digital content including songs to create a virtual mix tape having at least one of the songs; and updating the virtual content rights database to indicate sharing of the virtual mix tape by the user within the virtual environment.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to creating, owning, transferring, and / or managing music-related digital assets, and in particular to creating, owning, transferring, and / or managing one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) in a virtual environment. [Background technology]

[0002] Currently, users can create, play, or transfer playlists of songs and / or music videos. However, playing or transferring playlists of songs and / or music videos does not provide for meaningful interaction or relationships between users and between users and the virtual environment. Summary of the Invention [Problem to be solved by the invention]

[0003] The present disclosure provides for creating, owning, transferring, and / or managing one or more music-related digital assets (eg, mixtapes and similar music-related digital assets) in a virtual environment. [Means for solving the problem]

[0004] In one implementation, a method is disclosed for managing access to music-related digital content in a virtual environment using virtual content rights, the method including the steps of: providing a virtual content rights database including data associating a user of the virtual environment with the virtual content rights obtained for the music-related digital content, receiving, in a processor, a request from a device of the user for assignment of the virtual content rights for the music-related digital content, the user using the device to interface with the processor, updating the virtual content rights database to indicate the assignment of the virtual content rights to the user, receiving, in the processor, data from the device of the user that holds the virtual content rights to music-related digital content including songs and / or music videos, creating one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) having at least one of the songs and / or music videos, and updating the virtual content rights database to indicate sharing of the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) by the user in the virtual environment.

[0005] In another implementation, a system for managing access to music-related digital content in a virtual environment using virtual content rights is disclosed, the system includes a virtual content rights database including data associating a user of the virtual environment with the virtual content rights obtained for the music-related digital content, the processor receives a request from a device of the user for assignment of the virtual content rights for the music-related digital content, the user interfaces with the processor using the device, the virtual content rights database is updated to indicate the assignment of the virtual content rights to the user, the processor receives data from the device of the user that holds the virtual content rights to music-related digital content including songs and / or music videos, creates one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) with at least one of the songs and / or music videos, and the virtual content rights database is updated to indicate sharing of the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) by the user in the virtual environment.

[0006] In another implementation, a non-transitory computer-readable storage medium storing a computer program for managing access to music-related digital content in a virtual environment using virtual content rights is disclosed. The computer program includes executable instructions that cause a computer to provide a virtual content rights database including data associating a user of the virtual environment with the virtual content rights obtained for the music-related digital content; receive a request from a device of the user for assignment of the virtual content rights for the music-related digital content, the user using the device to interface with a processor; update the virtual content rights database to indicate the assignment of the virtual content rights to the user; receive data from the device of the user that holds the virtual content rights to music-related digital content including songs and / or music videos to create one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) having at least one of the songs and / or music videos; and update the virtual content rights database to indicate sharing of the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) by the user in the virtual environment.

[0007] Other features and advantages will become apparent from the present specification, which illustrates by way of example embodiments of the disclosure.

[0008] Details of the present disclosure, both as to its structure and operation, can be gleaned in part by studying the accompanying drawings, in which like parts are designated with like reference numerals. [Brief description of the drawings]

[0009] [Figure 1] 1 is a flow diagram of a method for managing access to music-related digital content in a virtual environment using virtual content rights, according to one implementation of the present disclosure. [Diagram 2] 1 is a block diagram of a system for managing access to music-related digital content in a virtual environment using virtual content rights. [Figure 3A] 1 is a diagram of a computer system and a user according to an implementation of the present disclosure. [Figure 3B] FIG. 2 is a functional block diagram illustrating a computer system hosting a music-related digital content access management application in accordance with an implementation of the present disclosure. [Figure 4] FIG. 1 illustrates music-related digital assets of generation “0” (GEN0) and generation “1” (GEN1). [Diagram 5] FIG. 2 illustrates music-related digital assets for generation “2” (GEN2). [Figure 6] FIG. 1 illustrates music-related digital assets for generation “3” (GEN3). [Figure 7] FIG. 2 shows an overview of the steps involved in a user request to a platform administrator server. [Figure 8] FIG. 8 is a diagram showing step (710) of FIG. 7. [Figure 9] FIG. 8 is a diagram showing step (720) of FIG. 7. [Figure 10] FIG. 8 is a diagram showing step (730) of FIG. 7. [Figure 11] FIG. 8 is a diagram showing step (740) of FIG. [Figure 12] FIG. 8 illustrates step (750) of FIG. [Figure 13] FIG. 8 illustrates step (760) of FIG. [Figure 14] FIG. 8 illustrates step (770) of FIG. [Figure 15] FIG. 2 shows an overview of the steps involved in a platform administrator request. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] As noted above, the playing or forwarding of a playlist of songs and / or music videos fails to provide any meaningful interaction or relationship between users and / or between users and a virtual environment.

[0011] Particular implementations of the present disclosure include creating music-related digital assets (e.g., mixtapes and similar music-related digital assets), which are collections of content represented as unique virtual environment objects; sharing music-related digital assets (e.g., mixtapes and similar music-related digital assets), such as, among others, transferring, lending, borrowing, selling, copying, and combining music-related digital assets (e.g., mixtapes and similar music-related digital assets); and publishing music-related digital assets (e.g., mixtapes and similar music-related digital assets), such as displaying, playing, and discovering music-related digital assets (e.g., mixtapes and similar music-related digital assets) to others in a virtual environment area through relationships. After reading the above description, it will be clear how to implement the present disclosure in various implementations and applications. Although various implementations of the present disclosure are described herein, it should be understood that these implementations are presented by way of example only and not by way of limitation. Thus, the detailed description of various implementations should not be construed as limiting the scope or breadth of the present disclosure.

[0012] In one implementation, the virtual environment presents virtual objects to the user, and the user can interact with the virtual environment visually (e.g., see objects, artwork, and visual art) and audibly (voice, sound), i.e., the user can see and interact with objects in the environment.

[0013] In one implementation, a user may create a music-related digital asset (e.g., a mixtape or similar music-related digital asset). To create an original music-related digital asset (e.g., a mixtape or similar music-related digital asset), the user selects one or more songs and / or music videos (in whole or in part), orders them if necessary, selects a name and appearance for the music-related digital asset, and creates a music-related digital asset (e.g., a mixtape or similar music-related digital asset) object according to the selections. To create a derived music-related digital asset (e.g., a mixtape or similar music-related digital asset), the user selects at least one item in another music-related digital asset (e.g., another mixtape or similar music-related digital asset) and adds zero or more additional items, original selections, or other digital items from other music-related digital assets.

[0014] In other implementations, users can use music-related digital assets (e.g., mixtapes and similar music-related digital assets) to display or expose music-related digital asset objects for others to see in virtual or physically real locations such as homes, shops, libraries, etc., play music-related digital assets to other users so that they can be heard by a particular user or by location / proximity (e.g., play music-related digital assets in a user's home so that the music can be heard by all users in the home), inspect and access other users' music-related digital assets according to access settings, and / or share music-related digital assets with other users, e.g., display, play to others in virtual or physically real environmental areas, and discover through the relationship of music-related digital assets to virtual or real physical environments. In one implementation, the system can provide music discovery by identifying common aspects of playlists, music-related digital assets, specific songs and / or music videos, and environments.

[0015] In one implementation, a user who holds virtual content rights to a selected song and / or music video creates a music-related digital asset (e.g., a mixtape and similar music-related digital asset) that includes the selected song and / or music video by purchasing blank virtual media (e.g., represented by a virtual tape or other media) from the virtual environment store and recording the music-related digital asset onto the blank virtual media. In other implementations, a user can also add other users' songs and / or music videos (who hold virtual content rights to the added songs and / or music videos) to their own music-related digital assets by exchanging access to their own music-related digital assets for access to the other users' music-related digital assets.

[0016] Upon completion of a music-related digital asset having multiple songs and / or music videos (e.g., a mixtape or similar music-related digital asset), the owner of the music-related digital asset can replicate the music-related digital asset by copying the content (e.g., songs and / or music videos, videos, and other media content) onto another piece of content or onto blank virtual media to generate a second copy. The owner is now free to sell, trade, or give away the replicated music-related digital asset to others within the virtual environment.

[0017] In the context of the music-related digital assets described above, the following alternative implementations are possible: In one implementation, a user purchases or creates artwork and adds it to the music-related digital asset (e.g., on the cover or anywhere outside the music-related digital asset) and possibly copies the artwork to other music-related digital assets. In another implementation, a user is free to copy other users' music-related digital assets for a fee or upon completion of a task requested or required by the virtual environment administrator or creator of the music-related digital asset. In another implementation, the number of virtual song and / or music video rights is limited to a capped amount or set by the seniority of the users in the virtual environment (e.g., more advanced users have more capacity to hold rights to more songs and / or music videos) to avoid each user hoarding content rights. In another implementation, a derivative second generation music-related digital asset is algorithmically or manually created by combining content from two separate music-related digital assets. In another implementation, a provenance or record of the history of content rights ownership is included within the music-related digital asset (eg, showing both current and past content rights holders that can be contacted within the virtual environment).

[0018] In another implementation, virtual content rights held by a user may be lost if exercised infrequently by using the content asset in the virtual environment. This is similar to a "use it or lose it" concept where a user either exercises the virtual content rights by using the content asset (e.g., sharing, listening to, creating a music-related digital asset (e.g., a mixtape), etc.) or loses the virtual content rights. For example, in a gaming environment, this concept keeps users returning to the game to continue to have the virtual content rights. In another implementation, virtual content rights to one content asset are shared by multiple users in the virtual environment. In another implementation, a user controls multiple content rights simultaneously or selects a few at a time. In this implementation, the number of content rights controlled by a user can be tied to the user's status level, with higher status granting more advanced or more virtual content rights. In another implementation, the more a user's content assets (i.e., songs for which the user holds virtual content rights) are copied to music-related digital assets (e.g., mixtapes and similar music-related digital assets) or listened to within the virtual environment, the more the user is rewarded (virtual rewards, points, status, etc.). In yet another implementation, in order to copy a music-related digital asset in the virtual environment, the user copying the music-related digital asset is required to move to an area of ​​the virtual environment to affect a copy event (e.g., a user wishing to make a copy of a mixtape must touch the mixtape with a blank virtual media to copy the artwork and / or content asset properties).

[0019]

[0023] Figure 1 is a flow diagram of a method 100 for managing access to music-related digital content in a virtual environment using virtual content rights, according to one implementation of the present disclosure. In the implementation shown in Figure 1, a virtual content rights database is provided at block 110, the database including data associating users of the virtual environment with virtual content rights obtained for music-related digital content.

[0020] At block 120, a request is received from a user's device for assignment of virtual content rights for music-related digital content. In one implementation, the request is received at a processor and the user interfaces with the processor using the device. The virtual content rights database is then updated at block 130 to indicate the assignment of the virtual content rights to the user. At block 140, data is received at the processor from the user's device that holds virtual content rights to music-related digital content including songs and / or music videos to create one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) having at least one of the songs and / or possibly music videos. The virtual content rights database is then updated at block 150 to indicate the sharing of the one or more music-related digital assets by the user in the virtual environment. In one implementation, the sharing of the one or more music-related digital assets includes at least one of transferring, lending, borrowing, selling, copying, and combining the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets). In one implementation, sharing one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) includes at least one of displaying and playing to others within the virtual environment.

[0021] In one implementation, the method further includes receiving, at the processor, a request to purchase a blank virtual media or one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets). In one implementation, the method further includes receiving, at the processor, a request to copy one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) having at least one of a song and / or a music video to the blank one or more music-related digital assets to generate a second generation one or more music-related digital assets. In one implementation, the method further includes transmitting authorization to the user's device, the authorization being for the user to freely sell, trade, or give away the second generation one or more music-related digital assets to other users now in the virtual environment. In one implementation, the virtual content rights for the music-related digital content are held by the other users, and the songs and / or music videos included in the one or more music-related digital assets are owned by the other users. In one implementation, the method further includes deducting a set amount from the user's account in a user account database for usage of songs and / or music videos included in the one or more music-related digital assets owned by other users. In one implementation, the music-related digital content included in the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) further includes at least one of video, audio, photos, and other media items to personalize sharing of the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets). In one implementation, the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) include at least one of artwork, logos, compositions, and other items to personalize sharing of the one or more music-related digital assets.In one implementation, the method further includes adding a set amount to the user's account in a user account database for use of the music-related digital content by the other user, where the user holds virtual content rights to the music-related digital content. In one implementation, the method further includes receiving, at the processor, a request from the user's device to add the other user's songs and / or music videos to the user's one or more music-related digital assets by exchanging access to the songs and / or music videos owned by the user, where the other user holds virtual content rights to the songs and / or music videos to be added.

[0022] 2 is a block diagram of a system 200 for managing access to music-related digital content in a virtual environment using virtual content rights, according to one implementation of the present disclosure. System 200 includes a processor 220, a virtual content rights database 230, and a user account database 240.

[0023] In the implementation shown in FIG. 2, the virtual content rights database 230 includes data associating users of the virtual environment with virtual content rights acquired for music-related digital content. The processor 220 receives a request from a user's device for assignment of virtual content rights for the music-related digital content. The user interfaces with the processor using the device. The virtual content rights database is updated to indicate the assignment of the virtual content rights to the user. The processor 220 also receives data from the user's device that holds virtual content rights to music-related digital content including songs and / or music videos, and creates one or more music-related digital assets having at least one of the songs and / or music videos. The virtual content rights database 230 is then updated to indicate the sharing of the one or more music-related digital assets by the user in the virtual environment.

[0024] In one implementation, the processor 220 receives a request to copy one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) having at least one of the songs and / or music videos to one or more blank music-related digital assets to generate a second generation of one or more music-related digital assets. In one implementation, the processor 220 transmits a permission to the user's device, which is the permission for the user to freely sell, trade, or give away the second generation of one or more music-related digital assets to other users now in the virtual environment. In one implementation, the system further includes a user account database 240 including the user's account and for deducting a set amount from the account for the usage of the songs and / or music videos included in the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) owned by other users. In one implementation, the system further includes a user account database 240 that includes a user's account and for adding a set amount to the user's account for use of the music-related digital content by other users, and the user holds virtual content rights to the music-related digital content. In one implementation, the music-related digital content included in one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) further includes at least one of video, audio, photos, and other media items to personalize the one or more music-related digital assets. In one implementation, the one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets) include at least one of artwork, logos, compositions, and other items to personalize the one or more music-related digital assets.

[0025] In one implementation, the system 200 shown in FIG. 2 is a computer system capable of supporting multiple mixtape creation, publishing, sharing, and exchange functions located throughout a virtual environment music world, where such functions provide benefits to one or more of a platform, users, content owners and creators, third parties, and advertisers. In this regard, the following are contemplated: (1) a computer system for supporting the creation of music-related digital assets (e.g., mixtapes and similar music-related digital assets) exchange and Walkman-type devices for playback and social realization, (2) a computer system for supporting the creation of music-related digital assets (e.g., mixtapes and similar music-related digital assets) to be placed within the virtual environment world to be found by other users, (3) a computer system for supporting the creation of mixtapes playing on a user's virtual mobile phone, and (4) a computer system for supporting the creation of music-related digital assets (e.g., mixtapes and similar music-related digital assets) created in the virtual environment world that are placed within the real physical world as geolocated music-related digital assets to be found by others (users or non-users using a mobile companion application or the like).

[0026] In one implementation, system 200 is an entirely hardware system including one or more digital signal processors (DSPs), general purpose microprocessors, application specific integrated circuits (ASICs), field programmable gate / logic arrays (FPGAs), or other equivalent integrated or discrete logic circuitry, hi another implementation, system 200 is a combination of hardware and software.

[0027] 3A is a diagram of a computer system 300 and a user 302 in accordance with an implementation of the present disclosure. User 302 uses computer system 300 to implement a music-related digital content access management application 390 as shown and described with respect to method 100 and system 200 of FIGS. 1 and 2.

[0028] The computer system 300 stores and executes the music-related digital content access management application 390 of Figure 3B. Additionally, the computer system 300 can be in communication with a software program 304. The software program 304 can include software code for the music-related digital content access management application 390. The software program 304 can be loaded onto an external medium, such as a CD, DVD, or storage drive, as described further below.

[0029] Additionally, computer system 300 can be connected to network 380. Network 380 can be connected in a variety of different architectures, such as a client-server architecture, a peer-to-peer network architecture, or other types of architectures. For example, network 380 can be in communication with server 385, which coordinates engines and data used in music-related digital content access management application 390. Network 380 can also be different types of networks. For example, network 380 can be the Internet, a local area network or any variation of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.

[0030] 3B is a functional block diagram illustrating a computer system 300 hosting a music-related digital content access management application 390 according to an implementation of the present disclosure. The controller 310 is a programmable processor that controls the operation of the computer system 300 and its components. The controller 310 loads instructions (e.g., in the form of a computer program) from the memory 320 or an internal controller memory (not shown) and executes these instructions to control the system. In doing so, the controller 310 provides a software system to the music-related digital content access management application 390, enabling, for example, the creation and configuration of engines and data extraction units within the music-related digital content access management application 390. Alternatively, this service can be implemented as a separate hardware component in the controller 310 or the computer system 300.

[0031] The memory 320 temporarily stores data for use by other components of the computer system 300. In one implementation, the memory 320 is implemented as RAM. In one implementation, the memory 320 also includes long-term or permanent memory, such as flash memory and / or ROM.

[0032] Storage 330 stores data temporarily or long term for use by other components of computer system 300. For example, storage 330 stores data used by music-related digital content access management application 390. In one implementation, storage 330 is a hard disk drive.

[0033] Media device 340 accepts removable media and reads and / or writes data to the inserted media. In one implementation, for example, media device 340 is an optical disk drive.

[0034] User interface 350 includes components for receiving user input from and presenting information to a user 302 of computer system 300. In one implementation, user interface 350 includes a keyboard, a mouse, audio speakers, and a display. Controller 310 uses the input from user 302 to coordinate the operation of computer system 300.

[0035] I / O interface 360 ​​includes one or more I / O ports to connect to corresponding I / O devices, such as external storage or supplemental devices (e.g., a printer or PDA). In one implementation, the ports of I / O interface 360 ​​include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another implementation, I / O interface 360 ​​includes a wireless interface for communicating wirelessly with external devices.

[0036] Network interface 370 includes wired and / or wireless network connections, such as an RJ-45 supporting an Ethernet connection or a "Wi-Fi" interface (including but not limited to 802.11).

[0037] Computer system 300 includes additional hardware and software typical of a computer system (e.g., power, cooling, operating system), although these components are not specifically shown in Figure 3B for simplicity. In other implementations, different configurations of computer systems may be used (e.g., different bus or storage configurations or multi-processor configurations).

[0038] 4-6 show details and variations of process steps used in connection with different generations 0-3 of music-related digital assets A 410, B 420 and C 430, such as music playlists created by different entities, such as a celebrity 410, a non-celebrity 420 and a computer program 430.

[0039] FIG. 4 illustrates generation "0" (GEN0) and generation "1" (GEN1) music-related digital assets. In one implementation, GEN0 is an original music-related digital asset (in this example, a mixtape playlist for music) that is created from "scratch" by a celebrity 410, a non-celebrity 420, or a computer program 430. A music-related digital asset is never derived from a pre-existing music-related digital asset. Furthermore, GEN1 is a new unique derivative music-related digital asset 440, 450, 460 that is created by combining some or all of the content from at least one GEN0 music-related digital asset 410, 420, 430 with some or all of the content from any other one or more music-related digital assets (GEN0 or not).

[0040] 5 illustrates a generation "2" (GEN2) that is a new unique derivative music-related digital asset 510, 520 that is created by combining some or all of the content from at least one GEN1 music-related digital asset with some or all of the content from any one or more other music-related digital assets (including GEN0 and GEN1). Note that when the GEN0 music-related digital asset 410, 420, 430 is combined with the GEN1 music-related digital asset 440, 450, 460, the newly created derivative music-related digital asset retains the attributes of GEN1 because it was derived from the GEN0 music-related digital asset. That is, the generation type of the newly created derived music-related digital asset (the "child" music-related digital asset) is determined by adding one generation level to the lowest generation type attributed to one of the input music-related digital assets (the "parents").

[0041] FIG. 6 illustrates generation “3” (GEN3) music-related digital assets 610, 620 in an endless progression from one generation to the next, based on the rule that the generation type of a derived music-related digital asset (a “child” music-related digital asset) is determined by adding one generation level to the lowest generation type attributed to one of the input music-related digital assets (the “parent”).

[0042] In a further implementation, the following attributes may be encoded into each music-related digital asset when it is created, recorded, or shared (such attributes may be immutable or modifiable by the creator or owner of the music-related digital asset): (2) not to be used to create more than “x” number of derivative child music-related digital assets; (3) not to be used to create a next derivative child music-related digital asset if it is outside the time window for creating such derivative child music-related digital assets; (4) not to be used to create a next derivative child music-related digital asset if no fees have been paid for the target parent music-related digital asset; (5) not to be used to create a next derivative child music-related digital asset if one or more of the other parent music-related digital assets used in the creation have characteristics that are not complementary to the attributes identified in the target parent music-related digital asset (e.g., a particular genre of music, a particular musical artist, particular lyrics); (6) not to be gifted, loaned, or sold to another party seeking to utilize such music-related digital assets; and (7) not to be gifted, loaned, or sold to another party seeking to utilize such music-related digital assets via a music-related digital asset marketplace or the like.

[0043] Additionally, the following attributes may be encoded within each music-related digital asset when it is created, recorded, or shared (such attributes may be immutable or modifiable by the creator or owner of the music-related digital asset): Music-related digital assets created in this way may include metadata that describes and details the content of the music-related digital asset (e.g., information and data beyond music playlists, including, but not limited to, images, sounds, music tracks, literature, photographs, virtual reality experiences, augmented reality experiences, mixed reality experiences), the content of the music-related digital asset may be "played" for a user or owner of such music-related digital asset, and the music-related digital asset may record, for descendants, such interactions between the music-related digital asset and its user (e.g., the music-related digital asset records, for descendants, the first time a new artist's song was played on a digital tape). Such a record for descendants may include one or more of the name of the song that was played, when it was played, how many times it was played, where it was played, who played it (user name), and similar record elements.

[0044] The systems and methods described herein further contemplate the creation and use of a music-related digital asset marketplace in which users can search for, discover, buy, sell, trade, create derivative works, or otherwise utilize various music-related digital assets (GEN0 and beyond) as described herein.

[0045] Some or all of these characteristics may be recorded on a cryptographically secure blockchain (public or private) to enable music-related digital assets to be searched, discovered, bought, sold, exchanged, and created on a transparent, immutable database system. By way of example, the assets may be fully fungible assets, non-fungible tokens, or the like.

[0046] In the case of a music-related digital asset in the form of a digital virtualized mixtape playlist of music, the content (including any metadata, still images, video, text, or the like) can be played on any one or more virtualized playback devices (e.g., such a virtualized cassette tape music player).

[0047] Although this disclosure contemplates the use of a musical virtual mixtape, the concepts and ideas of this disclosure are equally applicable to other non-music-related digital asset types (movies, TV shows, artwork, literature, images, clothing, etc.) that are created as a GEN0 non-music-related digital asset and then collaboratively remixed with other music-related and non-music-related digital assets to create GEN1, GEN2, etc., of the same or different types of music-related and non-music-related digital assets (e.g., music and movie mixes, movie and literature mixes, etc.).

[0048] The description of the disclosed implementations is provided to enable any person skilled in the art to make or use the disclosure. Many modifications of these implementations will be readily apparent to those skilled in the art, and the principles defined herein may be applied to other implementations without departing from the spirit or scope of the disclosure. For example, variations on virtual environments include augmented reality (AR) experiences, online environments (MMOs, social networks, etc.), and mobile companions to virtual environments. Variations on content include content other than songs and / or music videos (e.g., videos, images, digital object collections, and mixed types). Other variations include compilations of objects in a collection (e.g., alterations, combinations, original content), and uniqueness constraints, rarity. Thus, the disclosure is not intended to be limited to the implementations shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

[0049] Not all features of each of the above embodiments are necessarily required in a particular implementation of the present disclosure. Furthermore, it should be understood that the description and drawings presented herein are representative of the subject matter broadly intended by the present disclosure. Furthermore, it should be understood that the scope of the present disclosure fully includes other implementations that may become apparent to those skilled in the art, and therefore, the scope of the present disclosure is not limited by anything other than the scope of the appended claims.

[0050] Virtual Rights Management ("SONG GUARDIAN") The present disclosure relates to the creation of a system in which music-related digital assets are managed in a unique and novel way within a music-themed virtual environment, including the following additional implementations:

[0051] In one implementation, the present disclosure relates to a computer-implemented system and method for creating, transferring and managing music-related digital assets, and in particular, to a computer-implemented system and method for creating, transferring and managing virtual content rights associated with music-related digital assets, such as music-related audio or video recordings, virtual mixed music tapes or playlists, music-related still images (e.g., photographs, paintings, digitized art, etc.), in a multi-user music-related digital content engagement platform.

[0052] The present system improves upon existing multi-user media platforms, such as online digital databases and streaming services involving the listening and sharing of music and other music-related digital content, by creating "virtual rights" to the underlying music-related digital content with which to interact, and allows for the creation, acquisition, exchange, assignment, granting, etc. of virtual rights, such a system thereby provides an incentive for users to enter, use, and remain involved with multi-user music-related digital content platforms, and also helps educate users about the actual underlying assets and how the creation, ownership, transfer, and licensing of music-related digital assets can be accomplished in the real world.

[0053] For example, in such a system including songs and / or music videos as music-related digital content, every song and / or music video may have a single virtual title holder held by a unique user of the system. To acquire an asset, a user enters the system, searches for songs, and then decides to acquire a virtual title for the song. The user may then use the platform to acquire the virtual title for this song, e.g., through virtual currency, exchange, credits, etc., and is subsequently listed in the system as a virtual title holder for the music-related digital content. To motivate users to remain involved and use the system, they may keep the virtual title as long as they keep returning to the system, but if they are unable to return to the system, the virtual title for the song is returned to the community where it may be acquired by other users.

[0054] In one aspect of the present disclosure, only one user can claim a virtual title for a music-related digital asset, such as a song. That is, if user A has a virtual title for song 1, another user B who wants to acquire the title for song 1 cannot currently acquire the title because he knows that user A is the holder of the virtual title. However, user B may be provided with the option to (1) make an offer to user A to acquire the virtual title for the song, (2) join a waiting list so that he will have a chance to acquire the virtual title if user A lets the virtual title expire, or (3) do nothing.

[0055] In one aspect, a user's ownership of a virtual title to a music-related digital asset, such as a song, does not restrict other users from playing the song, as the song is still playable like any other song. Owners can also build their own "music rooms" (e.g., a virtual room called "User A's Music Listening Room") and make the song available in that virtual room, or place the song in a themed listening room that matches the genre of the song.

[0056] In one aspect of the system, each time a titled song is played anywhere in the system, the title holder is rewarded, such as leveling up as a system user or receiving points or other rewards. Thus, in the present system, there is a competitive incentive to have virtual titles for popular songs and / or music videos in the system. As new songs and / or music videos are released in the system, users can be motivated to enter the system and try and acquire one of the available virtual titles for the song. For example, a new release from a popular artist may be highly desirable to acquire.

[0057] In some aspects of the system, a limit may be placed on the number of songs and / or music videos for which a user may hold a virtual title (e.g., five songs and / or music videos). In one aspect, each music-related digital asset in the system has one virtual title holder, who must be a user of the system. Alternatively, the system may allow a song to have multiple virtual title holders. For example, 100 users may be allowed to have a virtual title for a single song.

[0058] The present system provides an improvement over conventional systems by using virtual content rights to music-related digital content to create competition, incentives, and envy among users to drive more usage and engagement in the system, creating new ways to monetize users and super users or fans.

[0059] One aspect of the present disclosure is a computer-implemented method for management of virtual content rights for music-related digital assets, comprising the steps of: providing a virtual content rights database including data associating users of a music-related digital content engagement platform with the users' virtual content rights acquired for music-related digital assets; receiving, at a platform administrator server, data from a user indicating a request for allocation of virtual content rights for a music-related digital asset; determining, by the platform administrator server, whether the requested virtual content rights are eligible for allocation to the user, and if so, determining conditions of the allocation; notifying, by the platform administrator server, the user of availability and a set of conditions for the user to obtain the virtual content rights, the conditions including a duration of the allocation; and receiving, by a platform administrator server, data from the user indicating which of the terms are acceptable to the user as consideration for securing the virtual content rights; sending, by the platform administrator server, data representing a digital contract to the user based on the terms indicated as acceptable to the user, the digital contract providing for allocation of the virtual content rights to the user in accordance with one or more of the accepted terms; receiving, by the platform administrator server, data indicating agreement by the user to the digital contract; and updating, by the platform administrator server, the virtual content rights database to indicate the allocation of the virtual content rights to the user for the duration specified in the digital contract.

[0060] Another aspect of the disclosure is a computer-implemented method for management of virtual content rights for music-related digital assets, comprising the steps of: providing a user access portal for users to interact with a music-related digital content engagement platform including a virtual content rights database including data associating users of the music-related digital content engagement platform with the users' virtual content rights acquired for music-related digital assets; transmitting request information entered by the users via the access portal to a platform administrator server, the request information including data representing a user request for allocation of virtual content rights for a music-related digital asset; and receiving via the access portal data indicating notification of availability and a set of conditions for the users to obtain the virtual content rights, the conditions including a duration of the allocation. sending acceptance information entered by the user via the access portal to the platform administrator server, the acceptance information including data representative of which of the terms are acceptable to the user, as consideration for securing the virtual content rights; receiving via the access portal data representative of a digital contract based on the terms indicated as acceptable to the user, the digital contract providing for allocation of the virtual content rights to the user in accordance with one or more of the accepted terms; and sending consent information entered by the user via the access portal to the platform administrator server, the consent information including data representative of the user's consent to the digital contract.

[0061] 7-14 illustrate basic method steps and variations associated with a user of a multi-user music-related digital content engagement platform seeking to acquire virtual content rights to a music-related digital asset.

[0062] FIG. 7 shows an overview 700 of the steps involved in a user request to a platform administrator server. The steps include: Initiate the virtual content rights process: (710) A user of a music-related digital content engagement platform requests the platform administrator to allocate one or more virtual content rights. (720) The platform administrator checks the music-related digital content engagement platform's virtual content rights database to see if the requested virtual content rights are eligible for allocation to the user, and if so, under what terms (sale, lease, exchange in kind, user performance award, gift, etc.). (730) If the requested virtual content rights can be allocated to the user, the platform administrator notifies the user of the availability and the terms (one or more options) under which the user may obtain such virtual content rights. (740) The user reviews such terms and indicates to the platform administrator which set of terms (if any) is acceptable to the user in return for securing the virtual content rights. (750) If the user indicates to the platform administrator that the set of conditions is acceptable, a digital contract summarizing such virtual content rights assignment is created by the platform administrator and delivered to the user for acceptance. (760) The user is then free to accept, reject or ignore the digital contract received from the platform administrator. (770) If the user accepts the digital contract, store the conditions in the contract in a virtual content rights database and assign the agreed upon virtual content rights to the user for the life of the digital contract. Stop the virtual content rights process.

[0063] Figure 8 illustrates step (710) of Figure 7. In Figure 8, a user of a music-related digital content engagement platform requests allocation of one or more virtual content rights from a platform administrator server. In one implementation, "music-related digital content" includes music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, TV, web shows), music-related still images (e.g., photographs, paintings, digitized art), music-related live streaming content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and similar music-related digital content.

[0064] In one implementation, a "virtual content right" includes any appropriate right (whether partial or comprehensive) that a platform administrator may be permitted to "legally" assign, permanently or temporarily, to a user for compensation or otherwise. Examples of virtual content rights include a user's right to earn "in-platform" points or credits each time another platform user engages with or consumes associated content (e.g., another user listens to a song for which the user has virtual content rights).

[0065] Figure 9 illustrates step (720) of Figure 7. In Figure 9, a platform administrator checks the music-related digital content engagement platform's virtual content rights database to see if the requested virtual content rights are eligible for allocation to the user, and if so, under what terms (sale, lease, exchange in kind, user performance award, gift, etc.).

[0066] Conditions include, but are not limited to, the following: a user paying a fee for a permanent or time-limited right over the use of the subject content; an allocation of such subject rights to a user in exchange for some other platform-related content rights previously assigned to the user by the platform administrator; an allocation of such rights to a user as a reward for participating in a particular in-platform activity (e.g., winning a competition, watching a particular advertisement); an allocation of such rights to a user for any other reason that the platform administrator, in their discretion as the platform administrator, deems appropriate; or similar circumstances that merit the allocation of such rights to a user.

[0067] The conditions may reflect the requirements of the party that controls the virtual content rights, which may be a platform administrator or another user.

[0068] Figure 10 illustrates step (730) of Figure 7. In Figure 10, if the requested virtual content rights can be assigned to the user, the platform administrator informs the user of the availability and the conditions (one or more options) for the user to obtain such virtual content rights.

[0069] A platform administrator may offer users one or more options and may dynamically price such options. As an example, the platform administrator may vary the consideration depending on when and how the right is sought. Similarly, the platform administrator may offer a right to one user for consideration "x" and the same right to another user for consideration "y", with the delta determined by the status of each user (one user being a higher ranked user compared to the other users).

[0070] It is also intended that the terms and conditions are not generated by the platform administrator, but rather by another user who holds the virtual content rights in question (and are merely delivered to the user by the platform administrator).

[0071] Figure 11 illustrates step (740) of Figure 7. In Figure 11, the user reviews such conditions and indicates to the platform administrator which set of conditions (if any) is acceptable to the user as a price for securing the virtual content rights.

[0072] Users may evaluate offers based on a number of factors, including data provided by the platform administrator related to the performance quality of the sought-after music-related digital content asset (e.g., revenue generated, number of plays, biographical information related to the creator of the music-related digital content, previous holders of the music-related digital content asset).

[0073] Figure 12 illustrates step (750) of Figure 7. In Figure 12, if the user indicates to the platform administrator that the set of terms is acceptable, a digital contract summarizing such allocation of virtual content rights is created by the platform administrator and delivered to the user for acceptance.

[0074] The digital contract to be created will utilize appropriate platform components, which will likely include a virtual content rights database, purchasing user platform account data, selling user account data, and one or more access, audit, and payment databases, and generally support the platform.

[0075] Figure 13 illustrates step (760) of Figure 7. In Figure 13, the user is then free to accept, reject, or ignore the digital contract received from the platform administrator. The user can make a counteroffer (technically a new offer after a rejection) to the holder of the virtual content rights, whether that holder is the platform administrator or another user.

[0076] Offers may be kept open for a given period of time, whether from the platform administrator or other users who control such rights. Offers may also be kept open for a longer period if users pay to keep such offers open (option mechanic). If an offer is rejected, it may or may not be made available to other users, or the rights holder may need to reconfirm the terms for allocation.

[0077] Figure 14 illustrates step (770) of Figure 7. In Figure 14, if the user agrees to the digital contract, the terms in the contract can be stored in a virtual content rights database and the agreed virtual content rights can be assigned to the user for the life of the digital contract.

[0078] The records may be internal or external databases, including but not limited to blockchain databases, to support music-related digital asset management.

[0079] The rights assigned to a user may be retained on one or more of the following basis: (1) permanently; (2) temporarily (subject to time limitations, payment of a maintenance fee, satisfaction of a maintenance action by the user, etc.); or (3) disposable at the user's option (e.g., as a gift to another user, as a sale to another user for cash or virtual currency, as an exchange for other physical digital or non-music-related digital assets, etc.).

[0080] Future allocations, dispositions, etc. should be recorded in the virtual content rights database.

[0081] FIG. 15 outlines the steps involved in a platform administrator request. The steps include: Initiate the virtual content rights process: (1510) The platform administrator queries the platform's virtual content rights database to see if any one or more of the various virtual content rights are eligible for allocation to one or more users, and if so, under what terms (sale, lease, exchange in kind, user performance award, gift, etc.). (1520) Based on the results of the database query, the platform administrator proposes to the user an offer to allocate to this user one or more virtual content rights for the subject content associated with the platform. (1530) The user reviews such terms and indicates to the platform administrator which set of terms (if any) is acceptable to the user in return for securing such virtual content rights. (1540) If the user indicates to the platform administrator that the set of terms is acceptable, a digital contract summarizing such virtual content rights allocation is created by the platform administrator and delivered to the user for acceptance. (1550) The user is then free to accept, reject, or ignore the digital contract received from the platform administrator. (1560) If the user agrees to the digital contract, store the terms in the contract in the virtual content rights database and assign the agreed to virtual content rights to the user for the life of the digital contract. Stop the virtual content rights process.

[0082] The platform can accept and support a wide range of music-related content types and combinations, including, but not limited to, music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, TV, web shows), music-related still images (e.g., photographs, paintings, digitized art), music-related live streaming content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and the like.

[0083] There are numerous embodiments of virtual content rights contemplated by the system, which may include one or more of the following:

[0084] Management Rights: Virtual content rights that give users the right to define the rules or permissions regarding how a piece of content can be used within a platform. For example, if a user acquires virtual management rights to a song, they can determine and set the rules that other users of the platform must adhere to in order to play that song.

[0085] Reward Rights: Virtual content rights that allow a user to obtain certain benefits and status within a virtual environment when the user's associated music-related digital asset performs in a certain manner (a) within the virtual environment and / or (b) in the real world.

[0086] Scarcity Rights: Virtual content rights where a music-related digital asset (e.g., a song) may only have one or a limited number of ownership slots available within a platform. For example, if song A has 10 ownership slots available, then only 10 users can acquire those slots.

[0087] These virtual content rights may be combined in any manner at the discretion of the platform administrator.

[0088] There are numerous embodiments and use cases contemplated by this system, including implementations that include the following.

[0089] All music-related digital content types and combinations, including, but not limited to, music-related audio recordings (e.g., music), music-related video recordings (e.g., movies, TV, web shows), music-related still images (e.g., photographs, paintings, digitized art), music-related live streaming content, combinations of various media, music-related digital virtual real estate, music-related digital virtual goods, and the like.

[0090] All music-related digital content consumption channels and combinations, including but not limited to desktop-based applications (native and web-based), mobile-based applications (native and web-based), console-based applications (native and web-based), TV-based applications (native and web-based), and appliance-based applications (native and web-based).

[0091] All music-related digital content consumption platform types and combinations, including but not limited to audio-only (e.g., music streaming services), 2D and 3D video (e.g., video games), virtual reality (e.g., video games), augmented reality (e.g., video games), and mixed reality (e.g., video games).

[0092] A first embodiment of the system involves using music-related digital content assets in a digital virtual environment (similar to Fantasy Football or Fantasy Baseball), where a user who holds virtual content rights to the music-related digital content asset gains certain benefits and status within the virtual environment when the user's associated music-related digital asset performs in a particular manner (a) within the virtual environment and / or (b) in the real world.

[0093] For example, if a user is assigned virtual content rights to a piece of digital music that is often played by other users in a virtual environment, each time the music is played in the virtual environment, the user receives in-world virtual rewards, coins, points, or other status enhancements within the virtual environment. Similarly, when the music is played in the real world (such plays are verified by Billboard, Spotify, etc.), the user can receive additional virtual environment benefits.

[0094] Notwithstanding these virtual compensation payments, real-world owners of music-related digital content remain entitled to contractual cash payments for each play, whether in a virtual environment or the real world, and compensation activity related to virtual content rights does not affect these real-world rights and royalty expectations.

[0095] The following are further examples of the present disclosure.

[0096] According to one embodiment, every song has one virtual title holder, which is held by some unique user of the system. For example, user Jeff enters the system and is a big fan of Musician 1's music. Jeff then searches for a song by Musician 1, the song "Musician's Music," and then decides he wants to acquire the virtual title for this song. Using virtual currency, Jeff uses coins or the like to acquire the virtual title for this song and is then listed as a virtual title holder in the system. Jeff will continue to hold the virtual title as long as he keeps returning to the system. However, if Jeff is unable to return, the virtual title for the song will be returned to the community where it can be acquired by other users.

[0097] In one aspect, only one user can claim the "title" to a song. Using the example above, if Jeff has a virtual title for "Musician's Music" and another user, Mark, enters the system and also likes "Musician's Music," Mark cannot currently obtain the title because he knows Jeff is the virtual title holder. Mark then has the option to (1) make an offer to Jeff to obtain the virtual title for the song from Jeff, (2) join a waiting list so that he will have a chance to obtain the virtual title if Jeff lets it expire, or (3) do nothing.

[0098] A user's ownership of the virtual title to a song does not restrict other users from playing the song, as the song is still playable like any other song. Mark can also build his own "music room" (e.g., a virtual room called "Mark's Music Listening Room") and make songs available in that virtual room, or place songs in, for example, a metal-themed music listening room. In one aspect of the system, each time a song is played anywhere in the system, Jeff, the title holder, is rewarded, such as leveling up as a system user or being provided other rewards. Thus, in the present system, there is a competitive incentive to have virtual titles to popular songs and / or music videos in the system.

[0099] As new songs and / or music videos are released on the system, users are compelled to go into the system and try and acquire one of the virtual titles available for the song. For example, a new release from a popular artist may be highly desirable to acquire. Even in the case of legacy or tail content, there is still competition within a niche area or neighborhood on the system, for example, perhaps the "metal" genre neighborhood may be competitive to acquire songs and / or music videos of legacy musician 1.

[0100] Music-themed virtual world The present disclosure relates to a proprietary, affordable, robust, secure, adaptable, scalable and entertaining music-themed world that can be accessed, consumed, manipulated and shared across a variety of multimedia digital engagement platforms.

[0101] Title of the invention A system and method for creating, maintaining, and growing a musically themed virtual world.

[0102] summary The creation of an interactive, constantly expanding virtual environment ("computer system"), which should be primarily musically themed, in which users can immersively experience music of all types through the use of virtual environment devices (e.g., computers, game consoles, virtual reality headsets, mobile phones, augmented reality devices) capable of conveying an auditory, visual, and tactile musical experience to one or more virtual environment world users. During such virtual environment engagement, users can interact with other users in a social manner, communicating through text, chat, voice, visual, or similar media. Users can also engage with others who are not simultaneously present within the virtual environment world by leaving messages for others in various forms, or by sending messages to others entirely outside the virtual environment world (e.g., text messaging from within the virtual environment world to a text recipient outside the virtual environment world on a physical world phone). Furthermore, the immersive nature of the virtual environment world allows for non-musical types of interactions that are complementary to musical engagements, including, but not limited to, brand engagements, consumer purchasing engagements for digital and / or physical goods (standard, user-generated, customizable, or otherwise), video games, scavenger hunts, rides, games of chance, games of skill, virtual concerts, storytelling experiences, virtual movies, virtual TV shows, virtual sporting events, virtual e-sports events, ownership, customization, and use of virtual properties, educational experiences, meditation, health, and mindfulness experiences, and the like. To better support these types of diverse activities, the virtual environment world uses a virtual and non-virtual currency system to facilitate economic interactions between users and each user, the platform operator itself, and non-user participants within the platform. Similarly, the system supports users in their various engagements by having various forms of information prompts throughout, where users can be intelligently guided about the features of the system (personalized guidance) as they relate specifically to their user's preferences and needs.In some cases, the informational prompts can take the form of artificially intelligent avatars (non-human characters) that present themselves to the user as in-world characters with which to interact.

[0103] Important Aspects of the Disclosure The computer system supporting this system can be centralized on a single computer, on an array of computers, centrally housed, distributed, and / or any combination thereof. The computer system can be used to instruct a music creator (human, artificial intelligence, or any combination thereof) on modifications to be made to new and different musical compositions contemplated by this disclosure.

[0104] A computer system can be used to instruct a music creator (human, artificial intelligence, or any combination thereof) on the creation of new music.

[0105] The computer system can combine the analysis and results of multiple instances of different pre-existing and new songs and basic musical segment extractions.

[0106] A computer system can be used to identify and advise on the types of musical attributes to avoid given new and different songs contemplated by the present disclosure.

[0107] A computer system can be used to determine and / or ascertain the possible range of popularity of the new music, the level of commercial appeal of the new music, the level of synergy between the products, services and advertisements paired with the target music, the price point or points at which the new music can be sold to different types of music listeners, and the therapeutic benefits that are likely to be derived by those who listen to such new music.

[0108] The computer system can be suggested new and different sources of music to analyze through direct submission by the computer system operator.

[0109] The computer system can indicate new and different sources of songs to analyze by automatically crawling publicly available songs that reside on third-party systems (e.g., private databases or the public Internet).

[0110] The computer system can support virtual concerts, allowing artists to create "volumetric" and / or "holographic" versions of themselves to be integrated into a virtual concert venue that can be designed from their imagination.

[0111] The computer system can support music listening rooms as a feature to customize virtual buildings and display songs and / or music videos, lyrics, videos, photos, trivia in an immersive interactive experience.

[0112] The computer system may support an Artist Ride experience that features one or more songs and / or music videos and takes a user on an immersive journey that simulates a traditional theme park ride.

[0113] Total personalization that enables users to customize their own music rooms, create virtual music-related digital assets (e.g., mixtapes and similar music-related digital assets), and apply virtual clothing, hairstyles, hats, etc. to their avatars.

[0114] The computer system can support a virtual musical avatar / personality that engages the user through artificial intelligence and delivers personalized narratives, quests, and other voice-enabled interactions.

[0115] The computer system can support storytelling and immersive podcasts that tell interactive stories using specific playlists of songs and / or music videos, footage, and narration.

[0116] The computer system can support consumer acquisition, engagement, retention, and reward mechanisms that are effective in a physical amusement park setting as imported into the virtual world setting.

[0117] The computer system can support the design of the system to enable porting to a variety of head mounted display ("HMD") systems, whether an HMD tethered to a PC, an HMD tethered to a game console, an all-in-one mobile HMD (e.g., a Wi-Fi or cellular wireless connected HMD), a "slide-in" HMD for a mobile phone, or otherwise.

[0118] The computer system can support creating community events at scheduled times throughout the day (e.g., EDM City puts on a light show every hour, just like Hong Kong does every night).

[0119] Advertising-Related Aspects of the Disclosure The computer system may support a number of functions related to user and advertiser engagement, where such engagement provides benefits to one or more of the platform, users, third parties, and advertisers. In this regard, it is contemplated that:

[0120] A computer system for supporting a virtual advertising billboard where users can engage with ads and earn rewards (virtual currency, content, or music-related digital assets). Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0121] A computer system for supporting a virtual brand-sponsored area where users can earn rewards (virtual currency, content, or music-related digital assets) by engaging in any activity within the area that is sponsored by the brand. Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0122] A computer system for supporting virtual concerts where users can participate in brand-sponsored concerts and earn rewards (virtual currency, content, or music-related digital assets). Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0123] A computer system for supporting virtual mini-games in which users can engage in brand-sponsored games to earn rewards (virtual currency, content, or music-related digital assets). Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0124] A computer system for supporting virtual mini-rides in which users engage in brand-sponsored games to earn rewards (virtual currency, content, or music-related digital assets). Rewards can range from freebies or discount coupons and can be for in-world or out-of-world assets.

[0125] A computer system for supporting a virtual non-advertising billboard artifact where users can engage with advertising and earn rewards (virtual currency, content, or music-related digital assets). In this case, the artifact should be static or moving (self-animated or moveable by the user). Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0126] A computer system for supporting virtual product placement artifacts where users can interact with the product and receive rewards (virtual currency, content, or music-related digital assets). In this case, the artifacts should be static or moving (self-animated or moveable by the user). Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0127] A computer system for supporting a virtual product placement functional feature (e.g., transportation) where end users engage with a product (e.g., Lyft, Uber) to earn rewards (virtual currency, content, or music related digital assets). Rewards can range from free or discount coupons and can be for in-world or out-of-world assets.

[0128] Blockchain-Related Aspects of the Disclosure The computer system may support a number of functions related to the use of blockchain technology that may provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0129] A computer system for supporting the creation of scarcity of virtual digital music-related goods, including mechanisms for recording and exchanging such music-related digital assets.

[0130] A computer system for supporting the creation of scarcity of one or more music-related digital assets (e.g., mixtapes and similar music-related digital assets), including mechanisms for cultivating "propagable" digital DNA music-related digital assets (e.g., mixtapes and similar music-related digital assets) in collaboration with artists who generate music-related digital assets (e.g., mixtapes and similar music-related digital assets) designated by generation (e.g., the first generation of mixtapes so generated is a "GEN0" mixtape).

[0131] A computer system to support the creation of scarcity of virtual music-related digital "real estate," including mechanisms for implementing blockchain scarcity, recording, privacy, access control, personalization space for user rooms, or other real estate that can be purchased, sold, earned, or gifted, and further, blockchain mechanisms to support economic activity associated with music-related digital real estate that is tied to an artist brand (e.g., sharing revenue with an artist when buying and building a home in "artist land").

[0132] Browser-Related Aspects of the Disclosure The computer system can support a number of functions related to the use of a virtual web browser that is deployed across a virtual music world, such functions providing benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0133] A computer system for supporting the creation of an in-world virtualized browser for user consumption of music entertainment content.

[0134] A computer system for supporting the creation of an in-world virtualization browser for user consumption of movie and TV entertainment content.

[0135] A computer system for supporting creation of an in-world virtualization browser for user consumption of news entertainment content.

[0136] A computer system for supporting creation of an in-world virtualization browser for user consumption of shopping entertainment content.

[0137] A computer system for supporting creation of an in-world virtualization browser for user consumption of sports entertainment content.

[0138] A computer system for supporting creation of an in-world virtualization browser for user consumption of educational entertainment content.

[0139] A computer system for supporting the creation of an in-world virtualization browser for user consumption of similar entertainment and non-entertainment content.

[0140] Commercially Related Aspects of the Disclosure The computer system can support a number of commercial activity functions distributed throughout the virtual environment music world, where such functions provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0141] A computer system for supporting the discovery, interaction, ordering, and / or fulfillment of the commercial consumption of digital entertainment and digital non-entertainment goods and services.

[0142] A computer system for supporting the discovery, interaction, ordering, and / or fulfillment of the commercial consumption of physical entertainment and non-physical entertainment goods and services.

[0143] Communication-Related Aspects of the Disclosure The computer system may support a number of functions related to the use of communications technologies, such functions providing benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0144] A computer system for supporting the creation of virtual communication channels that enable various types of messaging (e.g., voice, text, chat, video, photos, emojis) to be originated by parties (e.g., platform operators, users, content owners and creators, third parties, advertisers) within a virtual environment world and received by one or more parties within the virtual environment world (e.g., one-to-one communication, one-to-many communication, one-to-all communication).

[0145] A computer system for supporting the creation of virtual communication channels that allow various types of messaging (e.g., voice, text, chat, video, photos, emojis) to be originated by parties (e.g., platform operators, users, content owners and creators, third parties, advertisers) within the virtual environment world and received (e.g., one-to-one communication, one-to-many communication, one-to-all communication) by one or more parties external to the virtual environment world, where the external message recipients can be third party messaging applications or messaging applications associated with the platform itself (e.g., "companion apps").

[0146] For internal and external messaging, one purpose can be to keep a party informed of events in the virtual environment world (new songs and / or music videos, games, rewards, concerts, etc.) when the party is inside or outside the virtual environment world (inside-out / outside-in functionality).

[0147] Companion Application Related Aspects of the Disclosure The computer system can support a number of functions related to the use of non-virtual world companion applications resident on fixed and mobile devices external to the virtual world system, such functions providing benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0148] A computer system for supporting creation of a companion application that facilitates notification of games, rides, stories, concerts, digital goods and service offerings, physical goods and service offerings, and the like within the virtual environment world to parties external to the virtual environment world.

[0149] A computer system to support creation of a companion application that facilitates social (e.g., Twitter, Facebook, Pinterest, Instagram) notifications about activity in the virtual environment world to parties external to the virtual environment world.

[0150] A computer system for supporting the creation of a companion application that facilitates a dedicated communication channel between a party external to a virtual environment world and a party internal to the virtual environment world, where such communication may take the form of text, chat, voice, photos, video, emojis, or the like.

[0151] A computer system for supporting the creation of a companion application that enables a party external to a virtual environment world to fully or partially participate in internal aspects of the virtual environment world and earn points, credits, rewards, or the like, as if they were participating from within the virtual environment world.

[0152] Virtual Concert-Related Aspects of the Disclosure The computer system may support a number of functions related to the distribution of live and / or recorded virtual concerts within the virtual environment world system, such functions providing benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0153] A computer system to support the creation of branded, real-world, physical concert venues that are recreated within a virtual environment world as CGI assets, volumetrically scanned, or rendered as a combination thereof.

[0154] A computer system to support the creation of a branded, previously (i.e., no longer existing), real-world, physical concert venue that is recreated within a virtual environment world as a CGI asset, volumetrically scanned, or rendered as a combination thereof.

[0155] A computer system to support the creation of branded fictional concert venues that are recreated within a virtual environment world as CGI assets, volumetrically scanned, or rendered as a combination thereof.

[0156] A computer system for supporting the creation of a fictional or non-fictional virtual concert venue including a concert experience rendered through virtual special effects such as fireworks, light shows, flying objects, and the like generated by a virtual venue platform administrator, a virtual venue user, a virtual venue user population, a virtual venue brand sponsor, or a combination thereof.

[0157] A computer system for supporting the creation of fictional or non-fictional virtual concert venues including concert experiences represented by virtual user representations such as configurable user dance moves, emotional expressions, object displays (e.g., lights, glow sticks), and the like generated by a virtual venue platform administrator, a virtual venue user, a virtual venue user population, a virtual venue brand sponsor, or combinations thereof.

[0158] A computer system for supporting the creation of fictional or non-fictional virtual concert venues, including concert experiences represented by user avatar selfie capture generated by a virtual venue platform administrator, a virtual venue user, a virtual venue user population, a virtual venue brand sponsor, or combinations thereof, virtual flying drone image capture of a user within the venue, transmission of user avatar activity to one or more video screens within the venue (e.g., via fixed location or flying drone crowd cams), and user avatar participation in a virtual concert, such as the like.

[0159] Digital Goods and Services Related Aspects of the Disclosure The computer system can support a multitude of digital goods and services activities located throughout the virtual environment music world, where such activities provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0160] A computer system for supporting user avatars in discovering, interacting, ordering, and / or fulfilling commercial purchases.

[0161] A computer system for supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption of music-related digital virtual real estate.

[0162] A computer system for supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption of user personal space and avatar customization assets.

[0163] A computer system for supporting the discovery, interaction, ordering, and / or accomplishment of user-controlled commercial consumption of music rights, whereby users can earn prizes, points, tickets, credits, and other items of value when other users within the world engage with songs or music assets that are linked to accounts of music rights owners within the world.

[0164] A computer system for supporting the discovery, interaction, ordering, and / or completion of commercial consumption activities, which are recorded and maintained on a blockchain.

[0165] A computer system for supporting the discovery, interaction, ordering, and / or completion of commercial consumption activities that are originated within a virtual music world and physically delivered in the real world (e.g., viewing a digital representation of an object in the virtual world and ordering a physical likeness thereof for delivery to a user in the physical world).

[0166] EXPERIENCE DISCOVERY RELATED ASPECTS OF THE DISCLOSURE The computer system may support a number of virtual environment experience discovery activity functions located throughout the virtual environment music world, where such functions provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0167] A computer system to support the creation of a virtual ambient music world directory guide similar to a shopping mall kiosk where one can stop by and see what else is out there in the world.

[0168] A computer system to support the creation of a "find your favorite artist" feature where a user can gaze at a particular non-human character avatar (e.g., musician Slash) and he will initiate a dialogue and conversation with you (similar to having Mickey Mouse engage with guests at Disneyland). Similarly, a user can receive rewards, merchandise, prizes, credits, etc. (rewards for in-world or out-of-world assets or services) if they engage long enough or in a particular way (e.g., answering trivia questions). Conversely, if a user engages inappropriately, the user can be punished (e.g., taking a selfie with him without asking permission can have the avatar smash the user's virtual phone camera on-site).

[0169] A computer system for supporting the creation of real-world maps that allow users to place pins in the real city where they live so people can see where they are visiting from (social function).

[0170] A computer system to support the discovery of AI-based music playlists, artificial intelligence virtual DJs, and the like.

[0171] Platform: A computer system for supporting the creation of a searchable database through which music-related digital assets (e.g., concert tickets, music-related digital assets (e.g., mixtapes and similar music-related digital assets), gold records, music-related digital virtual real estate titles, virtual coins, tokens, digital goods) can be marketed and sold and viewed by other users, allowing them to be bought, sold, and exchanged.

[0172] Virtual Character-Related Aspects of the Disclosure The computer system may support a number of virtual character features populated throughout a virtual world, where such features provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0173] A computer system for populating a virtual world to support the creation of permanently or constantly changing virtual characters that interact with real-world users represented as avatars within the virtual world. The virtual characters may interact in several ways, through their sole presence within the virtual world, sharing basic information (e.g., event schedules), and making relevant suggestions or commentary to the user based on the same user's virtual world preferences (e.g., using artificial intelligence or machine learning to interact with the user based on the user's past virtual world behavior).

[0174] Additionally, these virtual characters can be influencers of tastes within and outside of the virtual world and can have their own virtual apartments, shows, stores, brand endorsements, social media accounts, and the like within and outside of the virtual world.

[0175] Environmental Benefits-Related Aspects of the Disclosure The computer system may support a multitude of virtual environment effects capabilities populated throughout the virtual environment music world, where such capabilities provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0176] A computer system to support the creation of constantly changing and reskinning world assets (skies, buildings, rooms, fireworks, meteors, etc.). In this regard, effects can be determined by virtual world platform administrators, individual user (single) preferences, user group (collective) preferences, brands, artists, or any combination of these. Furthermore, effects may or may not be set to music.

[0177] Game-Related Aspects of the Disclosure The computer system may support a number of virtual environment gaming features located throughout the virtual environment music world, where such features provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0178] A computer system for supporting the creation of artist-centric or genre / subgenre-centric scavenger hunt games with rewards, where items to be found are influenced by various aspects (location, skill, luck).

[0179] A computer system for supporting the creation of artist-centric or genre / subgenre-centric dance games that include rewards.

[0180] A computer system for supporting the creation of a role-playing game in which the highest scoring player has a status in the music industry (e.g., mayor, tenant, traveler, etc.).

[0181] A computer system to support creation of a mixtape competition (e.g., which music-related digital assets (e.g., mixtapes and similar music-related digital assets) are the most copied, most played, etc.).

[0182] A computer system to support the creation of new music "fight club" rooms or "March Madness" rooms for new songs and / or music videos where stream counts from Billboard determine winners and losers (winners receive prizes).

[0183] A computer system for supporting the creation of a virtual passport that is virtually stamped upon entering different cities / neighborhoods / rooms, the passport can be viewed by other users, and the user gains additional benefits or status as the number of stamps on the user's passport increases.

[0184] A computer system for supporting the creation of a system that tracks and awards users with the most remix tapes created.

[0185] A computer system to support the creation of simple arcade games such as Flappy Bird (type), Corn Hole, Carnival Ball Throw, Shooting Range, Bowling Alley, etc. By extension, this disclosure contemplates that the objects to be thrown or shot may also be artists, records, guitars, speakers, disco balls, etc.

[0186] A computer system for supporting the creation of betting type games (traditional or proprietary).

[0187] A computer system to support the creation of a Song Guardian type game for both "Masters" and "Limited Editions" in which the virtual environment owner of a song earns royalties from the virtual environment world each time the song is played by others in the world.

[0188] A computer system to support the creation of a music-themed competition including prizes.

[0189] Mixtape-Related Aspects of the Disclosure The computer system may support a large number of mixtape creation, publishing, sharing, and exchange capabilities located throughout the virtual music world, where such capabilities provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0190] A computer system for supporting the exchange of music-related digital assets (e.g., mixtapes and similar music-related digital assets) and the creation of a Walkman-type device for playback and social realization.

[0191] A computer system for supporting the creation of music-related digital assets (eg, mixtapes and similar music-related digital assets) to be placed within a virtual environment world for discovery by other users.

[0192] A computer system for supporting the creation of a mixtape playing on a user's virtual mobile phone.

[0193] A computer system for supporting the creation of music-related digital assets (e.g., mixtapes and similar music-related digital assets) created in a virtual environment world that are placed in the real physical world as geolocated music-related digital assets so that they can be found by others (users or non-users using a mobile companion application or the like).

[0194] Mobility-Related Aspects of the Disclosure The computer system can support a number of mobility features located throughout the virtual environment music world, where such features provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0195] A branded subway service for traveling to a city, neighborhood, or room (for example, The Boring Company).

[0196] Branded taxi services (e.g., Lyft) for transportation within a city, neighborhood, or room.

[0197] Branded tour bus services (e.g., London Double Decker) for traveling to a city, neighborhood, or room.

[0198] Mobile phone UX commands--teleportation, lateral and horizontal movement, quick search, hot buttons, etc.

[0199] Compensation-Related Aspects of the Disclosure The computer system can support a number of reward features deployed throughout the virtual world that provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0200] A computer system for supporting users to participate in a concert performance and earn rewards (virtual currency, content, music-related digital assets, etc.), which may be for in-world or out-of-world assets and may range from free items to discount coupons.

[0201] A computer system for supporting a user to engage with a specified functional feature (e.g., a new search feature, or a new mix feature) and receive rewards (virtual currency, content, music-related digital assets, etc.), which may be for in-world or out-of-world assets and may range from free items to discount coupons.

[0202] A computer system for supporting users in engaging in games (scavenger hunt games, wandering musicians or gurus offering rewards) to earn rewards (virtual currency, content, music-related digital assets, etc.), which may be for in-world or out-of-world assets and may range from free items to discount coupons.

[0203] A computer system for supporting users to engage in rides and earn rewards (virtual currency, content, music-related digital assets, etc.) Rewards can be for in-world or out-of-world assets and can range from free items to discount coupons.

[0204] A computer system for supporting a user to engage in any other activity within a designated virtual environment world area to earn rewards (such as virtual currency, content, music-related digital assets, etc.), which may be for in-world or out-of-world assets and may range from free items to discount coupons.

[0205] Virtual Music-Related Real Estate-Related Aspects of the Disclosure The computer system can support a number of virtual music-related real estate features populated throughout the virtual music world, where such features provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0206] A computer system for supporting users in participating in virtual music-related real estate created, managed or owned by artists.

[0207] A computer system to support users in creating their own "settlement" (e.g., a house containing their music collection) that other users can visit and leave messages (perhaps also connecting here to Instagram or FB Work).

[0208] A computer system for supporting users in participating in a virtual music-related real estate created, managed, or owned by an operator of a virtual ambient musical world.

[0209] Ride-Related Aspects of the Disclosure The computer system can support a number of ride features located throughout the virtual world, where such features provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0210] A computer system for supporting a user to engage in a "down the rabbit hole" ride experience, where the user experience starts with one song and metadata, branches out (links) to five other songs and / or music videos, which in turn link to another five, and so on.

[0211] A computer system for supporting user engagement in an active ride experience in which user choices at various stages of the ride will change the narrative of the ride and the rewards earned, if any.

[0212] A computer system for supporting user engagement in a passive ride experience where there is no user selection during various stages of the ride.

[0213] A computer system for supporting rides that "launch" every few minutes, allowing multiple users to ride a particular virtual environment ride experience together (just like a ride schedule at Disneyland).

[0214] A computer system for supporting a user's engagement with non-musical themed rides associated with movies, TV artists, or other genres.

[0215] A computer system for supporting a user to engage in a ride in which the user is guided through the ride experience by a celebrity, a taxi driver, or other similar type of human or non-human entity.

[0216] Room-Related Aspects of the Disclosure The computer system may support a multi-room feature located throughout a virtual music world, where such functionality provides benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0217] A computer system for supporting users participating in a room providing themed content associated with a mobile cellular carrier.

[0218] A computer system for supporting users participating in rooms providing themed content associated with bars, sports bars, and restaurants.

[0219] A computer system for supporting users participating in rooms that provide themed content associated with games and gambling (and winnings).

[0220] A computer system for supporting user involvement in rooms that provide themed content associated with simple games (and prizes). In this regard, rooms such as Flappy Bird (type), Corn Hole, Carnival Ball Throw, Shooting Range, Bowling Alley, etc. By extension, this disclosure contemplates that the objects to be thrown or shot may also be artists, records, guitars, speakers, disco balls, etc.

[0221] A computer system for supporting users participating in a room that provides themed content associated with a video game audience.

[0222] A computer system for supporting users participating in a room providing health and wellness related thematic content.

[0223] A computer system for supporting a user engaging in a room that provides thematic content associated with meditation and mindfulness.

[0224] A computer system for supporting users involved in a room providing themed content associated with a museum.

[0225] A computer system for supporting user engagement in rooms that provide themed content associated with non-Sony branded entertainment (e.g., comedy / movies / TV).

[0226] A computer system for supporting users participating in a room providing themed content associated with a pool room.

[0227] A computer system for supporting users participating in a room providing themed content associated with a record store.

[0228] A computer system for supporting users engaging with a room that provides themed content associated with a secret room (e.g., changing a password on a door / solving a riddle / stating a favorite brand name to gain access).

[0229] A computer system for supporting users participating in a room providing thematic content associated with a digital social activity.

[0230] A computer system for supporting users to engage in rooms providing thematic content associated with social responsibility (e.g., Habitat for Humanity, Rock the Vote).

[0231] A computer system for supporting a user engaging in a room providing themed content associated with Sony branded entertainment (eg, comedy / movies / TV).

[0232] A computer system for supporting users participating in rooms that provide thematic content associated with stem rooms (e.g., listening to songs and / or music videos with the ability to turn stems on / off).

[0233] A computer system for supporting users engaging in rooms providing thematic content associated with talk shows including curators discussing non-music content (movies, TV, news, sports, fashion, food). It is contemplated that the experiences can be live and / or recorded.

[0234] A computer system for supporting users participating in a room providing themed content associated with a tattoo parlor.

[0235] A computer system for supporting users participating in a room providing themed content associated with tilt brush type user generated content.

[0236] A computer system for supporting users involved in a room providing themed content, such as a museum-type digital asset.

[0237] A computer system for supporting users engaging with rooms that provide themed content associated with a time capsule room / time travel room (e.g., a user selects a year from the outside, then inside the room style changes to that year and the playlist is only songs and / or music videos from that year).

[0238] A computer system for supporting users involved in a room providing themed content associated with a trivia room. In this regard, the present disclosure contemplates having a music trivia night (e.g., each night at 7pm is a trivia competition with prizes), possibly expanding beyond music in later versions.

[0239] A computer system for supporting a user participating in a room providing thematic content associated with a personal inspiration subject.

[0240] A computer system for supporting users participating in rooms that provide themed content associated with invitation-only rooms (e.g., private rooms or rooms reserved for VIPs such as contest winners) where users can cash in on their coolness by selling access to their spaces.

[0241] A computer system for supporting users participating in a room that provides themed content associated with a musical artist.

[0242] A computer system for supporting users participating in a room providing themed content associated with a DJ performing a show.

[0243] A computer system for supporting users participating in rooms that provide thematic content associated with a music genre.

[0244] A computer system for supporting users participating in a room providing themed content associated with a karaoke bar including scheduled events (eg, 80s night at 8 pm).

[0245] A computer system for supporting users participating in a room that provides themed content associated with a music label.

[0246] A computer system for supporting users participating in a room providing themed content associated with a music sponsor.

[0247] A computer system for supporting users engaged in rooms providing thematic content associated with music discovery (all music), whether discovery through traditional music channels or alternative social or web channels (e.g., Twitter, Wikipedia, YouTube, breaking news).

[0248] A computer system for supporting users participating in rooms providing thematic content related to music documentaries (all music), including, but not limited to, talk show style rooms (live and recorded) including a curator discussing the music content, and rooms including narration / storytelling (e.g., Morgan Freeman narrating the history of the artist).

[0249] A computer system for supporting users involved in rooms providing thematic content related to music education, such rooms including, but not limited to, classes on how to play guitar, piano, music theory, music history, etc., and sponsors of such lessons may be generic brands or musical instrument brands.

[0250] A computer system for supporting users participating in rooms providing thematic content associated with a music movie score. In this regard, the present disclosure may contemplate experiences based on part music and part movie content, as well as talk show style rooms including curators discussing the music content, which in each case may be live and / or recorded.

[0251] A computer system for supporting users to engage in rooms providing themed content associated with music influencers (all music), where such experiences can focus on influences and inspiration from artists and other motivational events. Other aspects can include a focus on influencers and exploring what draws influencers to certain types of music.

[0252] A computer system for supporting users participating in a room providing themed content associated with music performance and Billboard-type popularity rankings (all music), including data related to new entries, toppers, laggards, etc.

[0253] A computer system for supporting users involved in a room providing thematic content associated with music podcasts (all music) that focuses on all stakeholders, whether they be artists, cities, fans, or other.

[0254] A computer system for supporting users participating in rooms providing themed content associated with music talk shows (all music), which may extend to talk show style rooms including curators discussing music content, which may be live and / or recorded.

[0255] A computer system for supporting users participating in rooms that provide thematic content associated with music talk shows (a mix of music and music commentary). One example is a music discovery and talk show style room that includes curators who perform and discuss music content (e.g., Gimme Radio), which can be live and / or recorded.

[0256] Social-Related Aspects of the Disclosure The computer system can support a number of social features populated throughout the virtual world that provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0257] A computer system for supporting users in utilizing social mechanics to purchase advertising within a virtual environment world to promote their own rooms and user-generated content.

[0258] A computer system for supporting a user in connecting a social network, such as Instagram, to a user's personal real estate space and auto-populating these rooms and photos, etc. (e.g., auto-loading photo frames on a wall with Instagram photos).

[0259] A computer system for supporting users in utilizing social mechanics for peer-to-peer gifting of digital and physical goods, services, or currency.

[0260] A computer system for utilizing social mechanics to support a user in verifying the identity of another user or their space by making an inquiry (eg, pressing button X).

[0261] A computer system to support a user in easily importing third party social media data (such as Twitter, Facebook, Instagram, etc., feeds that are constantly evolving / refreshing) using social mechanics.

[0262] A computer system for supporting a user in utilizing social mechanics for peer-to-peer mixtape sharing.

[0263] A computer system for supporting a user utilizing social mechanics to undertake a social media search.

[0264] A computer system to support users in utilizing social mechanics to communicate with others within and outside of the virtual world using traditional social APIs (Twitter / Instagram / Pinterest / FB).

[0265] "Song Guardian" Related Aspects of the Disclosure The computer system may support a framework for a "Song Guardian" game built around a virtual ambient musical world, where such functionality provides benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0266] Song Guardian Masters is a computer system for supporting users participating in virtual environment games, whereby users can claim ownership rights within a fictional world to control which songs or videos are played within the virtual environment world.

[0267] While such a fiction owner, the user earns digital royalties (e.g., virtual environment royalties) based on each play of their song / video within the virtual environment world. Additionally, the user may need to ask the fiction owner for permission to include the song on the user's mixtape, and the fiction owner may sell or exchange the managed song or video for digital currency or another song or video title.

[0268] Additionally, a fiction owner may lose control over a song or video title based on inactivity or failure to pay royalties on the owned content.

[0269] Another contemplated feature is that a fiction owner may claim and control up to a maximum of X number of song or video titles, with such caps based on achievement, other users' plays, use of the song or video in music-related digital assets (e.g., mixtapes and similar music-related digital assets), etc. Alternatively, a fiction owner may claim and control up to a maximum of X number of song or video titles, subject to approval by the virtual environment world operator.

[0270] Each song or video title includes a history of provenance / origin and the number of in-world shares that the fiction owner authorizes and determines the digital royalties earned and the promotion of possible special song and video management slots.

[0271] With respect to distribution, certain upcoming popular songs and / or music videos and videos can be claimed via a raffle which may include special physical loot.

[0272] Fiction owners can explore and connect with others with similar badge achievements.

[0273] A computer system for supporting users participating in a Song Guardian limited editions virtual environment game, where users can claim in-world ownership rights to control "limited edition" (rare) songs or videos that are played within the virtual environment world.

[0274] While such a limited edition fiction owner, the user earns digital royalties (e.g., virtual environment royalties) based on each play of their song / video within the virtual environment world. Additionally, the user may need to ask the limited edition fiction owner for permission to include the song on the user's mixtape, and the fiction owner may sell or exchange the managed song or video for digital currency or another song or video title.

[0275] Additionally, limited edition fiction owners may lose control over song or video titles based on inactivity or failure to pay royalties on owned content.

[0276] Another contemplated feature is that the limited edition fiction owner may claim and control up to a maximum of X number of song or video titles, with such caps based on achievement, the number of plays by other users, the use of the song or video in music-related digital assets (e.g., mixtapes and similar music-related digital assets), etc. Alternatively, the limited edition fiction owner may claim and control up to a maximum of X number of song or video titles, subject to approval by the virtual environment world operator.

[0277] Each limited edition song or video title includes a history of provenance / origin and a number of in-world shares that the fiction owner authorizes and determines the digital royalties earned and possible special song and video management slot promotions.

[0278] In connection with the distribution, certain upcoming popular limited edition songs and / or music videos and videos can be claimed via a raffle which may include special physical loot.

[0279] Limited Edition Fiction owners can explore and connect with others who have similar badge achievements.

[0280] User-Generated Content (UGC) Related Aspects of the Disclosure The computer system can support aspects of UGC across a virtual world, and such functionality can provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0281] A computer system to support users in creating graffiti artwork across the globe. Placing a user's "<username> was here" message on a wall in a virtual world, much like people write their name on a bathroom wall. Ability to see other users who have visited a room.

[0282] A computer system for supporting users in submitting new music to be uploaded and voted for by other users.

[0283] A computer system for assisting a user in creating their own music via an artificial intelligence tool (e.g., Amper, etc.).

[0284] Aspects of the present disclosure related to user voice commands The computer system can support user voice command aspects throughout the virtual world, and such functionality can provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0285] A computer system for supporting the use of user-controlled voice commands to conduct commercial transactions within a virtual environment world.

[0286] A computer system for supporting the use of user-controlled voice commands to perform expressive actions by the user within a virtual environment world, such as performing dance moves, activating in-world special effects, or expressing emotions (e.g., like, clap, love heart).

[0287] A computer system for supporting the use of user-controlled voice commands to explore related content (e.g., songs and / or music videos, artists, genres, metadata, history, locations, digital goods, commerce) within a virtual environment world.

[0288] A computer system for supporting the use of user-controlled voice commands for social media interaction and communication within a virtual environment world.

[0289] A computer system for supporting the use of user-controlled voice commands for social media exploration within a virtual environment world.

[0290] A computer system for supporting the use of user-controlled voice commands for transportation (by car, teleportation, portals) within a virtual environment world.

[0291] User Room Related Aspects of the Disclosure The computer system can support aspects of personalized user rooms across virtual worlds, and such functionality provides benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0292] A computer system for supporting the use of a personalized user room that can be decorated according to the user's preferences. Examples of items to be used for personalization include furniture, pictures, lighting, rugs, wall colors, etc., whereby some items are free, some are purchased, and some are earned.

[0293] A computer system for supporting use of a personalized user's dressing room that can be stocked according to the user's preferences. Examples of items to be used for personalization include virtual clothing, wigs, makeup, etc., whereby some items are free, some are purchased, and some are earned.

[0294] A computer system for supporting the use of a guestbook associated with a user's room that can be modified / signed by other users visiting the room.

[0295] A computer system for supporting the use of a user room in the creation of music-related digital assets (eg, mixtapes and similar music-related digital assets) by a user controlling such a user room.

[0296] A computer system for supporting the use of user rooms in storing and displaying awards, badges, and other recognitions associated with a user who controls such a user room.

[0297] A computer system for supporting the use of user rooms in storing and displaying music-related digital assets owned or controlled by a user who controls such a user room.

[0298] A computer system for supporting the use of such a user room as a place where a user who controls such a user room can upload and display (for himself and / or others) his or her own personal audio, photos, art, video files, and similar user-sourced content.

[0299] A computer system for supporting a user in interacting with other users and virtual characters in such a private user room.

[0300] User Status Related Aspects of the Present Disclosure The computer system can support aspects of user status across a virtual environment music world, and such functionality can provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0301] A computer system for supporting a user status record that stores badges earned by users for participating in advertising. For example, users who earn enough badges can be granted the ability to achieve greater rewards and rights within a virtual environment. Additionally, users can display their badges within a user room or explore and connect with others with similar badge achievements.

[0302] A computer system for supporting a user status record that stores badges that a user has earned for playing games, going on rides, attending concerts, etc. For example, a user who has earned enough badges can be granted the ability to achieve greater rewards and rights within the virtual environment world. Additionally, a user can display the badges within a user room or explore and connect with others with similar badge achievements.

[0303] A computer system for supporting a user status record that stores badges earned by users for playing music and watching music videos (this is distinct from the Song Guardian game referred to herein). For example, users who earn enough badges can be granted the ability to achieve greater rewards and rights within the virtual environment world. Additionally, users can display their badges within a user room or explore and connect with others with similar badge achievements.

[0304] A computer system for supporting a user status record that stores badges earned by users for engaging with other users within a world. For example, users who earn enough badges can be granted the ability to achieve greater rewards and rights within the virtual environment world. Additionally, users can display their badges within a user room or explore and connect with others with similar badge achievements.

[0305] User Expression Related Aspects of the Present Disclosure The computer system may support a number of functions related to the realization of user expression functions within the virtual environment world system, such functions providing benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0306] A computer system for supporting the creation of fictional or non-fictional virtual environments (e.g., rooms, streets, concert venues, stores) for user expression, including the user expression capabilities represented by virtual special effects such as fireworks, light shows, flying objects, and the like generated by a platform administrator of the virtual environment, a user of the virtual environment, a user population of the virtual environment, a brand sponsor of the virtual environment, or combinations thereof.

[0307] A computer system for supporting the creation of fictional or non-fictional virtual environments (e.g., rooms, streets, concert venues, stores) for user expression, including user expression capabilities expressed by virtual user expressions such as configurable user dance moves, emotional expressions, object displays (e.g., lights, glow sticks), and the like, generated by a platform administrator of the virtual environment, a user of the virtual environment, a user population of the virtual environment, a brand sponsor of the virtual environment, or combinations thereof.

[0308] A computer system for supporting the creation of fictional or non-fictional virtual environments (e.g., rooms, streets, concert venues, stores) for user expression, including user expression capabilities expressed by user avatar selfie capture generated by a platform administrator of the virtual environment, a user of the virtual environment, a user population of the virtual environment, a brand sponsor of the virtual environment, or combinations thereof, virtual flying drone image capture within the user's environment, transmitting user avatar activity to one or more video screens within the virtual environment (e.g., via a fixed location or flying drone cloud cam), and user avatar participation in the virtual environment, and the like.

[0309] Video Room-Related Aspects of the Disclosure The computer system can support aspects of video rooms across a virtual world, and such functionality provides benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0310] A computer system to support the use of a video room that can be themed to show concerts.

[0311] A computer system to support the use of a video room that can be thematically designed for showing documentaries.

[0312] A computer system to support the use of a video room that can be thematically designed to present instructional materials.

[0313] A computer system for supporting the use of a video room that can be themed to display a photo stream.

[0314] A computer system for supporting the use of a video room that can be themed to show movies.

[0315] A computer system for supporting the use of a video room that can be themed to display TV shows.

[0316] A computer system to support the use of video rooms that can be themed and designed to showcase musical story experiences.

[0317] A computer system to support the use of video rooms that can be themed and designed to show sports and e-sports content.

[0318] Virtual Wallet-Related Aspects of the Disclosure The computer system can support aspects of a virtual wallet across the virtual world, and such functionality provides benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0319] A computer system for supporting the use of a virtual wallet that stores and manages music-related digital assets that can be purchased using a credit card or a global virtual currency.

[0320] A computer system for supporting the use of a virtual wallet that stores and manages user entitlement data for in-world purchases (e.g., tickets for rides, rooms, concerts, digital goods).

[0321] A computer system for supporting the use of a virtual wallet to store and manage music-related digital assets that cannot be consumed in reality, such as badges, digital goods and merchandise represented by actual digital items that are to be viewed and manipulated within a virtual environment world, and digital goods and merchandise (e.g., ownership titles) represented by actual digital items that cannot be viewed and manipulated within a virtual environment world.

[0322] Miscellaneous Aspects of the Disclosure The computer system can support a number of miscellaneous functions deployed throughout the virtual environment music world, which may provide benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, it is contemplated that:

[0323] A computer system for supporting the creation of multiple overt and covert worm holes or similar teleportation elements for travel throughout a virtual environment.

[0324] A computer system to support the creation of popularity rankings of various rooms, including, but not limited to, creating ranking lists of rooms (such as what are the most popular cities, neighborhoods, rooms, etc.).

[0325] A computer system to support the creation of high definition audio features such as high definition and / or immersive audio rooms. Additionally, in these scenarios, options exist to create branding opportunities for the audio hardware.

[0326] A computer system for supporting the creation of spatial audio customization including the ability for a platform, artist, user, or other participant to program the audio sound quality of the particular virtual environment space they are controlling or experiencing. In this regard, there are also aspects of control to be derived from one or more of the distance of the space, ceiling, floor, and walls to the user, types of interior materials, interior openings, objects and people occupying the space.

[0327] A computer system for supporting the creation of a troll rejection tool whereby a user has the ability to block, silence, or otherwise remove another person within a virtual environment who is harassing the user. Further, these removal actions can be visualized through metaphorical actions (explosions, rocket engines / fireworks, dissolve, melting).

[0328] A computer system to support the creation of a "god-like" voice (e.g., a Wizard of Oz style voice or an airport style narration including a public announcement system) that occasionally gives a user a task or job to perform as part of a game or engagement mechanic.

[0329] A computer system to support the creation of "spirit guides" to recommend or instruct users on engagement. Guides can be human (e.g., musicians or historical figures) or non-human forms (animals, ghosts, floating artwork, etc.) and can be selected by the user when the user registers with the platform. Some spirit guides can be free, earned, or purchased (music-related digital assets). Additionally, it is contemplated that spirit guides can be programs based on the user's self-created profile and can be driven by artificial intelligence or machine learning techniques.

[0330] A computer system for supporting the creation of a mobile phone as a user experience of a user in a virtual world control center that mimics a normal app on a physical real-world mobile phone. In this way, the mobile phone in the virtual environment world has a value similar to a mobile phone that the user can have in the real world. Such a customizable virtual mobile phone to have a feature that allows the user to easily exchange the brand / color / model of the phone (e.g., for free or for reward / compensation). Similarly, the virtual mobile phone has other properties that mimic other physical world phone elements, such as the screen of the virtual mobile phone breaking when the user drops the virtualized phone. The user then needs to spend the in-world virtual currency to repair the phone.

[0331] A computer system for supporting the creation of floating chain letters that move randomly throughout a virtual world, which can be grabbed and have names written on them or messages left.

[0332] A computer system for supporting the creation of an in-world friend discovery feature to help users find existing and new friends by age / gender / location / playlist characteristics.

[0333] A computer system for supporting the creation of a virtualized geolocation synchronized discovery function that allows a user to find the geolocation of another user within a virtual world.

[0334] A computer system for supporting the creation of graffiti art within a virtual ambient music world, where users have the ability to paint common areas, their own rooms, and friends' spaces, where users use free paint, purchased paint, and earned paint.

[0335] A computer system for supporting the creation of digital artifacts that metaphorically represent music to be consumed by users, who have the ability to collect, arrange, distribute, and consume music that appears in physical forms not traditionally associated with music (as food, drink, medicine, herbs, or the like). Metadata and other properties about a virtual ambient musical world or elements therein can be embedded within these music-related artifacts. [Explanation of symbols]

[0336] 100 Method for controlling access to music-related digital content 110. Providing a virtual content rights database that includes data associating users of the virtual environment with virtual content rights acquired for music-related digital content. 120. At the processor, a request for allocation of virtual content rights for music-related digital content is received from a user's device. 130 Update the virtual content rights database to indicate the assignment of virtual content rights to users 140. A processor, comprising: a processor for receiving data from a device of a user who holds virtual content rights to music-related digital content including songs, and creating a virtual mixtape having at least one of the songs; 150 Update the virtual content rights database to indicate the sharing of the virtual mixtape by the user in the virtual environment. 200 System for controlling access to music-related digital content 220 Processor 230 Virtual Content Rights Database 240 User Account Database 300 Computer Systems 302 users 304 Software Programs 310 Controller 320 Memory 330 Storage 340 Media Devices 350 User Interface 360 I / O Interface 370 Network Interface 380 Network 385 Server 390 Music-related digital content access management application 410 Celebrity / Music-related Digital Assets A 420 Non-Celebrity / Music-Related Digital Assets B 430 Computer Programs / Music-related Digital Assets C 440,450,460 Music-related digital assets (GEN1) 510,520 Music related digital assets (GEN2) 610,620 Music related digital assets (GEN3) 700 Steps Overview 710 A user of a music-related digital content engagement platform requests the allocation of one or more virtual content rights to a platform administrator. 720 A platform administrator checks the music-related digital content engagement platform's virtual content rights database to see whether the requested virtual content rights are eligible for allocation to the user, and if so, under what conditions. 730 If the requested virtual content rights can be assigned to the user, the platform administrator informs the user of the availability and the conditions (one or more options) under which the user may obtain such virtual content rights. 740 The user reviews such terms and indicates to the platform administrator which set of terms (if any) is acceptable to the user in return for securing the virtual content rights. 750 If the user indicates to the platform administrator that the set of terms is acceptable, a digital contract summarizing the assignment of such virtual content rights is created by the platform administrator and delivered to the user for acceptance. 760 The user is then free to accept, reject or ignore the digital contract received from the platform operator. If the user agrees to the digital contract, the terms of the contract are stored in a virtual content rights database and the agreed virtual content rights are assigned to the user for the life of the digital contract. 1510 A platform administrator queries the platform's virtual content rights database to see whether any one or more of the various virtual content rights are eligible for allocation to one or more users, and if so, under what terms (sale, lease, exchange in kind, user performance award, gift, etc.). 1520 Based on the results of the database query, the platform administrator proposes to the user an offer to allocate to this user one or more virtual content rights for the target content associated with the platform. 1530 The user reviews such terms and indicates to the platform administrator which set of terms (if any) is acceptable to the user in return for securing the virtual content rights. 1540 If the user indicates to the platform administrator that the set of conditions is acceptable, a digital contract summarizing such assignment of virtual content rights is created by the platform administrator and delivered to the user for acceptance. 1550 The user is then free to accept, reject or ignore the digital contract received from the platform administrator. If the user agrees to the digital contract, the terms of the contract are stored in a virtual content rights database and the agreed virtual content rights are assigned to the user for the life of the digital contract.

Claims

1. 1. A method for managing access to digital content in a virtual environment using virtual content rights, the method comprising: providing a virtual content rights database containing data associating users of the virtual environment with the virtual content rights obtained for the digital content; receiving, at a processor, a request from a device of the user for assignment of the virtual content rights for the digital content, the user using the device to interface with the processor; updating the virtual content rights database to indicate the allocation of the virtual content rights to the user; receiving, in the processor, data from the device of the user that holds the virtual content rights to digital content including songs to create a virtual mixtape having at least one of the songs; updating the virtual content rights database to indicate sharing of the virtual mixtape by the user within the virtual environment; The method according to claim 1, further comprising:

2. 10. The method of claim 1, wherein sharing the virtual mixtape includes at least one of transferring, lending, borrowing, selling, copying, and combining the virtual mixtape.

3. 10. The method of claim 1, wherein sharing the virtual mixtape includes at least one of displaying and playing to others within the virtual environment.

4. receiving, at said processor, a request to purchase a blank virtual mixtape; The method of claim 1 further comprising:

5. receiving, at the processor, a request to copy the virtual mixtape having the at least one of the songs to the blank virtual mixtape to generate a second generation virtual mixtape; The method of claim 4 further comprising:

6. sending a permission to the user's device, the permission being for the user to freely sell, trade, or give away the second generation virtual mixtape to other users now within the virtual environment; The method of claim 5 further comprising:

7. 10. The method of claim 1, wherein the virtual content rights for the digital content are held by another user and the songs included on the virtual mixtape are owned by the other user.

8. deducting a set amount from the user's account in a user account database for usage of the songs included in the virtual mixtape owned by the other users; The method of claim 7 further comprising:

9. 10. The method of claim 1, wherein the digital content included in the virtual mixtape further includes at least one of video, audio, photos, and other media items to personalize the sharing of the virtual mixtape.

10. 10. The method of claim 1, wherein the virtual mixtape includes at least one of artwork, logos, productions, and other items to personalize the sharing of the virtual mixtape.

11. adding a set amount to the user's account in a user account database for use of the digital content by other users, the user holding the virtual content rights to the digital content; The method of claim 1 further comprising:

12. receiving, at the processor, a request from the user's device to add another user's song to the user's virtual mixtape by exchanging access to the song owned by the user, the other user holding the virtual content rights to the song to be added; The method of claim 1 further comprising:

13. 1. A system for managing access to digital content in a virtual environment using virtual content rights, the system comprising: a virtual content rights database containing data associating users of the virtual environment with the virtual content rights obtained for the digital content; A processor; Including, the processor receiving a request from a device of the user for assignment of the virtual content rights for the digital content, the user using the device to interface with the processor; the virtual content rights database is updated to indicate the allocation of the virtual content rights to the users; the processor receives data from the device of the user that holds the virtual content rights to digital content including songs to create a virtual mixtape that includes at least one of the songs; the virtual content rights database is updated to indicate the sharing of the virtual mixtape by the user within the virtual environment; A system characterized by:

14. 14. The system of claim 13, wherein the processor receives a request to copy the virtual mixtape having the at least one of the songs to a blank virtual mixtape to generate a second generation virtual mixtape.

15. 15. The system of claim 14, wherein the processor transmits permission to the user's device, the permission being permission for the user to freely sell, trade, or give away the second generation virtual mixtape to other users currently within the virtual environment.

16. a user account database including accounts of said users and for deducting set amounts from said accounts for usage of said songs included in said virtual mixtapes owned by other users; The system of claim 13 further comprising:

17. a user account database including the user's account and for adding a set amount to the user's account for use of the digital content by other users, the user holding the virtual content rights to the digital content; The system of claim 13 further comprising:

18. 14. The system of claim 13, wherein the digital content included in the virtual mixtape further includes at least one of video, audio, photos, and other media items to personalize the virtual mixtape.

19. 14. The system of claim 13, wherein the virtual mixtape includes at least one of artwork, logos, compositions, and other items to personalize the virtual mixtape.

20. 1. A non-transitory computer-readable storage medium storing a computer program for managing access to digital content in a virtual environment using virtual content rights, the computer program including executable instructions that cause a computer to: providing a virtual content rights database containing data associating users of the virtual environment with the virtual content rights obtained for the digital content; receiving a request for assignment of the virtual content rights for the digital content from a device of the user, the user using the device to interface with a processor; updating the virtual content rights database to indicate the allocation of the virtual content rights to the user; receiving data from the devices of the users that hold the virtual content rights to digital content including songs to create a virtual mixtape that includes at least one of the songs; updating the virtual content rights database to indicate sharing of the virtual mixtape by the user within the virtual environment; To carry out A non-transitory computer-readable storage medium comprising:

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