Dynamically generated local virtual events

Spontaneous local virtual events with predefined conditions enhance player interaction and engagement in location-based games by creating viral moments, addressing the separation of real and virtual worlds in parallel reality games.

JP2025530155APending Publication Date: 2025-09-11NIANTIC INC
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2025514079
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-09-06
Filing Date
2023-09-01
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Location-based games with parallel reality often fail to provide adequate interaction between players in the same physical location, leading to reduced player engagement over time.

Method used

Incorporating spontaneous local virtual events with different game designs, objectives, and access-controlled content that are automatically triggered based on predetermined conditions, enhancing player interaction and engagement.

Benefits of technology

Increases player engagement by creating spontaneous viral moments, fostering community interaction, and increasing the duration of gameplay through implicit social events.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025530155000001_ABST
    Figure 2025530155000001_ABST
Patent Text Reader

Abstract

The game server provides game data for a location-based game to a plurality of client devices based on a first set of one or more game designs. First activity data associated with the location-based game is received from the plurality of client devices based on the first set of one or more game designs. The game server determines whether the first activity data from the plurality of client devices satisfies a predetermined start condition associated with a local virtual event. The local virtual event is initiated for the plurality of client devices in response to determining that the first activity data satisfies the predetermined start condition. The game server provides game data to the plurality of client devices based on the local virtual event. The virtual event has a second game design different from the first set of one or more game designs.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] 1.Technical Field The described subject matter relates generally to location-based games, and more particularly to dynamically generating local virtual events for similarly situated players within a location-based game. [Background technology]

[0002] 2. Challenges Location-based games use the real world as their geography. Parallel reality games are a type of location-based game that uses a virtual world that parallels the real-world geography. Players can interact in the parallel virtual world and accomplish various game objectives by navigating and performing actions in the real world. When actions are primarily performed with reference to the virtual world, the virtual world can act as a barrier to players experiencing the virtual world as truly parallel to the real world. Rather, players may experience the real and virtual worlds as separate and relatively unconnected. This is especially true when players playing in the same physical location in the real world do not experience adequate joint interaction with players in similar locations in the virtual world. Such an experience can reduce player engagement over time. Summary of the Invention

[0003] The present disclosure relates to increasing player engagement in parallel reality games. The technology disclosed herein aims to increase player engagement by incorporating spontaneous viral moments (e.g., local virtual events, implicit social events) into the user experience, in which players may choose to participate during gameplay. The local virtual events may be of different types, each with a different game design, corresponding objectives and rules, and access-controlled game content. The local virtual events may be automatically triggered during gameplay based on one or more corresponding predetermined starting conditions being met. From the user's perspective, the viral moment may be spontaneous because the starting conditions that trigger the viral moment may be unknown to the user. The possibility of such spontaneous viral moments occurring during gameplay may increase a player's level of engagement or interest in the parallel reality game and increase the amount of time a player is willing to spend playing the parallel reality game.

[0004] Local virtual events may be of different types, each with a corresponding game design specifying its game objective and game rules, and may have corresponding exclusive (access-controlled) game content. Furthermore, each type of local virtual event may have a corresponding predetermined start condition and a corresponding predetermined end condition. The conditions may specify, for example, where, when, and how often a local virtual event of a specified type can be triggered, how long it can last, the relative rarity of its occurrence, how often players can participate in the event, etc. For example, a predetermined start condition for triggering a local virtual event of a given type may specify that the number of similarly situated players active in the same physical location in the real world (e.g., the number of active player devices within a predetermined real-world area corresponding to a predetermined virtual element and within a predetermined range from the virtual element) must be at least a predetermined number. As another example, a predetermined start condition may specify that a predetermined number of active players in a predetermined area must complete a predetermined in-game action (e.g., each player captures a predetermined number of virtual items or objects, a prerequisite game action), etc. A predetermined end condition may specify the duration of the local virtual event (e.g., 30 minutes). One type of local virtual event may be a shared AR session, where similarly situated players in the same physical location in the real world may have the opportunity to voluntarily engage in organized community gaming (e.g., live gaming action associated with a particular geographic location) and play together or against each other as one or more teams or factions.

[0005] The local virtual event may be implicit. That is, predetermined start conditions for a given local virtual event may be met (e.g., based on the number of active players in a local area, the number of active players in a local area completing predetermined virtual in-game actions, etc.) without the knowledge of similarly situated players playing their respective (group or individual) game sessions under the respective game designs (e.g., a first set of one or more game designs). As a result, an identified number of similarly situated players may receive a notification inviting them to join the implied social event about to begin and indicating the time the event is about to start. The notification may further specify a game objective of the implied social event (e.g., corresponding to a second game design). In some embodiments, in response to the predetermined start conditions for the given local virtual event being met, the implied social event may be started automatically (e.g., immediately) without notification, and game mechanics for the identified number of similarly situated players (that caused the event to be triggered) may be automatically adjusted based on the second game design (e.g., the identified number of similarly situated players may automatically gain access to access-controlled content associated with the local virtual event).

[0006] During gameplay of the local virtual event, an achievement tracker may be presented to each similarly positioned player of the implied social event. The achievement tracker may present individual or collective achievement data based on the game objective of the implied social event. At the end of the implied social event, the game design (e.g., game objective, game rules) of each similarly positioned player of the local virtual event may revert to its previous state that existed before the start of the local virtual event. Thus, by incorporating into the user experience, spontaneous viral moments of organized community game action or activity for players who happen to be similarly positioned in the real world at a given time can increase awareness of the player community currently similarly positioned in the real world, achieving a more "real" parallel reality (e.g., AR, VR) game experience.

[0007] In one embodiment, a computer-implemented method includes providing, by a game server, game data for a location-based game to a plurality of client devices based on a first game design. The method further includes receiving, from the plurality of client devices, first activity data associated with the location-based game based on the first game design. The method further includes determining whether the first activity data from the plurality of client devices satisfies a predetermined start condition associated with a local virtual event. The method further includes initiating a local virtual event for the plurality of client devices in response to determining that the first activity data satisfies the predetermined start condition. The method further includes providing, by the game server, game data based on the local virtual event to the plurality of client devices. The local virtual event can have a second game design different from the first game design. [Brief explanation of the drawings]

[0008] [Figure 1]FIG. 1 illustrates a representation of a virtual world with a geography that parallels the real world, according to one embodiment. [Figure 2] FIG. 1 illustrates an exemplary game interface for a parallel reality game, according to one embodiment. [Figure 3] FIG. 1 is a block diagram of a networked computing environment suitable for dynamically generating local virtual events for similarly situated players in a location-based game, according to one embodiment. [Figure 4] FIG. 4 is a block diagram of the local virtual event setup module shown in FIG. 3 according to one embodiment. [Figure 5] 1 is a flowchart of a process for dynamically generating local virtual events for similarly situated players in a location-based game, according to one embodiment. [Figure 6] FIG. 2 illustrates an exemplary computer system suitable for use in the networked computing environment of FIG. 1, according to one embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] The drawings and the following description describe specific embodiments for purposes of illustration only. Those skilled in the art will readily recognize from the following description that alternative embodiments of structure and methods may be employed without departing from the principles described. Wherever possible, like or similar reference numbers have been used in the figures to indicate similar or similar functionality. When elements share a common digit followed by another letter, this indicates that the elements are similar or identical. Unless the context dictates otherwise, reference to a digit alone generally refers to any one or any combination of such elements.

[0010] Various embodiments are described in the context of a parallel reality game that includes augmented reality content in a virtual world geography that parallels at least a portion of the real world geography, such that player movements and actions in the real world affect actions in the virtual world. The described subject matter is applicable to other situations in which it is desirable to dynamically generate local virtual events (e.g., implied social events) for similarly situated players in a location-based game based on predetermined conditions. Additionally, the inherent flexibility of computer-based systems allows for a wide variety of possible configurations, combinations, and divisions of tasks and functionality among the system's components.

[0011] (An exemplary location-based parallel reality game) FIG. 1 is a conceptual diagram of a virtual world 110 that parallels a real world 100. The virtual world 110 may serve as a game board for players of a parallel reality game. As shown, the virtual world 110 includes a geography that parallels the geography of the real world 100. In particular, a range of coordinates that defines a geographic area or space in the real world 100 is mapped to a corresponding range of coordinates that defines a virtual space in the virtual world 110. A range of coordinates in the real world 100 may be associated with a town, neighborhood, city, campus, neighborhood, country, continent, the entire Earth, or other geographic area. Each geographic coordinate within the range of geographic coordinates is mapped to a corresponding coordinate in the virtual space in the virtual world 110.

[0012] The position of a player in virtual world 110 corresponds to the position of the player in real world 100. For example, player A, located at location 112 in real world 100, has a corresponding position 122 in virtual world 110. Similarly, player B, located at location 114 in real world 100, has a corresponding position 124 in virtual world 110. As a player moves within a range of geographic coordinates in real world 100, the player also moves within a range of coordinates that define a virtual space in virtual world 110. In particular, a positioning system (e.g., a GPS system, a localization system, or both) associated with a mobile computing device carried by the player can be used to track the player's position as the player navigates the range of geographic coordinates in real world 100. Data associated with the player's position in real world 100 is used to update the player's position within the corresponding range of coordinates that define a virtual space in virtual world 110. In this way, a player can navigate along a continuous trajectory within a range of coordinates that define a virtual space in virtual world 110 by simply moving within a corresponding range of geographic coordinates in real world 100, without having to check in at a specific individual location in real world 100 or periodically update location information.

[0013] A location-based game may include multiple game designs (e.g., corresponding to games (e.g., multiplayer organized community games), in-game events or moments, etc.), each with a corresponding game objective and game rules that control access to corresponding game content (e.g., virtual elements, virtual energy, virtual items, virtual objects). The game objective requires the player to navigate to or interact with various virtual elements or objects scattered across various virtual locations within the virtual world 110 that match the corresponding game rules of the game design. The player can navigate to these virtual locations by moving to the corresponding locations of the virtual elements or objects in the real world 100. For example, a positioning system may track the player's location so that as the player navigates the real world 100, the player also navigates the parallel virtual world 110. The player can then interact with the various virtual elements and objects at specific locations to achieve or accomplish one or more game goals.

[0014] A game goal of the game design may have the player interact with virtual elements 130 (e.g., points of interest) located at various virtual locations within the virtual world 110. These virtual elements 130 may be linked to landmarks, geographic locations, or objects 140 (e.g., waypoints) within the real world 100. The real-world landmarks or objects 140 may be works of art, monuments, buildings, businesses, libraries, museums, or other suitable real-world landmarks or objects. Interactions may include capturing, claiming ownership, using some virtual items, using some virtual currency, etc. To capture these virtual elements 130, the player travels to the landmark or geographic location 140 linked to the virtual element 130 in the real world and performs any necessary interactions with the virtual element 130 in the virtual world 110 (as defined by the rules of the game). For example, player A 112 may travel to a landmark 140 in the real world 100 to interact with or capture the virtual element 130 linked to that particular landmark 140. Interaction with the virtual element 130 may require an action in the real world, such as taking a photograph of, or verifying, obtaining, or capturing other information about, a landmark or object 140 associated with the virtual element 130.

[0015] A game objective of the game design may require the player to use one or more virtual items that are collected by the player in a location-based game. For example, a player may travel through the virtual world 110 in search of virtual items 132 (e.g., weapons, creatures, power-ups, or other items) that may be useful in achieving the game objective. These virtual items 132 may be found or collected by traveling to different locations within the real world 100 or by completing various actions (e.g., interacting with virtual elements 130, fighting non-player characters or other players, completing quests, etc.) either in the virtual world 110 or the real world 100. In the example shown in FIG. 1 , a player uses virtual items 132 to capture one or more virtual elements 130. In particular, a player may place virtual items 132 at locations within the virtual world 110 near or within the virtual elements 130. Placing one or more virtual items 132 in this manner may result in the capture of the virtual elements 130 for the player or the player's team / faction.

[0016] In one particular implementation, a player may have to collect virtual energy as part of a parallel reality game. The virtual energy 150 may be distributed at different locations within the virtual world 110. The player may collect the virtual energy 150 by traveling to (or within a threshold distance of) a location in the real world 100 that corresponds to the location of the virtual energy in the virtual world 110. The virtual energy 150 may be used to power virtual items or to perform various game objectives within the game. A player who loses all of their virtual energy 150 may be disconnected from the game or may be unable to play for a certain amount of time or until additional virtual energy 150 is collected.

[0017] According to aspects of the present disclosure, a parallel reality game may be a massively multiplayer location-based game in which all participants in the game share the same virtual world. Players may be divided into separate teams or factions and may cooperate to achieve one or more game objectives, such as capturing or claiming ownership of virtual elements. In this way, a parallel reality game may inherently be a social game that encourages cooperation among players within the game. Players on opposing teams may compete against each other during the parallel reality game (or sometimes cooperate to achieve mutual objectives). Players may use virtual items to attack or impede the progress of players on the opposing team. In some cases, players are encouraged to gather at real-world locations for cooperative or interactive events in the parallel reality game. In these cases, the game server attempts to verify that players are actually physically present and are not disguising their location.

[0018] FIG. 2 illustrates one embodiment of a game interface 200 that may be presented (e.g., on a player's smartphone) as part of an interface between a player and a virtual world 110. The game interface 200 includes a display window 210 that can be used to display the virtual world 110 and various other aspects of the game, such as the player's position 122 and the locations of virtual elements 130, virtual items 132, and virtual energy 150 within the virtual world 110. The user interface 200 may also display other information, such as game data information, game communications, player information, client location instructions, and other information associated with the game. For example, the user interface may display player information 215, such as player name, experience level, and other information. The user interface 200 may include a menu 220 for accessing various game settings and other information associated with the game. The user interface 200 may also include a communication interface 230 that enables communication between the game system and the player, and between one or more players of a parallel reality game.

[0019] According to aspects of the present disclosure, a player can interact with a parallel reality game by carrying a client device in the real world. For example, a player may access an application associated with the parallel reality game on a smartphone and play the game by moving through the real world with the smartphone. In this regard, a player does not need to continuously view a visual representation of the virtual world on a display screen to play a location-based game. As a result, the user interface 200 may include non-visual elements that allow the user to interact with the game. For example, the game interface may provide audible notifications to the player when the player is approaching a virtual element or object in the game or when an important event (e.g., an implied social event) occurs nearby within the parallel reality game. In some embodiments, the player may control these audible notifications using the audio controls 240. Different types of audible notifications may be provided to the user depending on the type of virtual element or event. The audible notification may increase or decrease in frequency or volume depending on the player's proximity to the virtual element or object. Other non-visual notifications and signals, such as vibration notifications or other suitable notifications or signals, may be provided to the user.

[0020] Parallel reality games can have a variety of features to enhance and encourage gameplay within the parallel reality game. For example, a player may accumulate virtual currency or other virtual rewards (e.g., virtual tokens, virtual points, virtual material resources, etc.) that can be used throughout the game (e.g., to purchase in-game items, redeem other items, craft items, etc.). Players can progress through various levels as they accomplish one or more game objectives and gain experience within the game. Players can also gain enhanced "powers" or virtual items that can be used to complete game objectives within the game.

[0021] Using the disclosure provided, one skilled in the art will recognize that numerous game interface configurations and underlying functionality are possible, and the present disclosure is not intended to be limited to any one particular configuration unless expressly stated to the contrary.

[0022] (Exemplary Gaming System) FIG. 3 illustrates one embodiment of a networked computing environment 300. The networked computing environment 300 uses a client-server architecture, in which a game server 320 communicates with client devices 310 over a network 370 to provide a parallel reality game to players of the client devices 310. The networked computing environment 300 may also include other external systems, such as sponsor / advertiser systems or business systems. While only one client device 310 is shown in FIG. 3, any number of client devices 310 or other external systems may be connected to the game server 320 over the network 370. Furthermore, the networked computing environment 300 may include different or additional elements, and functionality may be distributed between the client devices 310 and the server 320 in a manner different from that described below.

[0023] The networked computing environment 300 provides for player interaction in a virtual world having a geography that parallels the real world. In particular, geographic regions in the real world may be directly linked or mapped to corresponding regions in the virtual world. A player may navigate the virtual world by moving to various geographic locations in the real world. For example, a player's location in the real world may be tracked and used to update the player's location in the virtual world. Typically, a player's location in the real world is determined by locating the client device 310 from which the player is interacting with the virtual world and assuming the player is in the same (or approximately the same) location. For example, in various embodiments, a player may interact with a virtual element if the player's location in the real world is within a threshold distance (e.g., 10 meters, 20 meters, etc.) of a real-world location that corresponds to the virtual location of the virtual element in the virtual world. For convenience, various embodiments are described with reference to the "player's location," but those skilled in the art will understand that such reference may also refer to the location of the player's client device 310.

[0024] The client device 310 may be any portable computing device that a player can use to interface with the game server 320. For example, the client device 310 is preferably a portable wireless device that can be carried by a player, such as a smartphone, portable gaming device, augmented reality (AR) headset, mobile phone, tablet, personal digital assistant (PDA), navigation system, handheld GPS system, or other such device. In some use cases, the client device 310 may be a less mobile device, such as a desktop or laptop computer. Additionally, the client device 310 may be a vehicle with an embedded computing device.

[0025] Client device 310 communicates with game server 320 to provide sensory data of the physical environment. In one embodiment, client device 310 includes a camera assembly 312, a game module 314, a positioning module 316, and a localization module 318. Client device 310 also includes a network interface (not shown) for providing communications over network 370. In various embodiments, client device 310 may include different or additional components, such as additional sensors, displays, software modules, etc.

[0026] The camera assembly 312 includes one or more cameras capable of capturing image data. The cameras capture image data that represent a scene of the environment surrounding the client device 310 at a particular pose (the camera's position and orientation within the environment). The camera assembly 312 may use different photosensors with different color capture ranges and different capture rates. Similarly, the camera assembly 312 may include cameras with lenses of different ranges, such as wide-angle or telephoto lenses. The camera assembly 312 may be configured to capture a single image or multiple images as frames of video.

[0027] Client device 310 may also include additional sensors for collecting data about the environment surrounding the client device, such as motion sensors, accelerometers, gyroscopes, barometers, thermometers, light sensors, microphones, etc. Image data captured by camera assembly 312 may add metadata that describes other information about the image data, such as additional sensory data (e.g., temperature, environmental brightness, air pressure, position, pose, etc.) or capture data (e.g., exposure length, shutter speed, focal length, capture time, etc.).

[0028] The game module 314 provides players with an interface for participating in the parallel reality game. The game server 320 transmits game data to the client device 310 over the network 370 for use by the game module 314 to provide a local version of the game to players located remotely from the game server. In one embodiment, the game module 314 presents a user interface on the display of the client device 310 that depicts a virtual world (e.g., renders an image of the virtual world) and allows the user to interact with the virtual world to perform various game objectives based on the game design. In some embodiments, the game module 314 presents images of the real world (e.g., captured by the camera assembly 312) augmented with virtual elements from the parallel reality game. In these embodiments, the game module 314 may generate or adjust virtual content according to other information received from other components of the client device 310. For example, the game module 314 may adjust virtual objects displayed on the user interface according to a depth map of the scene captured in the image data.

[0029] The game module 314 may also control various other outputs to allow a player to interact with the game without the player needing to view a display screen. For example, the game module 314 may control various sounds, vibrations, or other notifications that allow a player to play the game without looking at a display screen.

[0030] The positioning module 316 may be any device or circuitry for determining the location of the client device 310. For example, the positioning module 316 may determine the actual or relative location by using a satellite navigation positioning system (e.g., a GPS system, a Galileo Positioning System, a Global Navigation Satellite System (GLONASS), a Beidou Satellite Navigation and Positioning System), an inertial navigation system, a dead reckoning system, IP address analysis, triangulation and / or proximity to cellular towers or Wi-Fi hotspots, or other suitable techniques.

[0031] As the player moves with the client device 310 in the real world, the positioning module 316 tracks the player's location and provides player location information (e.g., real-world activity data) to the game module 314. The game module 314 updates the player's location in the virtual world associated with the game based on the player's actual location in the real world. Thus, the player may interact with the virtual world simply by carrying or transporting the client device 310 in the real world. In particular, the player's location in the virtual world may correspond to the player's location in the real world. The game module 314 may provide the player location information to the game server 320 over the network 370. In response, the game server 320 may implement various techniques to verify the location of the client device 310 and prevent cheaters from spoofing their location. It should be understood that the location information associated with the player is used only if permission is granted, after the player has been informed that their location information will be accessed and how the location information will be utilized in the context of the game (e.g., to update the player's location in the virtual world). Furthermore, the location information associated with the player is stored and maintained in a manner that protects the player's privacy.

[0032] The localization module 318 receives the position determined for the client device 310 by the positioning module 316 and refines it by determining a pose for one or more cameras of the camera assembly 312. In one embodiment, the localization module 318 uses the position generated by the positioning module 316 to select a 3D map of the environment surrounding the client device 310. The localization module 318 may retrieve the 3D map from local storage or from the game server 320. The 3D map may be a point cloud, a mesh, or any other suitable 3D representation of the environment surrounding the client device 310.

[0033] In one embodiment, the localization module 318 applies the trained model to determine the pose of images captured by the camera assembly 312 relative to a 3D map. The localization model may therefore determine an accurate (e.g., within a few centimeters and degrees) determination of the position and orientation of the client device 310. The position of the client device 310 may then be tracked over time using dead reckoning based on sensor readings, periodic relocalization, or a combination of both. Having an accurate pose for the client device 310 may enable the game module 314 to present virtual content overlaid on images of the real world (e.g., by displaying virtual elements in conjunction with a real-time feed from the camera assembly 312 on a display) or on the real world itself (e.g., by displaying virtual elements on a transparent display of an AR headset) in a way that creates the impression that virtual objects are interacting with the real world. For example, a virtual character may hide behind a real tree, a virtual hat may be placed on a real statue, or a virtual creature may run and hide when a real person quickly approaches it.

[0034] Game server 320 includes one or more computing devices that provide game functionality to client device 310. Game server 320 may include or communicate with game database 330. Game database 330 stores game data used in the parallel reality game that is provided to client device 310 over network 370.

[0035] The game data stored in the game database 330 may include: (1) data associated with the virtual world within the parallel reality game (e.g., image data used to render the virtual world on a display device, geographic coordinates of locations within the virtual world, etc.); (2) data associated with the players of the parallel reality game (e.g., player profiles including, but not limited to, player information, player experience level, player currency, current player location within the virtual world / real world, player energy level, player preferences, team information, faction information, etc.); and (3) multiple game designs and their respective game goals and game rules for each game design (e.g., a first set of one or more game designs (e.g., one or more master or default game designs) for a location-based game, a second set of game designs (e.g., one or more local virtual event game designs each corresponding to one or more types of local virtual events or implied social events), etc.). (4) data associated with virtual elements in the virtual world (e.g., location of the virtual element, type of virtual element, game goal associated with the virtual element, corresponding real-world location information of the virtual element, behavior of the virtual element, relevance of the virtual element, etc.); (5) data associated with real-world objects, landmarks, locations linked to virtual world elements (e.g., location of the real-world object / landmark, description of the real-world object / landmark, relevance of the virtual element linked to the real-world object, etc.); (6) game status for each game design (e.g., current number of players, current status of game goal, player leaderboard, etc.); (7) data associated with player actions / input for each game design (e.g., current player location, past player locations, player movement, player input, player queries, player communications, etc.); or (8) any other data used, related to, or obtained during implementation of the parallel reality game.The game data stored in the game database 330 can be entered either offline or in real time by a system administrator or by data received from users (e.g., players) of the system 300, such as from client devices 310 over the network 370.

[0036] In one embodiment, game server 320 is configured to receive requests for game data from client devices 310 (e.g., via remote procedure calls (RPCs)) and respond to those requests over network 370. Game server 320 may encode the game data in one or more data files and provide the data files to client devices 310. Additionally, game server 320 may be configured to receive game data (e.g., player positions, player actions, player input, etc.) from client devices 310 over network 370. Client devices 310 may be configured to periodically send player input and other updates to game server 320, which the game server uses to update the game data in game database 330 to reflect any and all changed conditions of the game.

[0037] 3, game server 320 includes universal game module 322, commercial game module 323, local virtual event setup module 326, mapping system 327, and 3D map store 328. As described above, game server 320 interacts with game database 330, which may be part of the game server or may be accessed remotely (e.g., game database 330 may be a distributed database accessed via network 370). In other embodiments, game server 320 includes different or additional elements. Furthermore, functionality may be distributed among elements in ways different from those described.

[0038] The universal game module 322 hosts an instance of a parallel reality game for a set of players (e.g., all players of the parallel reality game) and serves as the authoritative source of the current status of the parallel reality game for the set of players (which may include multiple concurrent sessions based on multiple game designs for different player subsets). As the host, the universal game module 322 generates game content for presentation to players (e.g., via their respective client devices 310). When hosting a parallel reality game, the universal game module 322 may access the game database 330 to retrieve or store game data. The universal game module 322 may also receive game data (e.g., depth information, player input, player position, player actions, landmark information, etc.) from the client devices 310 and incorporate the received game data into an overall parallel reality game for the entire set of players in the parallel reality game. The universal game module 322 may also manage the distribution of game data to the client devices 310 over the network 370. In some embodiments, the universal game module 322 also manages security aspects of the client device 310's interaction with the parallel reality game, such as ensuring connections between the client device and the game server 320, establishing connections between various client devices, or verifying the locations of various client devices 310 to prevent players from spoofing their locations to commit fraud.

[0039] The commercial game module 323 may be separate from or part of the universal game module 322. The commercial game module 323 may manage the inclusion of various game features within the parallel reality game that are linked to commercial activities in the real world. For example, the commercial game module 323 may receive a request via the network 370 from an external system, such as a sponsor / advertiser, a business, or other entity, that includes game features linked to commercial activities in the real world. The commercial game module 323 may then arrange for these game features to be included in the parallel reality game upon verifying that the linked commercial activity has occurred. For example, if a business pays an agreed-upon amount to a provider of the parallel reality game, a virtual object identifying the business may be displayed in the parallel reality game in a virtual location that corresponds to the business's real-world location (e.g., a store or restaurant).

[0040] The local virtual event setup module 326 manages player access to different types of local virtual events (e.g., implicit social events) within the parallel reality game. While the term “event” is used for convenience, it should be understood that the term does not necessarily refer to a specific event at a specific location or time. Rather, it may refer to any offering of access-controlled game content in which one or more access criteria (e.g., predetermined entry conditions) are used to determine whether a player may access that content. Such content may be part of a larger parallel reality game that includes game content with less or no access control, or it may be a standalone access-controlled parallel reality game. The features and configuration of the local virtual event setup module 326 are described in more detail below in conjunction with FIGS. 4 and 5.

[0041] The mapping system 327 generates a 3D map of the geographic region based on the set of images. The 3D map may be a point cloud, a polygon mesh, or any other suitable representation of the 3D geometry of the geographic region. The 3D map may include semantic labels that provide additional contextual information, such as identifying objects (tables, chairs, clocks, lampposts, trees, etc.), materials (concrete, water, brick, grass, etc.), or game properties (e.g., traversable by a character, suitable for a particular in-game action, etc.). In one embodiment, the mapping system 327 stores the 3D map along with any semantic / contextual information in a 3D map store 328. The 3D map may be stored in the 3D map store 328 along with location information (e.g., GPS coordinates of the center of the 3D map, a ring fence defining the extent of the 3D map, etc.). Thus, the game server 320 can provide 3D maps to client devices 310 that provide location data indicating that they are within or near the geographic region covered by the 3D map.

[0042] Network 370 may be any type of communications network, such as a local area network (e.g., an intranet), a wide area network (e.g., the Internet), or some combination thereof. The network may also include a direct connection between client device 310 and game server 320. In general, communications between game server 320 and client device 310 may be performed over a network interface using any type of wired or wireless connection, using a variety of communications protocols (e.g., TCP / IP, HTTP, SMTP, FTP), encodings or formats (e.g., HTML, XML, JSON), or protection schemes (e.g., VPN, Secure HTTP, SSL).

[0043] This disclosure refers to servers, databases, software applications, and other computer-based systems, as well as actions taken and information transmitted to and from such systems. Those skilled in the art will recognize that the inherent flexibility of computer-based systems allows for a wide variety of possible configurations, combinations, and divisions of tasks and functionality among components. For example, a process disclosed as being implemented by a server may be implemented using a single server or multiple servers operating in combination. Databases and applications may be implemented on a single system or distributed across multiple systems. Distributed components may operate sequentially or in parallel.

[0044] In situations where systems and methods disclose access to and analysis of personal information about users or use of personal information, such as location information, users may be provided with the opportunity to control whether a program or function collects information and whether or how they receive content from the system or other applications. Such information or data will not be collected or used unless the user is provided meaningful notice of what information will be collected and how that information will be used. Information will not be collected or used unless the user consents, and consent can be revoked or changed by the user at any time. Thus, users may control how information about them is collected and used by applications or systems. Furthermore, certain information or data may be processed in one or more ways to remove any personally identifiable information before it is stored or used. For example, a user's identity may be processed so that personally identifiable information cannot be determined for the user.

[0045] 4 is a block diagram of the local virtual event setup module 326 shown in FIG. 3, according to one embodiment. As previously described, access-controlled game content (e.g., corresponding to a local virtual event) may be provided to an identified set of similarly situated players within a location-based game to create viral moments that appear spontaneous to players, thereby increasing player engagement and the amount of time players are willing to spend playing the parallel reality game. Functionality for providing such access-controlled game content (based on a corresponding game design) may be implemented by the local virtual event setup module 326.

[0046] 4, the local virtual event setup module 326 includes a first activity analysis module 410, a notification module 420, a game design setup module 430, a tracking module 440, a second activity analysis module 450, and a data store 460. In other embodiments, the local virtual event setup module 326 includes different or additional elements. Furthermore, functionality may be distributed among the elements in ways different from those described.

[0047] As previously described, a parallel reality game instance for a set of players (e.g., all players of a parallel reality game) may be hosted by the universal game module 322 of the game server 320 using game data from the game database 330. A parallel reality game instance for a set of players may correspond to a predetermined range of coordinates defining a real-world geographic area or space that is mapped to a corresponding range of coordinates defining a virtual space in the virtual world, and the real-world coordinate range may be associated with a town, neighborhood, city, campus, locale, country, continent, the entire Earth, or other geographic area. A parallel reality game instance may be an instance of a multiplayer location-based game in which all participants in the game share the same virtual world. Furthermore, players may be divided into separate games or AR sessions with corresponding game designs (e.g., a first set of one or more game designs). For example, different subsets of players may play under different game designs with different game objectives based on different aggregations of the player subsets at real-world locations within a predetermined coordinate range defining a geographic area (e.g., a town). That is, a first group of players aggregated at a first real-world location within the parallel reality game may be associated with a shared AR session (e.g., a group event with a shared game objective), and the overall parallel reality game instance may simultaneously host multiple such shared AR sessions based on multiple collections of players at different (or the same) real-world locations within a geographic region (e.g., a town).

[0048] Thus, a first set of one or more game designs (with corresponding game objectives and game rules, as well as game content) may be established for each respective group of players from among the set of players of the overall parallel reality game instance. For example, a master or default game design (e.g., a first set of one or more game designs) may be established for all players of the game instance corresponding to a geographic region. In addition, a respective game design (e.g., a first set of one or more game designs) may be established for each respective group of players (from among all players of the game instance corresponding to the geographic region) playing at each (same or different) real-world location within the geographic region. The game design applicable to a given player within the geographic region may then dictate the game objectives and game rules for the player of the parallel reality game and control what game content is provided to the client device associated with the given player.

[0049] During gameplay, players may operate their respective client devices to interact with the parallel reality game instance based on the corresponding game design and generate game data (e.g., first activity data). For example, game goals of the game design may have corresponding players interacting with virtual elements or objects located at various virtual locations within the virtual world. The interactions may include capturing, claiming ownership, using some virtual items, using some virtual currency, etc. The data generated based on the interactions may be transmitted by the respective client devices to a game server as virtual world activity data. For example, the virtual world activity data may include virtual in-game action data associated with action requests input by users of the client devices in the virtual world of a location-based game and outcomes of the action requests determined by the game server. Furthermore, during gameplay under the respective game designs, the client devices may provide location data (e.g., geographic location data, GPS data) indicating the geographic location of the client devices in the real world within the geographic region to the game server. The location data may be transmitted by the client devices as a background process at a predetermined frequency (e.g., every second) or based on another rule system (e.g., based on a request from the game server, based on location updates detected by the client devices, etc.). The location data generated by the client device may be transmitted to the game server as real-world activity data. Another example of real-world activity data may be a user using the client device to perform a predetermined action (e.g., an image capture of a predetermined real-world location or a predetermined real-world object).

[0050] The first activity analysis module 410 may be configured to analyze first activity data (e.g., virtual world activity data, real-world activity data) from each of a plurality of players (e.g., all players) of a parallel reality game instance within a geographic region. To perform the analysis, the first activity analysis module 410 may determine whether a predetermined start condition of one of a plurality of types of local virtual events has been met based on the first activity data from client devices associated with all of the set of players within the geographic region. Data corresponding to the plurality of types of local virtual events (including their respective predetermined start condition data) may be stored in a data store 460, and the first activity analysis module 410 may access the data stored in the data store 460 to compare the received first activity data with data corresponding to the predetermined start conditions of different types of local virtual events that may be triggered by a game server, and make a determination.

[0051] For example, predetermined start conditions for various types of local virtual events may include: (1) a predetermined virtual element or object or item located at a predetermined virtual location in the virtual world and corresponding to a predetermined location in the real world (e.g., a landmark such as a park, stadium, farmer's market, etc.); (2) a predetermined range (e.g., 50 meters) defined relative to the predetermined virtual element / object / item and / or relative to the corresponding predetermined location in the real world; (3) at least a predetermined number of client devices (out of all client devices associated with a set of players in a geographic region) located within a predetermined range from the predetermined virtual element (or located within a predetermined range from each other) and determined to be active (e.g., based on ping data for less than 24 hours); and (4) a predetermined number of active client devices located within a predetermined range from the predetermined virtual element and at least a predetermined distance from each other (e.g., (5) each of a predetermined number of active client devices has not participated in another instance of the same type of local virtual event during a predetermined past period (e.g., if a player participates in an event, there is a 12-hour cooldown period before the player can participate in the same type of event again); (6) a predetermined date and time when at least a predetermined number of active client devices are located within a predetermined range from a predetermined virtual element or from each other; (7) a predetermined in-game action (e.g., a player must capture a predetermined number and / or type of virtual items or objects as a prerequisite game action); (8) the performance of a predetermined real-world action (e.g., capturing an image of a predetermined real-world object or landmark, walking a predetermined distance), etc.

[0052] Thus, for example, one type of local virtual event may specify (based on corresponding predetermined start conditions) that an instance of the first type of local virtual event is triggered if at least 25 active players are present within 50 meters of a given landmark in a given park. As another example, a second type of local virtual event may specify that the second type of local virtual event is triggered if at least 50 active players are detected in a stadium during a particular soccer game during a particular date and time range, and each of the 50 active players performs a particular action (e.g., capturing a particular virtual item, taking a photo of the stadium, etc.).

[0053] The first activity analysis module 410 may further specify conditions for determining whether a player associated with a given client device is an active player (e.g., pinging the device every hour and identifying the player at the device as an active player if the player has been active within the past 24 hours). By setting different predetermined start conditions for different types of local virtual events, different implicit social events can be configured to be triggered in different ways, at different levels of rarity, and in different locations where players may congregate, thereby increasing player engagement. Data associated with different types of local virtual events may be stored in the data store 460 and / or the game database 330.

[0054] In response to determining that a predetermined start condition for a given type of local virtual event has been met, the notification module 420 may be configured to notify multiple client devices that have met the predetermined start condition for the given type of local virtual event. In some embodiments, the notification module 420 may notify only those players (e.g., identified players) whose first activity data (e.g., capturing a particular virtual element) met the predetermined start condition. In other embodiments, the notification module 420 may notify a group of players (e.g., identified players) that encompasses the player whose first activity data met the predetermined start condition and further includes additional players who may be similarly located to the player. For example, the start condition for a particular type of local virtual event may require at least 50 players to be gathered within a predetermined range of a given virtual landmark and may further require that the 50 players be performing a particular virtual in-game action within the range and within a predetermined time period. In this case, if the start conditions of a local virtual event are determined to be met by module 410, notification module 420 may notify not only the 50 players who met the predetermined start conditions (by performing a particular virtual in-game action), but also other similarly situated players who may happen to be within a defined range of a given virtual landmark (but who did not perform a particular virtual in-game action).

[0055] As previously explained, local virtual events may be implicit events in the sense that players of a parallel reality game instance are spread across a geographic region and are involved in respective game sessions or events (e.g., based on the congregation of players in one or more locations within the geographic region), but may not be aware of the conditions that cause different local virtual events to be triggered. As a result, players do not expect a given type of local virtual event to occur, and the occurrence of such an event may appear spontaneously.

[0056] To notify players of an event, when the start conditions of a given type of local virtual event are determined to be met by the first activity analysis module 410, the notification module 420 may send a notification (e.g., a visual notification, a vibration notification, an audible notification, or other notification) to the identified players that the given type of local virtual event has been triggered and is about to start. The notification may include additional information based on game design data associated with the given type of local virtual event. The additional information may include the time at which the local virtual event will start (e.g., a countdown timer), the local virtual event's play zone (e.g., a predetermined area or region that may be the same or different from the area corresponding to the predetermined start condition that triggered the event), map data indicating the location of the play zone, game objectives, a list of participating players, the duration of the event, etc. In some embodiments, the notification may serve as an invitation to the identified players to participate in the local virtual event, and each player may have the option to join the event by responding to the notification or to ignore the notification.

[0057] The game design setting module 430 may set, for a group of player client devices (e.g., client devices notified by the notification module 420, client devices that responded to the notification from the notification module 420 to participate in the local virtual event), a game design (e.g., a second game design) associated with the local virtual event whose start conditions have been determined to be met by the first activity analysis module 410 and whose start time and other information have been notified to the player by the notification module 420.

[0058] In some embodiments, the game design setting module 430 may set a game design associated with a local virtual event for a group of player client devices as a background process. That is, when a start condition for a given type of local virtual event is determined to be met by the first activity analysis module 410, instead of the notification module 420 sending a notification to the identified player that the given type of local virtual event has been triggered and is about to start, the game design setting module 430 may directly set a game design for the group of player client devices based on the triggered given type of local virtual event.

[0059] Setting a game design by the game design setting module 430 may affect the game mechanics (e.g., game rules, game objectives, access to access-controlled game content) of a group of players. For example, a game design set by the game design setting module 430 may replace a previous game design associated with each client device in the group of client devices. Alternatively, a game design set by the game design setting module 430 may be added to a previous game design associated with each client device in the group of client devices (e.g., may allow access to additional access-controlled game content). For example, a group of client devices may be associated with a master or default game design (e.g., a first set of one or more game designs). As another example, different subsets of one or more client devices in the group of client devices may be associated with respective game designs (e.g., a first set of one or more game designs) that have respective game sessions or events and access respective game content. A game design set by the game design setting module 430 (e.g., a second game design) may then replace or be added to a previous game design for each client device in the group of client devices. In some embodiments, the second game design may grant exclusive access to access-controlled game content (e.g., virtual elements or objects) to a group of client devices involved in a respective game session or event. In some embodiments, the second game design may correspond to an organized community gaming event (e.g., a live game associated with a particular geographic location) with a shared AR session in which participating players of a group of client devices play together or against each other as one or more teams or factions toward a common goal.

[0060] After the local virtual event begins, a group of client devices whose game design is set by the game design setting module 430 may engage in game play in a play zone based on the game design of the local virtual event. Game content for the local virtual event may be generated for presentation to the client devices of the group of players. During game play, the players may operate their respective client devices to interact with the game content of the local virtual event in the play zone and generate game data (e.g., second activity data).

[0061] The tracking module 440 may track second activity data (e.g., virtual world activity data, real-world activity data) from the group of client devices to determine, for example, the group's progress toward game objectives of the game design of the local virtual event. For example, the tracking module 440 may track virtual in-game action data associated with action requests entered by the group of players in the virtual world of the local virtual event and outcomes of the action requests determined by the game server. Based on the tracking, the tracking module 440 may control the notification module 420 to present achievement tracking data (e.g., goal tracking data) to the group of client devices indicating at least one of individual achievements and collective achievements of the player group based on game objectives of the game design of the local virtual event. The tracking module 440 may also control the notification module 420 to present other information related to gameplay, such as a list of participating players in a play zone, event duration or time remaining, individual scores, leaderboards, and information about other local virtual events about to start nearby. For example, a local virtual event may have as its game objective that an identified group of similarly situated players (collectively or individually) capture a predetermined number of (access-controlled, local virtual event-specific) virtual objects within a predetermined time period within the event's play zone so that each participating player may earn a virtual reward. In this case, tracking module 440 may track the location of the group of players within the play zone, the elapsed time of the event, the time remaining in the event, the current number of virtual objects captured (individually and / or collectively), leaderboards, virtual reward information, etc.

[0062] The second activity analysis module 450 may be configured to analyze second activity data from the group of client devices tracked by the tracking module 440. To perform the analysis, the second activity analysis module 450 may determine, based on the second activity data, whether a predetermined exit condition associated with the local virtual event has been met. Data corresponding to the predetermined exit condition of the local virtual event may be stored in the data store 460, and the second activity analysis module 450 may access the data stored in the data store 460 to compare the received second activity data with the data corresponding to the predetermined exit condition and make a decision. For example, the predetermined exit condition may specify one or more of: (1) the passage of a predetermined period of time (e.g., 30 minutes) from the start of the local virtual event; (2) the achievement (collective or individual) of a game objective of the local virtual event based on the game design; etc.

[0063] In response to determining that a predetermined end condition of the local virtual event has been met, the notification module 420 may be configured to notify the group of client devices of the end of the local virtual event. For example, if the second activity analysis module 450 determines that a game goal of the local virtual event is met before the end of the set time period of the local virtual event, the notification module 420 may notify the group of client devices that the goal of the local event has been achieved, and corresponding achievement tracking data may be presented to the client devices of the group of players of the local virtual event. Further, in this example, the second activity analysis module 450 may be configured to update the players' game data to apply virtual rewards to each of the group of players based on the game design based on the successful completion of the objective of the local virtual event.

[0064] Further, the game design setting module 430 may be configured to, in response to the notification module 420 notifying the group of client devices that a predetermined exit condition for the local virtual event has been met and the event has ended, set the game design of each of the group of client devices to a previous game design state that was the game design state before the start of the local virtual event. For example, the game design setting module 430 may revert, for each client device of the group of client devices participating in the local virtual event, to a respective game design from among a first set of one or more game designs (e.g., a master or default game design, each game design with a respective game session or event). Thus, the game design setting module 430 may restrict access to access-controlled game content (e.g., virtual elements or objects) to a group of client devices temporarily authorized for the device during the local virtual event. In embodiments in which the second game design may correspond to an organized community gaming event with a shared AR session, the end of the local virtual event may cause gameplay for the group of players to revert to a state that existed before the players joined the local virtual event. Thus, after the local virtual event ends, game play for the group of players may continue based on their respective game designs with their respective game content, objectives, and rules.

[0065] The data stored in data store 460 may include: (1) data associated with each of a plurality of types of local virtual events, including respective access-controlled game content data (e.g., virtual element data), game design data, game objective data, game rule data, start condition data, end condition data, etc.; (2) data associated with players of each type of local virtual event and each instance of each type of local virtual event (e.g., player information, player experience level, player currency, current player position in the virtual world / real world, player energy level, player preferences, team information, faction information, etc.); (3) game status data for each instance of each type of local virtual event; (4) data related to player actions / inputs for each instance of each type of local virtual event (e.g., current player position, past player positions, player movement, player input, player queries, player communications, etc.); or (5) other data used, associated with, or obtained during implementation of each instance of each type of local virtual event. The game data stored in data store 460 may be entered either offline or in real time by a system administrator or by data received from users (e.g., players) of the system, such as from client devices over a network.

[0066] (Exemplary Method) 5 is a flowchart illustrating an example method 500 for dynamically generating local virtual events for similarly situated players in a location-based game, according to one embodiment. The steps of FIG. 5 are illustrated from the perspective of the game server 320 performing the method 500. However, some or all of the steps may be performed by other entities or components. Additionally, some embodiments may perform steps in parallel, in a different order, or perform different steps.

[0067] In the illustrated embodiment, the method 500 begins with a game server 320 providing 510 game data for a location-based game to a plurality of client devices 310 based on a first set of one or more game designs (e.g., a master or default game design). The game server 320 may receive 520 first activity data (e.g., position data, in-game action data) associated with the location-based game from the plurality of client devices based on the first set or one or more game designs. The game server 320 may determine 530 whether the first activity data from the plurality of client devices meets predetermined starting conditions associated with a local virtual event (e.g., at least 50 active players within a predetermined range of a particular virtual location within a virtual world). In response to determining that the first activity data meets the predetermined starting conditions, the game server may start 540 a local virtual event for the plurality of client devices. The game server 320 may provide 550 game data to the plurality of client devices based on the local virtual event (e.g., capturing as many predetermined virtual items as possible within 30 minutes). The local virtual event has a second game design that differs from the first set of one or more game designs. At the end of method 500 (e.g., after a predetermined period of time corresponding to the local virtual event), the game server may revert the game design to the first set of one or more game designs, and gameplay that existed before the start of the local virtual event may be restored for the multiple client devices.

[0068] Exemplary Computing System 6 is a block diagram of an exemplary computer 600 suitable for use as a client device 310, a game server 320, or a local virtual event setup module 326, or for providing the functionality of method 500. The exemplary computer 600 includes at least one processor 602 coupled to a chipset 604. The chipset 604 includes a memory controller hub 620 and an input / output (I / O) controller hub 622. A memory 606 and a graphics adapter 612 are coupled to the memory controller hub 620, and a display 618 is coupled to the graphics adapter 612. A storage device 608, a keyboard 610, a pointing device 614, and a network adapter 616 are coupled to the I / O controller hub 622. Other embodiments of the computer 600 have different architectures.

[0069] 6, storage device 608 is a non-transitory computer-readable storage medium such as a hard drive, compact disc read-only memory (CD-ROM), DVD, or solid-state memory device. Memory 606 holds instructions and data used by processor 602. Pointing device 614 is a mouse, trackball, touch screen, or other type of pointing device and is used in combination with keyboard 610 (which may be an on-screen keyboard) to input data into computer system 600. Graphics adapter 612 displays images and other information on display 618. Network adapter 616 couples computer system 600 to one or more computer networks, such as network 370.

[0070] The type of computer used by the entities or methods of FIGS. 3 to 5 may vary depending on the embodiment and the processing capabilities required by the entity. For example, game server 320 may include a plurality of blade servers operating together and may provide the described functionality. Further, a computer may lack some of the above-described components such as keyboard 610, graphics adapter 612, and display 618.

[0071] (Additional considerations) Some of the above parts describe embodiments from the perspective of algorithmic processes or operations. These descriptions and representations of algorithms are commonly used by those skilled in the data processing art to effectively communicate the content of their work to other skilled persons. While these operations are described functionally, computationally, or logically, it is understood that they are implemented by a computer program including instructions for execution by a processor or equivalent electrical circuit, microcode, etc. Further, and without loss of generality, it may sometimes be convenient to refer to the arrangement of these functional operations as modules.

[0072] References to "an embodiment" or "embodiments" mean that the particular elements, features, structures, or characteristics described in connection with that embodiment are included in at least one embodiment. The phrase "in one embodiment" appearing in various places in this specification does not necessarily refer to the same embodiment. Similarly, the use of "a" or "an" before an element or component is done merely for convenience. This description should be understood to mean that one or more of the elements or components are present unless it is clear otherwise.

[0073] When a value is described as "about" or "substantially" (or derivatives thereof), such a value should be interpreted as being within + / −10% of the exact value, unless another meaning is clear from the context. From the example, "about 10" should be understood to mean "within the range of from 9 to 11".

[0074] The words "comprise," "comprising," "include," "including," "having," "having," or any other variations thereof, are intended to include a non-exclusive inclusion. For example, a process, method, article, or apparatus that includes a list of elements is not necessarily limited to only those elements, but may include other elements not expressly listed or inherent in such process, method, article, or apparatus. Furthermore, unless expressly stated to the contrary, "or" refers to an inclusive or, not an exclusive or. For example, condition A or B is satisfied by any one of the following: A is true (or present) and B is false (or absent), A is false (or absent) and B is true (or present), and both A and B are true (or present).

[0075] Upon reading this disclosure, those skilled in the art will recognize still additional alternative structural and functional designs for the systems and processes for providing the described functionality. Thus, while specific embodiments and applications have been illustrated and described, it should be understood that the described subject matter is not limited to the precise structures and components disclosed. The scope of protection is to be limited only by the following claims.

Claims

1. 1. A computer-implemented method comprising: providing, by the game server, game data for the location-based game to a plurality of client devices based on a first set of one or more game designs; receiving first activity data associated with the location-based game from the plurality of client devices based on the first set or one or more game designs; determining whether the first activity data from the plurality of client devices satisfies a predetermined start condition associated with a local virtual event; initiating the local virtual event for the plurality of client devices in response to determining that the first activity data satisfies the predetermined initiation condition; providing, by the game server, game data based on the local virtual event to the plurality of client devices, the local virtual event having a second game design different from the first set of one or more game designs; A method comprising:

2. receiving second activity data from the plurality of client devices based on the second game design of the local virtual event; determining whether the second activity data from the plurality of client devices satisfies a predetermined exit condition associated with the local virtual event; terminating the local virtual event for the plurality of client devices in response to determining that the second activity data satisfies the predetermined termination condition; providing, by the game server, game data for the location-based game based on the first set of one or more game designs to the plurality of client devices after concluding the local virtual event; The method of claim 1 further comprising:

3. Determining whether the second activity data from the plurality of client devices satisfies the predetermined termination condition includes: determining whether a predetermined period of time has elapsed since the start of the local virtual event; determining whether a game objective of the second game design has been achieved by users of the plurality of client devices before the predetermined period of time has elapsed; 3. The method of claim 2, comprising one of:

4. 4. The method of claim 3, wherein the local virtual event is a shared AR session, the method further comprising displaying, on each of the plurality of client devices, achievement tracking data indicating at least one of individual achievements and collective achievements based on the game objective of the second game design during the local virtual event.

5. Determining whether the first activity data satisfies the predetermined start condition includes: The method of claim 4 , further comprising determining whether the number of client devices is at least a predetermined number.

6. Determining whether the first activity data satisfies the predetermined start condition includes:

6. The method of claim 5, further comprising: determining, based on the first activity data, whether the predetermined number of client devices are located within a predetermined area corresponding to a predetermined range measured from a real-world location associated with a predetermined virtual element at a virtual world location.

7. Determining whether the first activity data satisfies the predetermined start condition includes:

7. The method of claim 6, further comprising determining, for each of the plurality of client devices, whether a prerequisite game action based on a game design from the first set of one or more game designs is completed within the predetermined area.

8. The method of claim 7 , wherein the prerequisite game action is one of a virtual in-game action and a real-world action.

9. The method of claim 7 , further comprising providing the plurality of client devices with map data indicating a play zone corresponding to the predetermined area in the game data based on the local virtual event.

10. Determining whether the first activity data satisfies the predetermined start condition includes: The method of claim 5 , further comprising determining whether the predetermined number of client devices are located within a predetermined range of each other based on the first activity data.

11. and presenting a notification to one or more of the plurality of client devices in response to determining that the predetermined number of client devices are located within the predetermined range of each other; The method of claim 10 , wherein the notification indicates a predetermined time when the local virtual event is scheduled to begin.

12. The method of claim 1 , wherein the first activity data corresponds to at least one of real-world activity data and virtual-world activity data.

13. 13. The method of claim 12, wherein the real-world activity data includes location data indicating a geographic location of a client device, and the virtual world activity data includes virtual in-game action data associated with action requests entered by a user of the client device in a virtual world of the location-based game and outcomes of the action requests determined by the game server.

14. A non-transitory computer-readable medium storing instructions that, when executed by a computing system, cause the computing system to: providing game data for a location-based game to a plurality of client devices based on a first set of one or more game designs; receiving first activity data associated with the location-based game from the plurality of client devices based on the first set or one or more game designs; determining whether the first activity data from the plurality of client devices satisfies a predetermined start condition associated with a local virtual event; initiating the local virtual event for the plurality of client devices in response to determining that the first activity data satisfies the predetermined initiation condition; providing game data based on the local virtual event to the plurality of client devices, the local virtual event having a second game design that is different from the first set of one or more game designs; A non-transitory computer-readable medium for causing operations to be performed, including:

15. The operation is receiving second activity data from the plurality of client devices based on the second game design of the local virtual event; determining whether the second activity data from the plurality of client devices satisfies a predetermined exit condition associated with the local virtual event; terminating the local virtual event for the plurality of client devices in response to determining that the second activity data satisfies the predetermined termination condition; providing, by the game server, game data for the location-based game based on the first set of one or more game designs to the plurality of client devices after completing the local virtual event; 15. The non-transitory computer-readable medium of claim 14, further comprising:

16. The act of determining whether the second activity data from the plurality of client devices satisfies the predetermined termination condition comprises: determining whether a predetermined period of time has elapsed since the start of the local virtual event; determining whether a game objective of the second game design has been achieved by users of the plurality of client devices before the predetermined period of time has elapsed; 20. The non-transitory computer-readable medium of claim 15, comprising one of the following operations:

17. 17. The non-transitory computer-readable medium of claim 16, wherein the local virtual event is a shared AR session, and the operations further include displaying, on each of the plurality of client devices, achievement tracking data indicating at least one of individual achievements and collective achievements based on the game objective of the second game design during the local virtual event.

18. The operation of determining whether the first activity data satisfies the predetermined start condition comprises:

20. The non-transitory computer-readable medium of claim 17, comprising an act of determining whether a number of the plurality of client devices is at least a predetermined number.

19. The operation of determining whether the first activity data satisfies the predetermined start condition comprises:

20. The non-transitory computer-readable medium of claim 18, further comprising an operation of determining, based on the first activity data, whether the predetermined number of client devices are located within a predetermined area corresponding to a predetermined range measured from a real-world location associated with a predetermined virtual element.

20. The operation of determining whether the first activity data satisfies the predetermined start condition comprises:

20. The non-transitory computer-readable medium of claim 19, further comprising an operation of determining, for each of the plurality of client devices, whether a prerequisite game action based on a game design from the first set of one or more game designs has been completed within the predetermined area.