Content items to display in location-based games

JP2025530157A5Pending Publication Date: 2026-06-29NIANTIC INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NIANTIC INC
Filing Date
2023-09-05
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

Players in location-based games often become engrossed and fail to interact with their surroundings, missing out on real-world experiences.

Method used

A client device displays virtual content items adjacent to real-world locations, providing information about the environment without obscuring the game view, using sensor data to determine orientation and selecting relevant content items for display.

Benefits of technology

Enables players to interact with their environment while playing, enhancing the gaming experience by integrating real-world interactions with the game without distraction.

✦ Generated by Eureka AI based on patent content.

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Abstract

Location-based games help players interact with their environment without interrupting the game. For example, while a player is playing a location-based game on a client device, the client device displays virtual content items adjacent to locations (or buildings) associated with the content items. The content items may provide information about the location. The content items may be displayed without obscuring the game's virtual objects, allowing a player to continue playing the game while simultaneously learning about and interacting with their environment.
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Description

[Technical Field]

[0001] 1.Technical Field The described subject matter relates generally to displaying virtual objects in location-based games, and more particularly to displaying virtual content items in a view of an environment relative to a location associated with the content item. [Background technology]

[0002] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application claims priority to U.S. Provisional Patent Application No. 63 / 404,120, "Content Items for Display in Location-Based Games," filed September 6, 2022, and U.S. Patent Application No. 17 / 987,621, filed November 15, 2022, which are incorporated by reference in their entireties.

[0003] 2. Challenges While playing a location-based game, a player may become so engrossed or focused on the game that they do not consider their surroundings, which may result in the player not interacting with their surroundings. Summary of the Invention

[0004] The present disclosure relates to location-based games that help players interact with their environment without interrupting the game. For example, while a player is playing a location-based game on a client device, the client device displays virtual content items adjacent to a location (or building) associated with the content items. The content items may provide information about the location. The content items may be displayed without obscuring virtual objects in the game, allowing a player to continue playing the game while simultaneously learning about and interacting with their environment.

[0005] In some embodiments, a client device determines its position within an environment. The position may be transmitted to a server of a location-based game. The client device receives (e.g., from a server) a set of content items near the client device's position. The client device receives sensor data (e.g., images) from a sensor that describes the environment at the client device's position. The client device uses the sensor data to determine its orientation. The client device selects a content item from the set of content items based on the orientation. The content item is associated with a position within the environment (e.g., different from the client device's position). The client device displays the selected content item along with a view of the environment within the location-based game. [Brief explanation of the drawings]

[0006] [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] 1 is a block diagram of a networked computing environment suitable for displaying virtual content items in a location-based game, according to one embodiment. [Figure 4] FIG. 4 is a block diagram of the commercial game module shown in FIG. 3 according to one embodiment. [Figure 5A] 1 is a diagram of a player holding a client device displaying a content item within a game interface, according to one embodiment. [Figure 5B] FIG. 10 illustrates another diagram of a player holding a client device displaying a content item within a game interface, according to one embodiment. [Figure 5C]FIG. 1 illustrates a player holding a client device displaying a virtual route within a game interface, according to one embodiment. [Figure 5D] FIG. 1 illustrates a player holding a client device displaying a menu within a game interface, according to one embodiment. [Figure 6] 1 is a flowchart of a process for displaying a virtual content item in a location-based game, according to one embodiment. [Figure 7] FIG. 2 illustrates an exemplary computer system suitable for use in the network computing environment of FIG. 1, according to one embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] 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.

[0008] 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 display content items. 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.

[0009] (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.

[0010] 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.

[0011] Location-based games may include game objectives that require the player to travel to or interact with various virtual elements or objects scattered throughout various virtual locations within the virtual world 110. 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 accomplish or perform one or more game objectives.

[0012] A game goal may have the player interact with virtual elements 130 located at various virtual locations within the virtual world 110. These virtual elements 130 may be linked to landmarks, geographic locations, or objects 140 in 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.

[0013] Game objectives may require a 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 objectives. 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 in 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] According to aspects of the present disclosure, a player can interact with a parallel reality game by carrying a client device 110 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 a player 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 occurs 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 player 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 also be provided to the player.

[0018] 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.

[0019] 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.

[0020] (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 also includes a third-party system 340, which may be an external system such as a sponsor / advertiser system or a business system. 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.

[0021] 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.

[0022] 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, a portable gaming device, a head-mounted display (e.g., an augmented reality (AR) or virtual reality (VR) headset), a mobile phone, a tablet, a personal digital assistant (PDA), a navigation system, a 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.

[0023] 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.

[0024] 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.

[0025] The client device 310 may also include additional sensors for collecting data about the environment surrounding the client device, such as a motion sensor, an accelerometer, a gyroscope, a barometer, a thermometer, a light sensor, a microphone, a (e.g., magnetic) compass, etc. Image data captured by the 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 the capture data (e.g., exposure length, shutter speed, focal length, capture time, etc.).

[0026] 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 players to interact with the virtual world and perform various game objectives. 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.

[0027] 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.

[0028] 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.

[0029] 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 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 used 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] The game data stored in the game database 330 may include: (1) data associated with the virtual world in 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 information, player experience level, player currency, current player location in the virtual / real world, player energy level, player preferences, team information, faction information, etc., player profile); (3) data associated with game goals (e.g., data associated with current game goals, game goal status, past game goals, future game goals, desired game goals, etc.); and (4) data associated with virtual elements in the virtual world (e.g., location of virtual elements, etc.). (4) data associated with real-world objects, landmarks, and locations linked to virtual world elements (e.g., real-world object / landmark location, real-world object / landmark description, real-world object / landmark relationship, virtual element linkage, etc.); (5) data associated with real-world objects, landmarks, and locations linked to virtual world elements (e.g., real-world object / landmark location, real-world object / landmark description, real-world object / landmark relationship, virtual element linkage, etc.); (6) game status (e.g., current number of players, current status of game objectives, player leaderboard, etc.); (7) data associated with player actions / inputs (e.g., current player location, past player locations, player movement, player input, player queries, player communications, etc.); or (8) any other data used, relevant, or obtained during implementation of the parallel reality game. The game data stored in game database 330 can be entered either offline or in real time by a system administrator or by data received from a player (e.g., player) of system 300, such as from client device 310 via network 370.

[0034] 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.

[0035] 3, game server 320 includes universal game module 322, commercial game module 323, data collection module 324, event module 326, mapping system 327, and 3D map 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.

[0036] 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. 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 of 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.

[0037] 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 a third-party system 340 (e.g., 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 the inclusion of these game features 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).

[0038] The data collection module 324 may be separate from or part of the universal game module 322. The data collection module 324 may manage the incorporation of various game features within the parallel reality game that are linked to data collection activities in the real world. For example, the data collection module 324 may modify the game data stored in the game database 330 to include game features that are linked to data collection activities within the parallel reality game. The data collection module 324 may also analyze data collected by players according to data collection activities and provide the data for access by various platforms.

[0039] The event module 326 manages player access to events within a 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 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 may be a standalone access-controlled parallel reality game.

[0040] 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.

[0041] 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).

[0042] One or more third-party systems 340 may be coupled to the network 370 to communicate with the game server 320 (e.g., commercial game module 323) or the client device 310. In some embodiments, the third-party system 340 is a system that provides content or other information for presentation within the location-based game. For example, the third-party system 340 may communicate information to the game server 320, such as advertisements, content, or information about various game features within the game that are linked to real-world commercial activity. The third-party system 340 may include businesses or stores at real-world locations that offer products for purchase.

[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 players (also referred to as users) or use of personal information such as location information, players may be provided with the opportunity to control whether a program or feature 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 meaningful notice is provided to the player about what information will be collected and how that information will be used. Information will not be collected or used unless the player consents, and consent can be revoked or changed by the player at any time. Thus, players may control how information about them is collected and used by the application or system. 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 player's identity may be processed so that personally identifiable information cannot be determined for the player.

[0045] 4 is a block diagram of the architecture of the commercial game module 323. The commercial game module 323 shown in FIG. 4 includes a player profile store 405, a location module 410, an identification module 420, a sensor data module 430, an orientation module 435, a selection module 440, a third-party system module 445, a content store 460, and a third-party system profile store 465. In other embodiments, the commercial game module 323 may include additional, fewer, or different components for various applications. Although modules 410, 420, 430, 435, 440, and 445 and stores 405, 460, and 465 are shown and described as part of the commercial game module 323 on the game server 320, any of these modules or stores may be part of the client device 310.

[0046] Each player may be associated with a player profile stored in the player profile store 405. A player profile includes information about the player that is explicitly shared by the player and may also include profile information that is inferred (e.g., by the commercial gaming module 323). In one embodiment, a player profile includes multiple data fields, each of which describes one or more attributes of the corresponding online system player. Examples of information stored in a player profile include biographical, demographic, and other types of descriptive information, such as background, education, gender, hobbies or preferences, location, etc.

[0047] The location module 410 may receive the location of the client device 310 in the real world. For example, the positioning module 316 or the localization module 318 determines the location of the client device 310. The client device 310 then transmits the determined location to the location module 410 (e.g., via the network 370). In some embodiments, the location module 410 receives sensor data from the client device 310 and determines the location of the client device 310 (e.g., using similar methods described with respect to modules 316 or 318). In embodiments where the location module 410 is on the client device 310, the location module 410 may be part of the positioning module 316 or the localization module 318.

[0048] The identification module 420 receives the location of the client device 310 from the location module 410 and identifies a set of content items that are near the location. For example, the identification module 420 identifies content items in the content store 460 associated with a location that is within a threshold distance of the location of the client device 310. The content items in the set are candidate content items that may be selected by the selection module 440 for display by the client device 310. The identified set of content items may be associated with bids (e.g., each identified content item is associated with a different bid).

[0049] In some embodiments, the identification module 420 selects content items with products that are currently available for purchase or will be available for purchase within a threshold amount of time (e.g., available for at least the next hour). In some embodiments, the identification module 420 does not select content items with products that are not currently available for purchase (e.g., the store is closed) or will not be available for a threshold amount of time (e.g., the store will close in less than an hour). For example, content items related to snowboard rentals would not be selected during the summer.

[0050] Additionally or alternatively, the identification module 420 selects content items based on the interests of the player of the client device 310. For example, the identification module 420 uses the player's player profile to identify content items that include products the player may be interested in purchasing (e.g., products with the highest estimated conversion rates). The identification module 420 may consider data in the player profile, such as the player's purchase history, history of locations visited, age group, gender, race, seasonal interests, social interests (e.g., indicating how active the player is in socially useful activities / games), and other demographics. For example, if the player profile indicates that the player previously purchased tea, the identification module 420 may identify one or more content items advertising tea (or related products) associated with locations within a threshold distance of the client device 310's location. In another example, if the player profile indicates that the player likes skiing in the winter and mountain biking in the summer, the identification module 420 may identify content items related to skiing or mountain biking, depending on the current season. As suggested in the previous example, non-player data may also be considered when identifying content items. Examples of non-player data include the current season, the time of day, weather within a threshold distance of the player, events within a threshold distance of the player, or traffic within a threshold distance of the player. Player profile data or non-player data may be used in conjunction with targeting criteria (targeting criteria are further described below with respect to third-party system module 445). In some embodiments, identification module 420 includes trained artificial intelligence algorithms that account for information in the player profile or targeting criteria.

[0051] The sensor data module 430 receives sensor data from sensors of the client device 310 that describes the environment at the location of the client device 310. As described above, the client device 310 may include various sensors (e.g., the camera assembly 312, a motion sensor, an accelerometer, or a gyroscope) for collecting data related to the environment. The sensor data module 430 may receive sensor data from any of these sensors. The sensor data is used by the orientation module 435 to determine the orientation of the client device 310 within the environment. Thus, the sensor data module 430 may select to receive data from one or more particular sensors and may receive a sufficient amount of data from those sensors to enable the orientation module 435 to determine the orientation of the client device 310 to within a predetermined orientation error threshold.

[0052] The orientation module 435 receives sensor data from the sensor data module 430 and determines an orientation of the client device 310 based on the sensor data. Depending on the embodiment, orientation may refer to the orientation of the client device 310 relative to the environment (e.g., the ground) or relative to a location associated with a content item (e.g., a content item in a set identified by module 420). In some cases, the orientation of the client device 310 refers to the attitude of the client device 310. In some embodiments, the sensor data module 430 and the orientation module 435 are part of the localization module 318 on the client device 310, or the localization module 318 performs the functions of the sensor data module 430 and the orientation module 435.

[0053] The selection module 440 receives the orientation of the client device 310 and selects a content item from the set of content items (identified by the identification module 420) based on the orientation. For example, the selection module 440 may select a content item that is within the current field of view of the camera of the player's client device 310 and is the best match for the player (e.g., as indicated by an affinity score). The selected content item is transmitted to the client device 310 for display in the game interface (see, e.g., the discussion of FIGS. 5A-5C ). For example, the client device 310 is instructed to display the content item along with a view of the environment (e.g., of the real world or the virtual world). In embodiments where the selection module 440 is on the client device 310, the set of content items identified by the identification module 420 may be transmitted to the selection module 440 via the network 370. The selection module 440 on the client device 310 may then provide the content item for display by the client device 310 (e.g., transmit the selected content item to a display module of the client device 310 for display).

[0054] Generally, the selection module 440 selects content items from a set associated with locations that are (or will be) within the field of view of the client device 310's sensors or the field of view displayed by the client device 310. For example, the selection module 440 selects content items associated with locations that are within a view of an environment, the view of the environment being displayed by the client device 310 in a location-based game interface. However, this is not the case in some embodiments. For example, the selection module 440 selects content items associated with locations that are within a threshold distance of the client device's location, regardless of whether the locations are within the field of view of the client device's sensors (or regardless of whether the locations are within the field of view displayed by the client device 310). In another example, the selection module 440 selects content items associated with locations that are within a threshold distance of a route the player is traveling (e.g., to achieve a game objective), even if the locations are not currently within the field of view of the client device's sensors.

[0055] The orientation of the client device 310 may be used to determine whether a location is currently within the field of view displayed by the client device or within the field of view of a sensor of the client device 310. For example, if the client device 310 is in front of a store location and oriented toward the location, the selection module 440 selects a content item associated with the location (or store). In some embodiments, object recognition is performed on the image to identify an object (e.g., a store) at a location.

[0056] Selection module 440 may select multiple content items (e.g., a threshold number of content items) to be sent to and displayed by client device 310. For example, if client device 310 is displaying a view of an environment that includes multiple locations associated with content items (e.g., by the client device's camera assembly 312 capturing an image that includes the multiple locations), selection module 440 may select multiple content items.

[0057] In some embodiments, the selection module 440 may rank the content items in the set to determine a threshold number of content items to select and display (e.g., when the client device 310 displays a number of locations associated with content items that exceeds a threshold number of content items to be displayed). The content items may be ranked according to one or more factors, and the selection module 440 may then select the threshold number of content items based on the ranking (e.g., the highest ranked content items are selected). Exemplary factors include the bid amount associated with the content item (higher bid amounts may increase rankings) and the distance between the client device's location and the location associated with the content item (closer locations may increase rankings). In some embodiments, when the client device displays a number of locations associated with content items that exceeds the number of content items to be displayed, a real-time bidding process is performed to determine which content items to select.

[0058] In addition to or as an alternative to the ranking factors described above, the selection module 440 may select content items based on product availability, player interests, or product targeting criteria. These factors are described above with respect to the identification module 420, but the selection module 440 may use these factors in addition to or instead of them.

[0059] The third-party system module 445 enables players to conduct transactions with third-party systems (e.g., 340). For example, in response to a player confirming a purchase of a product (e.g., by interacting with a content item), the third-party system module 445 notifies the third-party system associated with the product. The third-party system module 445 may send product details and the player's name to the third-party system and may instruct the third-party system to begin preparing the product for pickup by the player. The third-party system may notify the third-party system module 445 after the player picks up the product.

[0060] In some embodiments, to complete a product transaction between the player and the third-party system, the third-party system module 445 charges the player using a payment method (e.g., the player previously provided payment method instructions (e.g., credit card information)) to pay the third-party system for the cost of the product. Additionally or alternatively, the third-party system module 445 may provide the player with an in-game reward as compensation for purchasing the product.

[0061] Among other benefits, the third-party system module 445 allows players to purchase products through the location-based game, which allows players to purchase and pick up products while continuing to play the location-based game (e.g., without exiting or pausing the game).

[0062] If a third-party system (e.g., 340) wants the location-based game to display content items promoting its products, the third-party system may provide details about the products (e.g., via a business portal). Exemplary details include an image of the product, the price of the product, real-world store locations where the product can be picked up, the hours of operation of those stores, and the availability (e.g., inventory) of the product at those stores. In some embodiments, the third-party system 340 also provides promotional information, such as information describing sales of a particular product. The third-party system 340 may provide bidding information associated with the content items promoting the product. The above details may be stored in the third-party system profile store 465.

[0063] In some embodiments, the third-party system may specify targeting criteria for a product. The targeting criteria may specify one or more characteristics of players eligible to be presented with a content item promoting the product. For example, the targeting criteria may be used to identify players with player profile information or actions that meet at least one of the targeting criteria. To provide a more specific example, the targeting criteria may specify that the content item is preferably presented to players in a particular age range (e.g., 18 to 24 years old). In another example, the targeting criteria may specify that the content item is preferably presented to players who participate in social games / activities of the location-based game or players with high social interest (e.g., players who like to participate in social activities / games of the location-based game). For example, an ice cream shop may specify that a content item be displayed on the waiting screen of a multi-player (e.g., six-player) raid lobby, and the content item describes a discount that is applicable only if a threshold number (e.g., six) of players in the raid lobby choose to purchase ice cream (e.g., within the next five minutes). The targeting criteria may also be stored in the third-party system. The identification module 420 or the selection module 440 may consider targeting criteria associated with a product when selecting a content item.

[0064] The commercial game module 323 or a third-party system can generate content items based on product information provided by the third-party system and store the generated content items in the content store 460.

[0065] The content store 460 stores content items. As previously alluded to, a content item may advertise a product that can be purchased or picked up at a (real-world) location. A content item may be associated with one or more locations (e.g., a location where a product can be purchased or picked up). For example, a location associated with a content item is the location of a store or business that sells a product (the store may be part of a third-party system (e.g., 340)). In some embodiments, a content item relates to an event at a location within a threshold distance of a player (e.g., a concert or construction), environmental conditions at a location within a threshold distance of a player (e.g., street or weather conditions), or location announcements (e.g., safety precautions to take while traveling through a location). Examples of content that a content item may include are text, images, audio, video, and links. Content items in the content store 460 include content for presentation to a player. Content items may also include a bid amount. Content may include text, images, audio, video, links, or any other suitable data presented to a player. The bid amount may be used to determine a value, such as monetary compensation, provided by a third-party system (e.g., 340) to the commercial game module 323 when content in the content item is presented to a player, when player interaction is received when content in the content item is presented, or when any suitable condition is met when content in the content item is presented to a player. For example, a bid amount included in a content item specifies the amount that the commercial game module 323 will receive from the third-party system that provided the content item (or content of the content item) to the commercial game module 323 when the content item is displayed (e.g., within a location-based game interface).

[0066] FIG. 5A is a diagram of a player holding a client device 500. The client device 500 may be an embodiment of client device 110 or 310. The client device 500 displays a game interface 503 to the player. In the example of FIG. 5A, the game interface 503 includes an image of an environment in the real world. The image may be captured by a camera assembly (e.g., 312) of the client device 500. The environment includes a store 515 that sells products in the real world. The game interface 503 also includes several virtual objects that appear to be in the environment. Specifically, the virtual objects include a pet object 505 and a content item 510. The content item 510 is displayed on top of the store 515 and displays products sold by the store 515. The pet object 505 is a virtual creature that appears to be standing in front of the player. The pet object 505 may be part of a location-based parallel reality game. The display of the pet object 505 may be based on the position and orientation of the client device 500. In some embodiments, the pet object 505 is not associated with a store 515 or a content item 510 .

[0067] 5A , content item 510 displays an image of a beverage for purchase at store 515. Content item 510 may display other information related to store 515 or the beverage. For example, content item 510 may display the real-world cost of the beverage or the distance to store 515. In another example, content item 510 may display an in-game reward that the player will receive if the player purchases a product sold by store 515 (e.g., a product in content item 510). In some embodiments, the player may receive the in-game reward in response to selecting content item 510 (e.g., without making a purchase).

[0068] In some embodiments, if a player changes the orientation of the client device 500 relative to the store 515, the content item 510 may move accordingly within the game interface. For example, the content item 510 may continue to be displayed on the store 515 as the player changes the orientation of the client device 500. The content item 510 may continue to be displayed as long as the store 515 appears in the game interface 503. Additionally or alternatively, the content item 510 may appear for a threshold period (e.g., 10 seconds). After the threshold period has elapsed without the player interacting with the content item 510 (e.g., selecting the content item 510), the client device 500 may stop displaying the content item 510. After this occurs, the client device 500 may display another content item (e.g., associated with another store within the game interface 503). For example, if the content items are ranked (e.g., according to bids), the next ranked content item may be displayed in the game interface 503.

[0069] As mentioned above, the content item 510 appears to be located on top of the store 515. More generally, the content item (e.g., 515) may be displayed in a manner that indicates the location of the store (e.g., 515) within the environment. In other words, the content item may be displayed in a manner that indicates that the products displayed in the content item can be purchased at the store. This may help the player determine where the store 515 is located. For example, the content item may appear to be at (or within a threshold distance of) the store's location within the environment. In other words, the content item is displayed at a location on the screen of the client device such that the content item is overlaid on a view of the store's location. In another example, a content item on a screen within a threshold distance of the store is displayed on the screen of the client device (e.g., 500) (e.g., the content item is within a threshold number of pixels of the store). In another example, the content item appears to be in front of the store. In this case, the content item may be integrated into the front of the store building to look like a real-world advertisement. In another example, the size or shape of the content item in the interface (e.g., 503) indicates the store's location. For example, as the player approaches a store in the real world, the size of the content item in the game interface may increase. Similarly, as the player moves away from the store, the size of the content item in the game interface may decrease. In some embodiments, the shape or outline of the content item may indicate the location of the store. An example of this is shown in FIG. 5B. FIG. 5B is an illustration of a player holding a client device similar to FIG. 5A, except that the outline of content item 520 points to the location of store 515. In some embodiments, object recognition is performed to identify store 515 in an image captured by client device 500. For example, object recognition is used to identify the edges of store 515, and content item 510 is displayed relative to the identified edges.

[0070] As noted above, in some embodiments, the visual aspects of a content item may change over time. For example, the size of the content item within the interface may change. In another example, the image of a product within the content item may change (e.g., a new image of the product (e.g., taken from a different angle) may be displayed). In another example, the text of the content item may change (e.g., the font size or font color may change).

[0071] 5A , content item 510 may be displayed because store 515 (e.g., the location of store 515) is displayed in game interface 503. In some embodiments, content item 520 is displayed in response to store 515 being displayed in game interface 503 for a threshold period of time (e.g., 5 seconds). Additionally or alternatively, content item 510 may be displayed in response to determining that client device 500 is traveling in the real world toward store 515 or along a route toward store 515. Content item 510 may be selected from among a set of different content items, each associated with a different store. When multiple stores are displayed by client device 500 (and the stores are associated with the content item), a bidding process may determine which content item is displayed.

[0072] 5A, only one content item 510 is displayed. However, multiple content items may be displayed. The number of content items displayed may depend on the size of the client device screen, the size of the content item, the number of stores displayed in the game interface 503, bids associated with the content item, or the number of virtual objects already displayed in the game interface (e.g., virtual objects associated with the location-based game but not associated with stores or content items in the environment). In some embodiments, the number of content items displayed may be set by a content item limit threshold. The number of content items displayed may be determined by the selection module 440.

[0073] To reduce or prevent the content item 510 from interfering with the player's play of the location-based game, in some embodiments, the content item 510 does not obscure virtual objects (not associated with the store 515 or the content item 510) associated with the location-based game as the player plays the game. For example, if the pet object 505 climbs a light post, the content item 510 may move and stop displaying, or the pet object 505 may appear in front of the content item 510. Additionally or alternatively, the content item 510 may be displayed a threshold distance (e.g., at least 10 pixels) away from on-screen virtual objects associated with the location-based game (e.g., not associated with the store 515 or the content item 510).

[0074] In some embodiments, the game interface 503 displays a route to the store 515. For example, the game interface 503 displays the route to the store 515 in response to the player interacting with the content item 510 (e.g., selecting the content item 510). In another example, the game interface 503 displays the route in response to the player purchasing a product from the store 515 (e.g., via a location-based game). In another example, the game interface 503 displays the route in response to the store 515 indicating that a product purchased by the player (e.g., via a location-based game) is ready for pickup at the store 515 location. An exemplary route 525 is shown in FIG. 5C . FIG. 5C is an illustration of a player holding a client device similar to FIG. 5A , except that the game interface includes a virtual route 525 to the store 515 location.

[0075] 5A , in some embodiments, a virtual object (e.g., a pet object 505) associated with a location-based game (e.g., not associated with a store 515 or a content item 510) performs actions to guide the player to the location of the store 515. For example, the pet virtual object 505 may point to the store 515, talk to the player, or walk toward the store 515. These actions may be performed by the pet virtual object 505 in response to the player interacting with the content item 510 (e.g., purchasing a product from the store 515).

[0076] Among other benefits, the content items (e.g., 510 and 520) help inform the player about products for purchase nearby (e.g., in front of the player). Unless the player is familiar with the environment, the player may not know about products available for purchase nearby. Moreover, in some embodiments, the content item 510 does not obscure the location-based game's virtual objects (e.g., pet object 505), thus allowing the player to learn about nearby stores while continuing to play the location-based game. Additionally, the content item may display products that complement the location-based game. For example, if the player is traveling on a route toward a game goal, the content item may display products that can be picked up without significantly deviating from the route. Additionally or alternatively, the content item may display products that the player can use or consume while continuing to move toward the game goal. For example, instead of displaying large, bulky products (e.g., furniture), the content item may display food items (e.g., beverages) that can be consumed with one hand.

[0077] FIG. 5D is another diagram of a player holding a client device 500. In the example of FIG. 5D, game interface 503 includes menu 530. Game interface 503 may display menu 530 in response to a player selecting content item 510 or 520. Menu 530 allows a player to select and purchase a beverage from store 515 via a location-based game. In the example of FIG. 5D, menu 520 includes an estimated pickup period, a reward number, a drink selection, a cost, and a buy button. The pickup time indicates the estimated time the player will wait for the beverage to be ready for pickup at store 515 if the player purchases the selected drink. The reward number indicates the number of tokens the player will receive if the player purchases the selected drink (tokens are an example of an in-game reward). The beverage selection indicates the drinks available for purchase. The player can change the selected beverage by selecting a chevron shape on the left or right side of menu 530. The cost indicates the cost for purchasing the selected drink. The buy button allows the player to purchase the selected drink.

[0078] Among other advantages, menu 530 allows a player to purchase drinks from store 515 remotely via the location-based game. Thus, a player can purchase drinks without exiting or pausing the location-based game. Stated another way, menu 530 allows a player to purchase drinks while continuing to play the location-based game. This is indicated in FIG. 5D by the presence of pet object 505. For example, a player may be able to interact with pet object 505 while game interface 503 includes menu 530. These advantages contrast with traditional methods that require a player to exit a game, conduct research on nearby businesses (e.g., to determine what products are available for purchase), and manually contact one or more of these businesses to purchase the product. Furthermore, these traditional methods may not allow nearby businesses to provide targeted advertising to the player.

[0079] (Exemplary Method) 6 is a flowchart of a process for displaying virtual content items in a location-based game, according to one embodiment. The steps of FIG. 6 are shown from the perspective of a client device (e.g., 310) performing method 600. However, some or all of the steps may be performed by other entities or components (e.g., game server 320). Additionally, some embodiments may perform steps in parallel, in a different order, or perform different steps.

[0080] The client device determines the location of the client device 610. For example, a positioning module (e.g., module 316) or a localization module (e.g., module 318) of the client device may determine the location of the client device.

[0081] The client device receives a set of content items near the location 620. For example, each content item is associated with a location that is within a threshold distance of the client device's location. The set may be received, for example, from a game server (e.g., 320) in response to receiving the client device's location.

[0082] The client device receives 630 sensor data describing the environment of the location from sensors on the client device. As described with respect to FIG. 3, the client device may include various sensors for collecting data related to the environment. For example, the client device may include a camera assembly (e.g., assembly 312) that captures image data describing a scene of the environment surrounding the client device. Other exemplary sensors include motion sensors, accelerometers, and gyroscopes. The sensor data describing the environment of the location may include data from any of these sensors.

[0083] The client device uses the sensor data to determine the orientation of the client device 640. For example, the client device includes a localization module (e.g., 318) that determines the orientation of the client device.

[0084] The client device selects 650 a content item from a set of content items based on an orientation of the client device. The content item is associated with a location within the external environment. Selecting the content item may include the client device determining a location associated with the content item within an image captured by a camera assembly (e.g., 312) of the client device. In some embodiments, selecting the content item from the set of content items includes determining that the location associated with the content item is within a threshold distance of a route along which a player associated with the computing device is expected to travel to complete an objective of the location-based game. In some embodiments, the content item is selected in response to determining that the client device is moving toward a location associated with the content item. For example, determining that the client device is moving toward the location includes determining that a distance between the client device and the location is decreasing (e.g., by at least a minimum threshold speed). In another example, determining that the client device is moving toward the location includes determining that the client device is moving along a route that results in the client device moving toward the location.

[0085] The client device displays 660 the selected content item within the location-based game along with a view of the external environment. The content item and the view of the environment may be displayed by the client device. The view of the environment may be a view of the real world (e.g., the environment is displayed through a see-through display (e.g., the client device is a pair of AR glasses)). When the content item is displayed, it may appear to be in a location within the environment associated with the content item. In some embodiments, the content item is displayed in an interface. The location of the content item in the interface may indicate a location associated with the content item in the view of the environment.

[0086] In some embodiments, when a content item is displayed, the size of the content item indicates the distance between the location of the client device and a location in the environment associated with the content item. Additionally or alternatively, the shape of the content item may indicate a location in the environment associated with the content item.

[0087] In response to receiving an indication that the player has interacted with the content item, the client device may display a route from the client device's location to a location in the environment associated with the content item. Additionally or alternatively, in response to receiving an indication that the player has interacted with the content item, the client device transmits instructions to initiate a transaction associated with the content item via a location-based game. In some embodiments, in response to receiving an indication that the player has interacted with the content item, the client device generates an in-game reward for the player of the computing device in the location-based game.

[0088] If the content item is displayed for a threshold time without the player interacting with the content item, the client device may stop displaying the content item, select a second content item from the set of content items, and display the second content item in conjunction with a second view of the environment within the location-based game.

[0089] In some embodiments, the client device displays a virtual object within the location-based game, and the display of the content item does not obscure the virtual object. For example, the content item is displayed at a threshold distance from the virtual object. In some embodiments, in response to receiving an indication that a player has interacted with the content item, the client device may display a virtual object that performs an action that directs the player to a location associated with the content item.

[0090] In some embodiments, the set of received content items is identified by the client device or another computing device (e.g., game server 320) by performing operations including identifying locations associated with content items that are within a threshold distance of the client device's location, and adding the content items associated with the locations that are within the threshold distance to the set of content items.

[0091] Exemplary Computing System 7 is a block diagram of an exemplary computer 700 suitable for use as a client device 310 or a game server 320. The exemplary computer 700 includes at least one processor 702 coupled to a chipset 704. The chipset 704 includes a memory controller hub 720 and an input / output (I / O) controller hub 722. A memory 706 and a graphics adapter 712 are coupled to the memory controller hub 720, and a display 718 is coupled to the graphics adapter 712. A storage device 708, a keyboard 710, a pointing device 714, and a network adapter 716 are coupled to the I / O controller hub 722. Other embodiments of the computer 670 have different architectures.

[0092] 7, storage device 708 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 706 holds instructions and data used by processor 702. Pointing device 714 is a mouse, trackball, touch screen, or other type of pointing device and is used in combination with keyboard 710 (which may be an on-screen keyboard) to input data into computer system 700. Graphics adapter 712 displays images and other information on display 718. Network adapter 716 couples computer system 700 to one or more computer networks, such as network 370.

[0093] 3 and 4 may vary depending on the embodiment and the processing power required by the entity. For example, game server 320 may include multiple blade servers operating together to provide the described functionality. Additionally, the computer may lack some of the components described above, such as keyboard 710, graphics adapter 712, and display 718.

[0094] (Additional Considerations) Some portions of the foregoing describe embodiments in terms of algorithmic processes or operations. These algorithmic descriptions and representations are commonly used by those skilled in the data processing arts to effectively convey the substance of their work to others skilled in the art. While these operations are described functionally, computationally, or logically, they are understood to be implemented by computer programs including instructions for execution by a processor or equivalent electrical circuits, microcode, or the like. Further, and without loss of generality, it is sometimes convenient to refer to these arrangements of functional operations as modules. The described operations and their associated modules may be implemented in software, firmware, hardware, or any combination thereof.

[0095] A reference to "one embodiment" or "an embodiment" means that a particular element, feature, structure, or characteristic described in connection with that embodiment is included in at least one embodiment. The appearances of the phrase "in one embodiment" in various places in this specification do not necessarily all 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 element or component are present, unless it is clear that something else is meant.

[0096] When values ​​are described as "about" or "substantially" (or derivatives thereof), such values ​​should be construed as being accurate to + / - 10%, unless otherwise clear from the context. From the example, "about 10" should be understood to mean "within the range of 9 to 11."

[0097] 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).

[0098] 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. A non-temporary computer-readable storage medium containing stored instructions for providing a location-based game, wherein, when executed by a computing device, the instructions are transmitted to the computing device, Determining the first position of the computing device, Receiving a set of content items, Accessing the route that the player associated with the computing device is expected to take in order to reach a second location different from the first location of the computing device, Identifying from the set of content items a content item that is within a first threshold distance of the first position and is associated with a third position different from the first and second positions, It is determined that the third location associated with the content item is within a second threshold distance of the route the player is expected to travel, Receiving an image from the camera assembly of the computing device that describes the environment at the first location of the computing device, It is determined that the third location associated with the content item is within the image captured by the camera assembly of the computing device, (a) in response that the third location is within the first threshold distance of the first location, (b) the third location is within the second threshold distance of the route, and (c) the third location is in the image captured by the camera assembly of the computing device, the location-based game displays the content item associated with the third location along with a view of the third location in the environment from the viewpoint of the computing device. A non-temporary, computer-readable storage medium that performs actions including [specific actions].

2. The non-temporary computer-readable storage medium according to claim 1, wherein the content item is displayed such that the content item appears to be at the third location associated with the content item in a view of the third location in the environment from the viewpoint of the computing device.

3. The non-temporary computer-readable storage medium according to claim 1, wherein the content item is displayed within an interface, and the location of the content item within the interface indicates the third location associated with the content item in the view of the third location in the environment from the viewpoint of the computing device.

4. The non-temporary computer-readable storage medium according to claim 1, wherein the size of the content item indicates the distance between the first location on the computing device and the third location in the environment associated with the content item.

5. The non-temporary computer-readable storage medium according to claim 1, wherein at least a portion of the contour of the content item points to the third location in the environment associated with the content item.

6. The aforementioned operation is, A non-temporary computer-readable storage medium according to claim 1, further comprising displaying a second route from the first location of the computing device to the third location in the environment associated with the content item, in response to receiving an instruction that the player has interacted with the content item.

7. The aforementioned operation is, A non-temporary computer-readable storage medium according to claim 1, further comprising selecting the content item from a set of content items in response to determining that the computing device is moving toward the third location associated with the content item.

8. The aforementioned operation is, A non-temporary computer-readable storage medium according to claim 1, further comprising transmitting a command to initiate a transaction associated with the content item via the location-based game in response to receiving an instruction that the player has interacted with the content item.

9. The aforementioned operation is, A non-temporary computer-readable storage medium according to claim 1, further comprising generating an in-game reward for the location-based game for the player on the computing device in response to receiving an instruction that the player has interacted with the content item.

10. The aforementioned operation is, The player selects a second content item from the set of content items in response to the content item being displayed for a threshold time, without interacting with the content item. In the location-based game, the selected second content item is displayed along with a second view of the environment from the viewpoint of the computing device. A non-temporary computer-readable storage medium according to claim 1, further comprising:

11. The aforementioned operation is, A non-temporary computer-readable storage medium according to claim 1, further comprising displaying a virtual object within the location-based game, wherein the display of the content item does not obscure the virtual object.

12. The non-temporary computer-readable storage medium according to claim 11, wherein the content item is displayed at a third threshold distance from the virtual object.

13. The aforementioned operation is, The non-temporary computer-readable storage medium according to claim 11, further comprising the virtual object performing an action that guides the player to the third location associated with the content item in response to receiving an instruction that the player has interacted with the content item.

14. The set of received content items is, Identifying a location associated with a content item that is within the first threshold distance of the first location of the computing device, Adding content items associated with locations within the first threshold distance to the set of content items A non-temporary computer-readable storage medium according to claim 1, which is identified by the computing device or another computing device that performs an operation including the operation.

15. Determining the first position of the client device, Receiving a set of content items, Accessing the route that the player associated with the client device is expected to take in order to reach a second location different from the first location of the client device, Identifying from the set of content items a content item that is within a first threshold distance of the first position and is associated with a third position different from the first and second positions, It is determined that the third location associated with the content item is within a second threshold distance of the route the player is expected to travel, Receiving an image from the client device's camera assembly that describes the environment at the first location of the client device, It is determined that the third location associated with the content item is within the image captured by the camera assembly of the client device, (a) in response that the third location is within the first threshold distance of the first location, (b) the third location is within the second threshold distance of the route, and (c) the third location is in the image captured by the camera assembly of the client device, the location-based game displays the content item associated with the third location along with a view of the third location in the environment from the viewpoint of the client device. A method that includes this.

16. The method according to claim 15, wherein the content item appears to be in the third position within the environment associated with the content item.

17. The method according to claim 15, wherein the content item is transmitted for display within an interface, and the location of the content item within the interface indicates the third location associated with the content item in the view of the environment.

18. The non-temporary computer-readable storage medium according to claim 1, wherein the content item relates to a physical object in the environment.