Implementing game assets as non-fungible tokens (NFTs) across game save states
By implementing game assets as NFTs across game save states using a distributed ledger, players can transfer assets seamlessly across different games or modes, improving the gaming experience and encouraging continued play.
Patent Information
- Application Number
- JP2025511659
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-08-23
- Filing Date
- 2023-08-09
- Publication Date
- 2025-09-17
- Estimated Expiration
- 2043-08-09
AI Technical Summary
Players in gaming applications often cannot transfer earned or purchased points or items between different games or modes, leading to a discouragement in continued play due to the need to re-earn or repurchase these assets.
Implementing game assets as non-fungible tokens (NFTs) across game save states using a distributed ledger, allowing assets to be transferred and restored across different games or modes.
Enables seamless use of game assets across different games or modes, enhancing the gaming experience and encouraging continued play by allowing players to utilize previously earned assets.
Smart Images

Figure 2025530723000001_ABST
Abstract
Description
[Technical Field]
[0001]
[0001] This application claims the benefit of priority to U.S. Patent Application No. 17 / 893,990, filed in the United States Patent and Trademark Office on August 23, 2022. This application references U.S. Patent Application No. 17 / 894,036, filed August 23, 2022 (Attorney Docket No. SYP347705US02US). This application also references U.S. Patent Application No. 17 / 894,053, filed August 23, 2022 (Attorney Docket No. SYP347705US03US). The above-referenced patent applications are incorporated herein by reference in their entireties.
[0002]
[0002] Various embodiments of the present disclosure relate to non-fungible tokens (NFTs). More particularly, various embodiments of the present disclosure relate to electronic devices and methods for implementing game assets as NFTs across game save states. [Background technology]
[0003]
[0003] Advances in gaming technology have led to an increase in the development and use of gaming applications. Typically, players can earn certain points and gifts (e.g., items) when playing a game. However, when a player wants to use such points in another game or another mode of the same game, such points or items may not be available to the player in the other game or mode. To use such points or items, the player may need to earn or purchase the points or items again in the other game or mode, which may discourage the player from playing the other game or another mode of the same game. For example, when a player plays a racing game in a first mode (e.g., classic mode), the player can earn points or items (e.g., new vehicles, speed boosters, customized vehicle accessories, etc.). However, after a while, the player may switch to a second mode (e.g., tournament mode) of the same racing game or a different racing game. A player may not be able to use points or items earned in a first mode and may have to replay the game from the first level in a second mode to earn points or items, which may hinder the gaming experience and discourage a player from playing such games.
[0004]
[0004] The limitations and disadvantages of conventional methods will become apparent to those skilled in the art by comparing the described system with certain aspects of the present disclosure illustrated in the remainder of this application with reference to the drawings. Summary of the Invention [Problem to be solved by the invention]
[0005]
[0005] Provided are electronic devices and methods for implementing game assets as non-fungible tokens (NFTs) across game save states, substantially as shown in and / or described in connection with at least one figure, and more fully as set forth in the claims.
[0006]
[0006] These and other features and advantages of the present disclosure can be understood by considering the following detailed description of the disclosure in conjunction with the accompanying drawings in which like elements are designated by like reference numerals throughout. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a block diagram illustrating an exemplary network environment for implementing game assets as non-fungible tokens (NFTs) across saved states of a game application, according to embodiments of the present disclosure. [Figure 2] FIG. 2 is a block diagram illustrating the example electronic device of FIG. 1, according to an embodiment of the present disclosure. [Figure 3] FIG. 1 illustrates an exemplary processing pipeline for implementing game assets as non-fungible tokens (NFTs) across saved states of a game application, according to embodiments of the present disclosure. [Figure 4] FIG. 1 illustrates an exemplary scenario for implementing game assets as non-fungible tokens (NFTs) across game save states of a gaming application, according to embodiments of the present disclosure. [Figure 5] 1 is a flowchart illustrating operations of an exemplary method for implementing game assets as non-fungible tokens (NFTs) across game save states of a gaming application, according to embodiments of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0008]
[0012] The implementations described below may be found in electronic devices and methods for implementing game assets as non-fungible tokens (NFTs) across game save states. An exemplary aspect of the present disclosure may provide an electronic device capable of implementing game assets as non-fungible tokens (NFTs) across game save states. The electronic device may track game assets (e.g., weapons, game tools, or avatars) associated with a player in a first game application (e.g., an athletic game application, a sports game application, or a fighting game application). The electronic device may receive first information associated with a first game save state (e.g., a first level, such as a beginner level, and a mode, such as a classic mode) of the first game application based on the tracked game assets. The electronic device may receive metadata associated with the tracked game assets based on the received first information. Examples of the received game asset metadata may include, but are not limited to, information such as a property of the game asset, a color of the game asset, a shape of the game asset, or a power associated with the game asset. The electronic device may create a non-fungible token (NFT) associated with the tracked game asset based on the received metadata. The NFT can be created based on storing the received metadata in a distributed ledger associated with the first game application. The distributed ledger can be shared across a set of game applications including the first game application. The electronic device can further receive second information associated with a second game save state of a second game application in the set of game applications. The electronic device can retrieve the created NFT associated with the game asset from the distributed ledger. The electronic device can initiate restoration of the player's game asset in the second game application based on the received second information and the retrieved NFT associated with the game asset.
[0009]
[0013] Typically, players can earn or purchase certain points or items when playing a game. However, when a player wants to use such points or items in another game or another session or mode of the same game, the earned or purchased points or items may not be available to the player. Thus, the player may not be able to use such points or items. To use the points or items, the player may need to earn or purchase the points or items again in another game or another session or mode of the same game, which may discourage the player from playing the game. The disclosed electronic device can create NFTs of game assets. The created NFTs of the present disclosure can enable players to use game assets (e.g., points, power, items) across different games or across different levels, sessions, and / or modes of the same game. The disclosed electronic device can enable game assets associated with the created NFT to be used only in one game or one mode or level of a game at an instance. The disclosed electronic device can enable players who own the NFT to use the NFT in the applicable game session. Thus, the overall gaming experience can be improved and players can be encouraged to play more games based on the use of points or items already earned or purchased in other games or other modes / levels of the same game.
[0010]
[0014] FIG. 1 is a block diagram illustrating an exemplary network environment for implementing game assets as non-fungible tokens (NFTs) across saved states of game applications, according to embodiments of the present disclosure. Referring to FIG. 1, a network environment 100 is shown. The network environment 100 may include an electronic device 102, a server 104, a database 106, a distributed ledger 108, and a communications network 112. The electronic device 102 may include a set of game applications 102A. The electronic device 102, the server 104, and the distributed ledger 108 may be communicatively coupled to each other via the communications network 112. FIG. 1 also illustrates a set of NFTs 110. The set of NFTs 110 may include “N” NFTs, such as a first NFT 110A, a second NFT 110B, ..., an Nth NFT 110N. FIG. 1 also illustrates a user 114 associated with or capable of operating the electronic device 102. The N NFTs shown in FIG. 1 are presented by way of example only. The set of NFTs 110 may include only one NFT or more than N NFTs without departing from the scope of the present disclosure. For simplicity, only N NFTs are shown in FIG. 1. However, in some embodiments, there may be more than N NFTs without limiting the scope of the present disclosure.
[0011]
[0015] The electronic device 102 may include suitable logic, circuitry, interfaces, and / or code that may be configured to track a game asset (e.g., a hat) associated with a player in a first game application of the set of game applications 102A. The electronic device 102 may be further configured to receive first information associated with a first game save state of the first game application based on the tracked game asset. The electronic device 102 may be further configured to receive metadata associated with the tracked game asset based on the received first information. Based on the received metadata associated with the tracked game asset, the electronic device 102 may create an NFT (e.g., a first NFT 110A) of the set of NFTs 110. The electronic device 102 may store the first NFT 110A in the distributed ledger 108 and use the first NFT 110A to activate the tracked game asset in a second game application of the set of game applications 102A, in a particular second save state of the second game application. Examples of electronic device 102 may include, but are not limited to, a computing device, a smartphone, a cellular phone, a mobile phone, a gaming device, a gaming console, a smart television (TV), an augmented reality (AR) / virtual reality (VR) / mixed reality (MR) device, a gaming head-mounted display (HMD), a gaming head-up display (HUD), a gaming smartglasses, a mainframe machine, a server, a computer workstation, and / or a consumer electronics (CE) device.
[0012]
[0016] The server 104 may include suitable logic, circuitry, interfaces, and / or code that can be configured to create a non-fungible token (NFT) associated with the tracked game asset based on the received metadata. The electronic device 102 may include suitable logic, circuitry, interfaces, and / or code that can be configured to create a non-fungible token (NFT) associated with the tracked game asset. The NFT may be created based on storing the received metadata in a distributed ledger 108 associated with the first game application. The distributed ledger 108 may be shared across a set of game applications 102A, including the first game application. The server 104 may be further configured to receive second information associated with a second game save state of a second game application in the set of game applications 102A. The server 104 may be further configured to retrieve the created NFT associated with the game asset from the distributed ledger 108. The server 104 may be further configured to initiate restoration of the player's game asset in the second game application based on the received second information and the retrieved NFT associated with the game asset. The server 104 may be implemented as a cloud server and may perform operations through web applications, cloud applications, HTTP requests, repository operations, file transfers, etc. Other example implementations of the server 104 may include, but are not limited to, a database server, a file server, a web server, a media server, an application server, a mainframe server, or a cloud computing server.
[0013]
[0017] In at least one embodiment, the server 104 can be implemented as multiple distributed cloud-based resources using several techniques known to those skilled in the art. Those skilled in the art will understand that the scope of the present disclosure is not limited to implementing the server 104 and the electronic device 102 as two separate entities. In certain embodiments, the functionality of the server 104 can be incorporated, in whole or at least in part, into the electronic device 102 without departing from the scope of the present disclosure. In certain embodiments, the server 104 can host the database 106. Alternatively, the server 104 can be separate from the database 106 and communicatively coupled to the database 106.
[0014]
[0018] The database 106 may include suitable logic, interfaces, and / or code that may be configured to store the set of game applications 102A (e.g., including a first game application and a second game application), the first game save state, and the second game save state. The database 106 may be obtained from data in a relational or non-relational database, or a set of comma-separated value (csv) files in traditional storage or big data storage. The database 106 may be stored or cached on a device, such as a server (e.g., server 104) or the electronic device 102. The device that stores the database 106 may be configured to receive queries for information related to the first game application, the second game application, the first game save state, or the second game save state. The device of the database 106 may be configured to retrieve and provide the queried information to the electronic device 102 (or server 104) based on the received queries.
[0015]
[0019] In some embodiments, database 106 may be hosted on multiple servers stored in the same location or in different locations. The operations of database 106 may be performed using hardware, including a processor, a microprocessor (e.g., to perform or control one or more operations), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC). In some other examples, database 106 may be implemented using software.
[0016]
[0020] The distributed ledger 108 may be a decentralized and distributed database system that can maintain an immutable record of data operations or transactions, such as a set of NFTs 110. A set of data operations may be grouped together as a block and further linked to previous blocks of data operations to form a chain of blocks. All blocks of data operations may be stored in a decentralized manner, whereby all participants or nodes store all blocks. Furthermore, the distributed ledger 108 may include an operating system that can deploy groups of smart contracts between multiple parties, e.g., users 114 and electronic devices 102. In some implementations, different nodes of the distributed ledger may be owned and / or operated by different entities, such as companies or individuals. In some implementations, all nodes of the distributed ledger may be owned and / or operated by a single entity, such as a game publisher or game platform provider.
[0017]
[0021] The distributed ledger 108 can be a chain of blocks that uses accounts as state objects, and the state of each account can be tracked by the chain. An account represents the identity of a user, a mining node, or an automated agent. Every block of data operation or smart contract is associated with an account on the chain of blocks. By way of example and not limitation, the distributed ledger 108 can be an Ethereum blockchain that uses accounts as state objects, and the state of each account can be tracked by the Ethereum blockchain. An account represents the identity of a user, a mining node, or an automated agent. Every block of data operation or smart contract is associated with an account on the Ethereum blockchain. The scope of this disclosure is not limited to implementing the distributed ledger 108 as an Ethereum blockchain, a Hyperledger blockchain, or a Corda blockchain. Other implementations of the distributed ledger 108 are possible in this disclosure without departing from the scope of this disclosure.
[0018]
[0022] The communication network 112 may include a communication medium through which the electronic devices 102, the server 104, and the distributed ledger 108 can communicate with each other. The communication network 112 may be one of a wired connection or a wireless connection. Examples of the communication network 112 may include, but are not limited to, the Internet, a cloud network, a cellular or wireless mobile network (such as Long Term Evolution and Fifth Generation (5G) New Radio (NR)), a satellite communication system (e.g., using low-earth orbit satellites), a Wireless Fidelity (Wi-Fi) network, a personal area network (PAN), a local area network (LAN), or a metropolitan area network (MAN). The various devices in the network environment 100 may be configured to connect to the communication network 112 according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of Transmission Control Protocol and Internet Protocol (TCP / IP), User Datagram Protocol (UDP), Hypertext Transfer Protocol (HTTP), File Transfer Protocol (FTP), Zig Bee, EDGE, IEEE 802.11, Light Fidelity (Li-Fi), 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communication, wireless access point (AP), device-to-device communication, cellular communication protocols, and Bluetooth (registered trademark) (BT) communication protocols.
[0019]
[0023] During operation, the electronic device 102 can be configured to track game assets associated with a player in a first game application. It will be appreciated that the game assets can be tools for effectively playing the first game application. For example, the first game application can be an application that can be used to play a virtual game on an electronic device such as a computer, a mobile phone, or a game console. For example, the first game application can be a shooting game application, and the game assets can be shooting arrows. The game assets can be tracked in the first game application. Details regarding game assets are shown, for example, in FIG. 3 .
[0020]
[0024] The electronic device 102 can be configured to receive first information associated with a first game save state of a first game application based on the tracked game assets. The first information can correspond to attributes associated with the first game save state of the first game application. In one example, the first game application can be a shooting game application, and the first information can be a level of the shooting game application, arrow power, points earned, number of birds shot, etc. The first game save state can save a player's progress in the shooting game application. Details regarding the first information and the first game save state are shown, for example, in FIG. 3 .
[0021]
[0025] The electronic device 102 can be configured to receive metadata associated with the tracked game asset based on the received first information. The metadata can include attributes associated with the tracked game asset. In one example, the first game application can be an archery game, and the metadata can include a name of the tracked game asset (e.g., high-velocity arrow), and an attribute of the tracked game asset can be a poisonous arrowhead, etc. More details regarding the metadata associated with the tracked game asset are further shown, for example, in FIG. 3.
[0022]
[0026] The electronic device 102 can be configured to create a non-fungible token (NFT) associated with the tracked gaming asset based on the received metadata. The NFT can be created based on storing the received metadata in a distributed ledger 108 associated with the first gaming application. The distributed ledger 108 can be shared across a set of gaming applications 102A, including the first gaming application. It will be appreciated that an NFT can be a non-exchangeable and non-fungible unit of data representing a digital asset that can be stored in the distributed ledger 108. For example, to create an NFT, metadata including attributes (e.g., fast, poisonous, etc.) of a gaming asset (e.g., an arrow) can be stored in the distributed ledger 108 (e.g., including one or more blockchain nodes). Details regarding the creation of an NFT are shown, for example, in FIG. 3.
[0023]
[0027] The electronic device 102 can be configured to receive second information associated with a second game save state of a second game application of the set of game applications. The second information can include attributes associated with the second game save state of the second game application. For example, the second game application can be a twentieth level of a shooter game application. The second information can be the level, i.e., 20. Further details regarding the second information and the second game save state are shown, for example, in FIG. 3 .
[0024]
[0028] The electronic device 102 can be configured to retrieve the created NFT associated with the game asset from the distributed ledger 108. The game asset associated with the created NFT may need to be used in a second game save state in a second game application. The created NFT can be retrieved from the distributed ledger 108 to use the game asset in the second game application. Details regarding retrieving the created NFT are further shown, for example, in FIG. 3.
[0025]
[0029] The electronic device 102 can be configured to initiate restoration of the player's game assets in the second game application based on the received second information and the retrieved NFT associated with the game assets. Once the created NFT is retrieved, the game assets associated with the retrieved NFT can be restored for the player in the second game application. For example, an NFT can be created for an arrow (i.e., a game asset) and stored in the distributed ledger 108. To use the arrow in the second game application, the NFT created for the arrow can be retrieved from the distributed ledger 108. Furthermore, the arrow can be restored in the second game save state so that the player can use the arrow in the second game save state. Details regarding the restoration of the player's game assets in the second game application are further shown, for example, in FIG. 3.
[0026]
[0030] Figure 2 is a block diagram illustrating the example electronic device of Figure 1, in accordance with an embodiment of the present disclosure. The description of Figure 2 is provided with reference to elements of Figure 1. With reference to Figure 2, an example electronic device 102 is shown. The electronic device 102 may include circuitry 202, memory 204, input / output (I / O) devices 206, and a network interface 208. The memory 204 may include a set of gaming applications 102A, and the input / output (I / O) devices 206 may include a display device 210. The network interface 208 may connect the electronic device 102 to the distributed ledger 108 and the server 104 via a communications network 112.
[0027]
[0031] The circuit 202 may include suitable logic, circuits, and / or interfaces that may be configured to execute program instructions associated with different operations to be performed by the electronic device 102. The operations may include tracking game assets, receiving first information, receiving metadata, creating an NFT, receiving second information, retrieving the created NFT, and restoring the game assets. The circuit 202 may include one or more processing units that may be implemented as separate processors. In one embodiment, the one or more processing units may be implemented as an integrated processor or as a cluster of processors that collectively perform the functions of one or more dedicated processing units. The circuit 202 may be implemented based on several processor technologies known in the art. Example implementations of the circuit 202 may include an X86-based processor, a graphics processing unit (GPU), a reduced instruction set computing (RISC) processor, an application-specific integrated circuit (ASIC) processor, a complex instruction set computing (CISC) processor, a microcontroller, a central processing unit (CPU), and / or other control circuitry.
[0028]
[0032] The memory 204 may include suitable logic, circuitry, interfaces, and / or code that may be configured to store one or more instructions to be executed by the circuit 202. The one or more instructions stored in the memory 204 may be configured to perform different operations of the circuit 202 (and / or the electronic device 102). The memory 204 may be configured to store the set of game applications 102A. Additionally, the memory 204 may store a first game application, a second game application, a first game save state, and a second game save state. The memory 204 may further store received metadata, first information, and second information. Examples of implementations of the memory 204 may include, but are not limited to, random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), hard disk drive (HDD), solid-state drive (SSD), CPU cache, and / or a secure digital (SD) card.
[0029]
[0033] The I / O device 206 may include suitable logic, circuitry, interfaces, and / or code that may be configured to receive input and provide output based on the received input. For example, the I / O device 206 may receive user input indicating a selection of game assets and game applications by the user 114. The I / O device 206 may be further configured to display the set of game applications 102A and the selected game assets. The I / O device 206 may include various input and output devices that may be configured to communicate with the circuit 202. The I / O device 206 may include a display device 210. Examples of the I / O device 206 may include, but are not limited to, a touchscreen, the display device 210, a keyboard, a mouse, a joystick, a microphone, or a speaker. Examples of the I / O device 206 may also include Braille I / O devices, such as a Braille keyboard and a Braille reader.
[0030]
[0034] The network interface 208 may include suitable logic, circuitry, interfaces, and / or code that may be configured to facilitate communication between the electronic device 102, the distributed ledger 108, and the server 104. The network interface 208 may be implemented using various known technologies to support wired or wireless communication between the electronic device 102 and a communication network. The network interface 208 may include, but is not limited to, an antenna, a radio frequency (RF) transceiver, one or more amplifiers, a tuner, one or more oscillators, a digital signal processor, a coder / decoder (CODEC) chipset, a subscriber identity module (SIM) card, or a local buffer circuit.
[0031]
[0035] The network interface 208 may be configured to communicate via wireless communication with a network such as the Internet, an intranet, a wireless network, a cellular telephone network, a wireless local area network (LAN), or a metropolitan area network (MAN). The wireless communications may be configured to use one or more of a number of communications standards, protocols, and technologies, such as Global System for Mobile Communications (GSM), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (W-CDMA), Long Term Evolution (LTE), Fifth Generation (5G) New Radio (NR), Code Division Multiple Access (CDMA), Time Division Multiple Access (TDMA), Bluetooth, Wireless Fidelity (Wi-Fi) (e.g., IEEE 802.11a, IEEE 802.11b, IEEE 802.11g, or IEEE 802.11n), Voice over Internet Protocol (VoIP), Light Fidelity (Li-Fi), Worldwide Interoperability for Microwave Access (Wi-MAX), email, instant messaging, and short message service (SMS) protocols.
[0032]
[0036] The display device 210 may include suitable logic, circuits, and interfaces that may be configured to display the set of game applications 102A, the set of game assets, the first game application, and the second game application. The display device 210 may be a touchscreen that may enable a user (e.g., user 114) to provide user input via the display device 210. The touchscreen may be at least one of a resistive touchscreen, a capacitive touchscreen, or a thermal touchscreen. The display device 210 may be implemented through several known technologies, such as, but not limited to, liquid crystal display (LCD) display, light-emitting diode (LED) display, plasma display, or organic LED (OLED) display technology, or other display devices. According to one embodiment, the display device 210 may represent the display screen of a head-mounted device (HMD), a smart glasses device, a see-through display, a projection display, an electrochromic display, or a transparent display. Various operations of the circuit 202 for implementing game assets as NFTs across saved states of a game application are further described, for example, in FIG. 3 .
[0033]
[0037]
[0023] Figure 3 illustrates an exemplary processing pipeline for implementing game assets as non-fungible tokens (NFTs) across save states of a game application, according to embodiments of the present disclosure. Figure 3 is described with reference to elements of Figures 1 and 2. Referring to Figure 3, an exemplary processing pipeline 300 is shown illustrating exemplary operations 302 through 314 for implementing game assets as NFTs. The exemplary operations 302 through 314 may be performed by any computing system, such as the electronic device 102 of Figure 1 or the circuitry 202 of Figure 2. The exemplary processing pipeline 300 further illustrates game assets 302A, a first game save state 304A, metadata 306A, a first NFT 308A, a second game save state 310A, and a distributed ledger 108.
[0034]
[0038] At 302, game asset tracking operations may be performed. The circuit 202 may be configured to track game assets (e.g., game assets 302A) associated with a player in a first game application. It will be appreciated that the game assets 302A may correspond to tools for effectively playing the first game application. The first game application may be an application that can be used to play a virtual game on an electronic device, such as a computer, a mobile phone, a smart television (TV), a game console, smart glasses, or a virtual reality (VR) / augmented reality (AR) headset. A player, such as the user 114 of FIG. 1, may use the game assets 302A when playing the first game application. In one example, the first game application may be a football game application, and the game assets 302A may be a football, a particular type of shoes, apparel / jersey, football player accessories, etc. In another example, the first game application may be a vehicle racing game application, and the game assets 302A may be a four-wheeled vehicle, such as a red car. In such a case, multiple vehicles may participate in a race along with the red car. A player may use one or more controls to move a red car in a vehicle racing game application. The first car to reach the finish line may be ranked first. The red car, along with multiple vehicles, may be tracked throughout the race to determine insights such as a player's rank, points, level, and acquired power. In another example, a first game application may correspond to a virtual fighting game application in which two or more players may battle each other, and the player who defeats the other player may be deemed the winner. In such a case, game asset 302A may be a weapon used in fighting. In such a game application, the use of the weapon may be tracked.
[0035]
[0039] In one embodiment, the game assets may correspond to at least one of a weapon, a gun, an avatar, a costume, an accessory, a vehicle, a character, a prop, a player status, or a game tool. In a fighting game application, players may fight each other using weapons. Examples of weapons may include, but are not limited to, a basic sword, a magic sword, an axe, a gun, a stick, a rope, a chain, etc. A gun may be used in a first game application, such as a shooting game or a mystery game. Examples of guns may include, but are not limited to, a machine gun, an assault rifle, a shotgun, a sniper gun, etc. An avatar may be a character that may represent a player in the first game application. For example, the first game application may be a running game application in which a player runs along a track to earn points and gems. An avatar may be an icon or character that may represent a player that can run along the track. A costume may be an outfit that may be associated with an icon in the first game application. The use of a costume may enrich the player's experience, provide specific powers, etc., associated with the costume. An accessory may be an additional item that may be associated with an icon. For example, an accessory may be a hat that can be associated with an avatar. A vehicle may include a two-wheeled vehicle or a four-wheeled vehicle that can be used in the first game application. A character may be a person in the first game application. A prop may fascinate a player and enrich the game experience. A game tool may help a player play the first game application. A game asset may change depending on the first game application. For example, a game asset in a racing game may be a vehicle. Similarly, a game asset in a virtual fighting game application may be a weapon or a costume.In some implementations, game assets can be customized by a player. For example, a player can specify aspects such as the size, shape, style, appearance, configuration, and attachments of a game asset. In some implementations, game assets can change as they are used in gameplay. For example, a player can upgrade an asset, use consumable units within the asset, reload consumable units within the asset, change attachments, or change appearance. Player status can include metadata about a player, such as a membership card for a particular guild associated with the player in a game application. For example, player status can indicate that a player has achieved a goal, unlocked a power or game asset, or is a member of a group. Player status can also include game state information, such as indicating whether a player has befriended or angered a particular non-player character (or computer-controlled character) in the game.
[0036]
[0040] At 304, a first information receiving operation may be performed. The circuit 202 may be configured to receive first information associated with a first game save state (e.g., first game save state 304A) of the first game application based on the tracked game assets 302A. The first information may be metadata associated with the first game save state 304A of the first game application. In one example, the first information may correspond to a level reached by a player playing the first game application at a particular time instance. In another example, the first information may correspond to points or rewards earned by the player in the first game application at the particular time instance. In another example, the first information may correspond to tracked game assets that the player may earn or purchase when the player plays the first game application at the particular time instance. The first information may be determined when the player completes a level of the first game application, periodically after a predetermined time interval of game play, or based on user input from the player to save the game and create a save point or checkpoint in the first game application. The first information thus determined may correspond to a first game save state 304A of the first game application. Accordingly, the first game save state 304A may correspond to the status of a player's game progress in the first game application. The status of the game progress may be determined at the end of each level of the first game application, periodically after a predetermined time interval of game play, or based on user input from the player to save the game and further create save points or checkpoints in the game progress. In one embodiment, the first game save state 304A may correspond to at least one of a level of the first game application, a mode of the first game application, an environment of the first game application, and a type of player in the first game application.
[0037]
[0041] In one embodiment, the first game save state 304A may correspond to a level of the first game application. It will be appreciated that the first game application may include multiple levels. For example, if the first game application is a fighting game application, the first game application may include a certain number of levels (e.g., 200 levels). A player may reach the next level by defeating a system-generated opponent in a previous level. With each level, the system-generated opponent may fight the player more aggressively. A player may play the first game application up to, for example, the 100th level and save the game as the first game save state 304A. In such a case, the first game save state 304A may correspond to the level at which the game is saved (i.e., level 100).
[0038]
[0042] In one embodiment, the first game save state 304A may correspond to a mode of the first game application. It will be appreciated that the first game application may include multiple modes, such as, but not limited to, a Christmas mode, a spring mode, a dark mode, a tournament mode, and a classic mode. Because playing the first game application in the same mode throughout can become monotonous, the multiple modes may provide a player with a richer gaming experience. In one example, the first game application may be a vehicle racing game application, and the multiple modes may be a Christmas mode, a spring mode, and a classic mode. A player may play the vehicle racing game application in the Christmas mode, save it, and continue playing from the saved state at a later time. In such a case, the first game save state 304A may correspond to the Christmas mode. In one embodiment, the multiple modes may indicate a difficulty level of the game application, such as an easy mode, a medium mode, a high mode, or an expert mode.
[0039]
[0043] In one embodiment, the first game save state 304A may correspond to an environment of the first game application, and the environment of the first game application may correspond to a background of the first game application. For example, the first game application may be a running game application, and the environment may be spring, sunny, cloudy, etc. A player may select the sunny environment and save their progress as the first game save state 304A. In such a case, the first game save state 304A may correspond to the sunny environment.
[0040]
[0044] In one embodiment, the first game save state 304A may correspond to a player type in the first game application. Note that the player type may vary from game to game. For example, the player type may be a computer, a human, an automatically generated player, etc. In a multiplayer game, the player types may vary. In one example, the first game application may be a chess game application, where the user 114 may play against a computer. In such a case, the first game save state 304A may correspond to a computer player. However, if the chess game application allows the user 114 to play against another human player, the player type may be a human player, and the first game save state 304A may correspond to the human player. Thus, in the case of a chess game application, the first game save state 304A may correspond to a particular saved point in a first chess game between a first human player and a second human player. The second game save state 310A may correspond to another save point in a second chess game between the same first human player and an automated player (or artificial intelligence (AI)-based player) controlled by the electronic device 102. Thus, for a chess game application, the first game save state 304A may correspond to a human-versus-human player mode (i.e., a first type of player), and the second game save state 310A may correspond to a human-versus-automatic player mode (i.e., a second type of player).
[0041]
[0045] At 306, a metadata receiving operation may be performed. The circuit 202 may be configured to receive metadata (e.g., metadata 306A) associated with the tracked game asset 302A based on the received first information. The metadata 306A may provide details associated with the tracked game asset 302A. In one example, the first game application may be a football game application, and the tracked game asset 302A may be a football. In such a case, the metadata 306A may provide properties of the tracked game asset 302A. The metadata 306A may include, but is not limited to, the name of the tracked game asset 302A being a football, the color of the tracked game asset 302A (e.g., white), etc. In one embodiment, the reception of the metadata may be triggered by the reception of the first information. For example, the first information may be determined when a player completes a level of the first game application, periodically after a predetermined time interval of game play, or based on user input from the player to save the game and create a save point or checkpoint in the first game application. The first information thus determined may correspond to a first game save state 304A of the first game application. Metadata may be received based on receiving the first information. For example, once the first information corresponding to the first game save state 304A is determined and received, metadata associated with game assets in the first game application may be received. Such game assets may be tracked and determined as linked to the first game save state 304A.
[0042]
[0046] At 308, an NFT creation operation may be performed. The circuit 202 may be configured to create an NFT (e.g., a first NFT 308A) associated with the tracked game asset 302A based on the received metadata 306A. The NFT (e.g., the first NFT 308A) may be created based on storing the received metadata 306A in a distributed ledger 108 associated with the first game application. The distributed ledger 108 may be shared across a set of game applications 102A, including the first game application. It will be appreciated that the NFT (e.g., the first NFT 308A) may be a non-exchangeable and non-fungible unit of data that may be stored in the distributed ledger 108. Examples of data units associated with an NFT may include, but are not limited to, photos, videos, audio files, documents, game assets, and other digital assets. NFTs are tradable, and an NFT owner or purchaser may have rights to the NFT. For example, if the tracked gaming asset 302A is a football and the metadata 306A associated with the football includes a shape (e.g., round), a color (e.g., white), and a name (e.g., football), the circuit 202 can store the aforementioned metadata 306A of the football in the distributed ledger 108. The distributed ledger 108 can store several such NFTs that can be shared across a set of gaming applications 102A to deploy corresponding gaming assets across different gaming applications.
[0043]
[0047] In one embodiment, each NFT may correspond to a unique asset (e.g., game asset 302A) for each player. Furthermore, multiple players may own a particular asset (e.g., game asset 302A) based on the players' progress through the game. In such cases, each player's asset may be represented by a unique NFT. Thus, the same game asset may be owned by multiple players simultaneously based on the players' possession of corresponding individual NFTs associated with the game asset.
[0044]
[0048] At 310, a second information receiving operation can be performed. The circuit 202 can be configured to receive second information associated with a second game save state (e.g., second game save state 310A) of a second game application in the set of game applications 102A. The second information can include metadata associated with the second game save state 310A of the second game application. In one example, the second information can correspond to a level of gameplay reached by a player in the second game application at a particular time instance. In another example, the second information can correspond to points earned by a player in the second game application at a particular time instance. In yet another example, the second information can correspond to game assets earned or purchased by the player when the player played the second game application at a particular time instance. It should be noted that a player may frequently pause the second game application. For example, when the player reaches the tenth level in the second game application, the player can provide a user input to pause and save as second game save state 310A to avoid losing gameplay progress. The player can later resume the second game application from the second game save state 310A and continue from the tenth level of the second game application.
[0045]
[0049] In one embodiment, the second save game state 310A can correspond to at least one of a level of the second game application, a mode of the second game application, an environment of the second game application, or a type of player in the second game application. The details of the second save game state 310A can be the same as the details of the first save game state 304A, for example, as described in 304 of FIG. 3. Therefore, for the sake of brevity, a description of the second save game state 310A is omitted from this disclosure.
[0046]
[0050] In one embodiment, the first game application can be different from the second game application. It will be appreciated that the same game assets can be used across multiple games. In one example, the set of game applications 102A can include a fighting game application A, a fighting game application B, a fighting game application C, a soccer game application, a cricket game application, etc. In one scenario, the first game application can be fighting game application A and the second game application can be fighting game application B, and both the first game application and the second game application can enable a player to fight against a computer-generated player using a sword.
[0047]
[0051] In one embodiment, the first game application can be the same as the second game application. For example, the first game application can correspond to a first level of the vehicle racing game application, and the second game application can correspond to a second level of the vehicle racing game application. In another example, the first game application can correspond to a classic mode of the vehicle racing game application, and the second game application can correspond to a tournament mode of the vehicle racing game application.
[0048]
[0052] At 312, an operation of retrieving the created NFT may be performed. The circuit 202 may be configured to retrieve the created NFT associated with a game asset from the distributed ledger 108. The distributed ledger 108 may store multiple NFTs. The circuit 202 may retrieve the created NFT (e.g., the first NFT 308A) to use the game asset (e.g., the game asset 302A associated with the retrieved NFT) in a second game application. The circuit 202 may request the first created NFT 308A from the distributed ledger 108. The distributed ledger 108 may verify whether the request of the circuit 202 is valid and, based on the verification, may further transmit the first created NFT 308A.
[0049]
[0053] At 314, an operation of restoring the game asset 302A may be performed. The circuit 202 may be configured to initiate restoration of the player's game asset 302A in the second game application based on the received second information and the retrieved NFT associated with the game asset 302A. Once the created NFT is retrieved, the game asset 302A associated with the retrieved NFT (e.g., the first NFT 308A) may be restored for the player in the second game application. For example, the first NFT 308A may be associated with a game asset 302A, such as a sword. Once the first NFT 308A is retrieved from the distributed ledger 108, the game asset 302A, such as the sword, may be restored in the second game application for the player to play the second game application. Thus, a sword (i.e., game asset 302A) that can be used in a first game save state 304A in a first game application is available to and can be equipped by a player in a second game save state 310A in a second game application. Thus, game assets can be shared across save points and between multiple game applications. This can enrich a player's gaming experience because the player does not need to re-earn or re-purchase the sword in the second game application or in new levels / modes in the first game application.
[0050]
[0054] In one embodiment, the circuit 202 may be further configured to disassociate the game asset 302A from the first game save state 304A of the first game application. The circuit 202 may be further configured to associate the game asset 302A with the second game save state 310A of the second game application. Note that a first NFT 308A created for a tracked game asset 302A (e.g., a hat) can be used in multiple game applications. However, the electronic device 102 may enforce a rule that a game asset 302A associated with a created NFT can only be used in one game application at a time. Thus, in order to use the game asset 302A corresponding to the first game save state 304A of the first game application in the second game save state 310A of the second game application, the game asset 302A may first be disassociated from the first game save state 304A. For example, the first game application can be fighting game application A, and the second game application can be fighting game application B. The game asset 302A from the first game save state 304A of fighting game application A can be a sword. The player may wish to use the sword in fighting game application B. The sword can be disassociated from the first game save state 304A of fighting game application A, and the sword can be associated with the second game save state 310A of fighting game application B. Once the sword is associated with the second game save state 310A of fighting game application B, the sword becomes available for use in the second game save state 310A of fighting game application B.
[0051]
[0055] In one embodiment, based on disassociating the game asset 302A from the first game save state 304A, the game asset 302A can be unequipped for the player in the first game application. Further, based on associating the game asset 302A with the second game save state 310A, the game asset 302A can be equipped for the player in the second game application. The tracked game asset 302A can be removed or unequipped from the first game save state 304A to use the tracked game asset 302A in the second game application. In one example, the first game application can be a first level of a racing game application, and the second game application can be a second level of the same racing game application. The game asset 302A from the first game save state 304A in the first level of the racing game application can be a speedboard that can increase the player's speed. The player may wish to use the same speedboard in the second level of the racing game application. In such a case, the speedboard can be disassociated from the first game save state 304A of the first level of the racing game application. By disassociating the speedboard from the first game save state 304A of the first level of the racing game application, the speedboard can be unequipped from the avatar representing the player of the first level. Furthermore, the speedboard can be associated with the second game save state 310A of the second level of the racing game application. By associating the speedboard (i.e., game asset 302A) with the second game save state 310A of the second level of the racing game application, the avatar representing the player can use the speedboard to run faster. In another example, the tracked game asset 302A can be a cap that can be associated with an avatar in the first game save state 304A of the first game application.A player may wish to use a cap in a second game save state 310A. The cap may be disassociated from a first game save state 304A, and the cap may be further unequipped from the avatar in the first game save state 304A. The cap may then be associated with a second game save state 310A, and the cap may be further equipped to the avatar in the second game save state 310A. Thus, a game asset 302A can only be used in one game application at a time. In one embodiment, a game asset indicates ownership of the asset by a player, and a game application allows a player to use the game asset in one game state without disassociating it from other game states in which the game asset is used. For example, a player may have an NFT indicating membership in a guild, and the game may allow the player to use the NFT in multiple game states simultaneously. This may include game states newly created by the player and / or game states created before the player acquired the NFT.
[0052]
[0056] Typically, a player (e.g., a user 114) can earn or purchase certain points or items when the player plays a game (e.g., a first game application). However, when the player wants to use such points or items in another game (e.g., a second game application) or another mode of the same game, the earned or purchased points or items may not be available to the player. Thus, the player may not be able to use such points or items. To use the points or items, the player may need to earn or purchase the points or items again in another game or another mode of the same game, which may discourage the player from playing the game. The disclosed electronic device 102 can create NFTs of game assets. The created NFTs of the present disclosure can enable players to use game assets (e.g., points, power, items, etc.) across different games or across different levels and / or modes of the same game. The disclosed electronic device 102 can enable game assets associated with a created NFT to be used only in one game or one mode or level of a game at a given instance. Thus, the overall gaming experience can be improved and players can be encouraged to play more games based on the use of points or items already earned or purchased in other games or other modes / levels of the same game.
[0053]
[0057] FIG. 4 illustrates an exemplary scenario for implementing game assets as non-fungible tokens (NFTs) across save states of game applications, according to embodiments of the present disclosure. The description of FIG. 4 is provided in conjunction with elements of FIGS. 1, 2, and 3. Referring to FIG. 4, an exemplary scenario 400 is shown. The scenario 400 may include a first game application 402 and a second game application 404 that may be displayed on a display device 210 associated with the electronic device 102. The scenario 400 may further include game assets 406 that may be associated with both the first game application 402 and the second game application 404. The scenario 400 may further include a first game save state 402A (which may be a level 1 classic mode 408A of the first game application 402) and a second game save state 404A (which may be a level 2 tournament mode 408B of the second game application 404). A series of operations associated with the scenario 400 are described herein.
[0054]
[0058] 4, the first game application 402 and the second game application 404 may correspond to different modes and / or different levels of the same game application, such as a cricket game application. However, the scope of the present disclosure is not limited to the first game application 402 and the second game application 404 being the same game application. In certain scenarios, the first game application 402 and the second game application 404 may correspond to different games without departing from the scope of the present disclosure.
[0055]
[0059] The circuit 202 can be configured to track game assets 406 associated with a player in a first game application 402. In such a case, a mode or level of the first game application 402 can correspond to a level 1 classic mode 408A of a cricket game application. The game asset 406 can be a bat (or a ball) that can be tracked. The circuit 202 can be configured to receive first information associated with a first game save state 402A of the first game application 402 based on the tracked game assets 406. Referring to FIG. 4 , the first game save state 402A can correspond to a level (which can be “Level 1”) of the first game application 402 and a mode (which can be “Classic Mode”) of the first game application 402. Thus, the level 1 classic mode 408A can correspond to the first game save state 402A. The circuit 202 can be further configured to receive metadata associated with the tracked game assets 406 based on the received first information. 4, the metadata may correspond to, but is not limited to, the name of the tracked game asset 406 (which may be a bat) and the color of the tracked game asset 406 (which may be white). The circuit 202 may be further configured to create an NFT associated with the bat based on the received metadata. The received metadata may be stored in a distributed ledger (e.g., the distributed ledger 108 of FIG. 1) to create an NFT for the bat. The distributed ledger (e.g., the distributed ledger 108 of FIG. 1) may be shared across a set of game applications 102A, including, for example, various modes and levels of a cricket game application.
[0056]
[0060] The circuit 202 may be further configured to receive second information associated with a second game save state 404A of a second game application 404 of the set of game applications. The second information may include attributes associated with the second game save state 404A of the second game application 404. The second game save state 404A may correspond to a particular level (e.g., "Level 2") and a particular mode (e.g., "Tournament Mode") of the second game application 404. For example, with reference to FIG. 4, the second game save state 404A may correspond to a Level 2 Tournament Mode 408B of the second game application 404 (e.g., a cricket game application).
[0057]
[0061] The circuit 202 may be further configured to retrieve the created NFT associated with the game asset 406 from a distributed ledger (e.g., the distributed ledger 108 of FIG. 1). Referring to FIG. 4, the NFT created for the bat may be retrieved from the distributed ledger (e.g., the distributed ledger 108 of FIG. 1). The circuit 202 may be further configured to initiate restoration of the player's game asset 406 in the second game application 404 based on the received second information and the retrieved NFT associated with the game asset 406. Thus, the game asset 406, i.e., the bat, may be restored in the level 2 tournament mode 408B. The circuit 202 may disassociate the bat from the first game save state 402A of the first game application 402. Furthermore, based on disassociating the bat from the first game save state 402A, the bat may be unequipped from the player in the level 1 classic mode 408A of the cricket game application. Therefore, the bat will be unavailable to a player in the level 1 classic mode 408A of the cricket game application. Further, the circuitry 202 may associate the bat with the second game save state 404A of the second game application 404. Further, based on associating the bat with the second game save state 404A, the bat may be equipped to a player in the level 2 tournament mode 408B of the cricket game application. Thus, only one game application may use the game asset 406 at a time.
[0058]
[0062] It should be noted that scenario 400 of FIG. 4 is for illustrative purposes and should not be construed as limiting the scope of the present disclosure.
[0059]
[0063] Figure 5 is a flowchart illustrating operations of an exemplary method for implementing game assets as non-fungible tokens (NFTs) across saved states of a game application, according to embodiments of the present disclosure. Figure 5 is described with reference to elements of Figures 1, 2, 3, and 4. With reference to Figure 5, a flowchart 500 is shown. Flowchart 500 may include operations 502 through 516 and may be implemented by electronic device 102 of Figure 1 or circuit 202 of Figure 2. Flowchart 500 may start at 502 and proceed to 504.
[0060]
[0064] At 504, game assets associated with a player in a first game application may be tracked. The circuit 202 may be configured to track game assets associated with a player in the first game application. In one embodiment, the game assets (e.g., game assets 406) may be tools for effectively playing a first game application (e.g., first game application 402). In one embodiment, the game assets (e.g., game assets 406) may correspond to at least one of a weapon, a gun, an avatar, a costume, an accessory, a vehicle, a character, a prop, or a game tool. In one example, the first game application may be a fighting game application, and the game asset (e.g., game asset 302A) may be a sword. In the fighting game application, a player may virtually move the sword to defeat an opponent. In the fighting game application, possession of the sword by the player may be tracked. Details regarding the tracked game assets are shown, for example, in FIG. 3 (302).
[0061]
[0065] At 506, first information associated with a first game save state of the first game application may be received based on the tracked game assets. The circuit 202 may be configured to receive the first information associated with the first game save state of the first game application based on the tracked game assets. In one embodiment, the first information may include attributes associated with a first game save state (e.g., first game save state 402A) of the first game application (e.g., first game application 402). For example, the first information may correspond to a level and / or mode of the first game application in the first game save state 304A. In one embodiment, the first game save state (e.g., first game application 402) may correspond to at least one of a level of the first game application (e.g., first game application 402), a mode of the first game application, an environment of the first game application, and a type of player in the first game application. For example, if the first game application is a soccer game application, the first game save state may correspond to, for example, level 1 of the soccer game application. In one embodiment, the first information may be determined when a player completes a level of the first game application, periodically after a predetermined time interval of game play, or based on user input from the player to save the game and create a save point or checkpoint in the first game application. The first information thus determined may correspond to a first game save state 304A of the first game application. Details regarding the first game save state are shown, for example, in FIG. 3 (304).
[0062]
[0066] At 508, metadata associated with the tracked game asset (e.g., the tracked game asset 302A) may be received based on the received first information. The circuit 202 may be configured to receive metadata associated with the tracked game asset (e.g., the tracked game asset 302A) based on the received first information. The metadata may include details associated with the tracked game asset (e.g., the tracked game asset 302A). In one example, the first game application may be a racing game application and the tracked game asset may be a first car. In such a case, the metadata may provide properties of the tracked game asset, such as a name of the tracked game asset (e.g., the first car), a color of the tracked game asset (e.g., red), accessories for the tracked game asset (e.g., a speed booster), etc. In one embodiment, reception of the metadata may be triggered by receipt of the first information. The metadata may be received based on receipt of the first information. For example, once first information corresponding to the first game save state 304A is determined and received, metadata associated with game assets (which may be tracked and determined as linked to the first game save state 304A) in the first game application may be received. Details regarding the metadata associated with the tracked game assets are shown, for example, in FIG. 3 (306).
[0063]
[0067] At 510, a non-fungible token (NFT) associated with the tracked game asset can be created based on the received metadata. The NFT (e.g., first NFT 308A) is created based on storing the received metadata in a distributed ledger (e.g., distributed ledger 108) associated with the first game application (e.g., first game application 402), where the distributed ledger (e.g., distributed ledger 108) is shared across a set of game applications (e.g., set of game applications 102A) that includes the first game application (e.g., first game application 402). The circuit 202 can be configured to create an NFT (e.g., first NFT 308A) associated with the tracked game asset based on the received metadata. Details regarding the creation of a non-fungible token (NFT) associated with the tracked game asset are shown, for example, in FIG. 3 (308).
[0064]
[0068] At 512, second information associated with a second game save state of a second game application of the set of game applications may be received. The circuit 202 may be configured to receive the second information associated with the second game save state of a second game application of the set of game applications. Similar to the first information, the second information may correspond to metadata associated with a second game save state (e.g., second game save state 404A) of the second game application (e.g., second game application 404). In one embodiment, the second game save state (e.g., second game save state 404A) may correspond to at least one of a level of the second game application (e.g., second game application 404), a mode of the second game application, an environment of the second game application, and a type of player in the second game application. For example, if the second game application is a level 5 tournament mode of a chess game application, the second information may include a level being level 5 and / or a mode being tournament mode. In such a case, the second save state may be level 5 and / or tournament mode. Details regarding the second game information and second game save state of the second game application are shown, for example, in FIG. 3 (310).
[0065]
[0069] At 514, the created NFT associated with the game asset can be retrieved from the distributed ledger 108. The circuit 202 can be configured to retrieve the created NFT associated with the game asset from the distributed ledger 108. In one embodiment, the distributed ledger 108 can include multiple NFTs. The created NFT (e.g., the first created NFT 308A) can be retrieved to deploy and use the game asset associated with the created NFT in a second game save state of a second game application (e.g., the second game application 404). Details regarding retrieving the created NFT associated with the game asset are shown, for example, in FIG. 3 (312).
[0066]
[0070] At 516, restoration of the player's game assets in the second game application can be initiated based on the received second information and the retrieved NFT associated with the game assets. The circuit 202 can be configured to initiate restoration of the player's game assets (e.g., game assets 406) in the second game application (e.g., second game application 404) based on the received second information and the retrieved NFT associated with the game assets (e.g., game assets 406). Once the created NFT is retrieved, the game assets (e.g., game assets 406) can be restored in the second game application (e.g., second game application 404) for use by a player of the second game application (e.g., second game application 404). For example, if the created NFT is for a game asset such as a tennis ball, the tennis ball can be restored in a second game save state of the second game application (e.g., tennis game) (e.g., the tenth level of the second game application (e.g., tennis game)). Details regarding restoring game assets are shown, for example, in Figure 3 (314) and Figure 4. Control can proceed to End.
[0067]
[0071] Although flowchart 500 is shown as separate operations such as 504, 506, 508, 510, 512, 514, and 516, the disclosure is not limited in this respect. Thus, in particular embodiments, such separate operations may be further divided into additional operations, combined into fewer operations, or eliminated, depending on the implementation, without departing from the essence of the disclosed embodiments.
[0068]
[0072] Various embodiments of the present disclosure may provide a non-transitory computer-readable medium and / or storage medium having stored thereon computer-executable instructions executable by a machine and / or computer to operate an electronic device (e.g., electronic device 102). Such instructions may cause electronic device 102 to perform operations that may include tracking game assets associated with a player in a first game application. The operations may further include receiving first information associated with a first game save state of the first game application based on the tracked game assets. The operations may further include receiving metadata associated with the tracked game assets based on the received first information. The operations may further include creating a non-fungible token (NFT) associated with the tracked game assets based on the received metadata. The NFT may be created based on storing the received metadata in a distributed ledger (e.g., distributed ledger 108) associated with the first game application. Furthermore, the distributed ledger 108 may be shared across a set of game applications, including the first game application. The operations may further include receiving second information associated with a second game save state of a second game application of the set of game applications. The operations may further include retrieving, from the distributed ledger 108, the created NFT associated with the game asset. The operations may further include initiating restoration of the player's game assets in the second game application based on the received second information and the retrieved NFT associated with the game asset.
[0069]
[0073] An example aspect of the present disclosure may provide an electronic device (e.g., electronic device 102 of FIG. 1 ) including a circuit (e.g., circuit 202). Circuit 202 may be configured to track game assets (e.g., game assets 406 of FIG. 4 ) associated with a player in a first game application (e.g., first game application 402 of FIG. 4 ). Circuit 202 may be configured to receive, based on the tracked game assets (e.g., tracked game assets 406 of FIG. 4 ), first information associated with a first game save state (e.g., first game save state 402A of FIG. 4 ) of the first game application (e.g., first game application 402 of FIG. 4 ). Circuit 202 may be configured to receive, based on the received first information, metadata associated with the tracked game assets (e.g., tracked game assets 406 of FIG. 4 ). The circuit 202 can be configured to create a non-fungible token (NFT) (e.g., the first NFT 308A of FIG. 3 ) associated with the tracked game asset (e.g., the tracked game asset 406 of FIG. 4 ) based on the received metadata. The NFT can be created based on storing the received metadata in a distributed ledger (e.g., the distributed ledger 108 of FIG. 1 ) associated with the first game application (e.g., the first game application 402 of FIG. 4 ). The distributed ledger (e.g., the distributed ledger 108 of FIG. 1 ) can be shared across a set of game applications (e.g., the set of game applications 102A of FIG. 1 ) that includes the first game application (e.g., the first game application 402 of FIG. 4 ). The circuit 202 can be configured to receive second information associated with a second game save state (e.g., second game save state 404A of FIG. 4) of a second game application (e.g., second game application 404 of FIG. 4) of the set of game applications (e.g., set 102A of FIG. 1).The circuit 202 can be configured to retrieve, from a distributed ledger (e.g., the distributed ledger 108 of FIG. 1), a created NFT (e.g., the first created NFT 308A of FIG. 3) associated with a game asset (e.g., the game asset 406 of FIG. 4). The circuit 202 can be configured to initiate restoration of the player's game asset (e.g., the game asset 406 of FIG. 4) in a second game application (e.g., the second game application 404 of FIG. 4) based on the received second information and the retrieved NFT associated with the game asset (e.g., the game asset 406 of FIG. 4).
[0070]
[0074] In one embodiment, the first game application can be different from the second game application. In one embodiment, the first game application can be the same as the second game application.
[0071]
[0075] In one embodiment, the circuit 202 can be further configured to disassociate the game asset from a first game save state of the first game application. The circuit 202 can be further configured to associate the game asset with a second game save state of the second game application. In one embodiment, based on disassociating the game asset from the first game save state, the game asset can be unequipped from the player in the first game application. Further, based on associating the game asset with the second game save state, the game asset can be equipped from the player in the second game application.
[0072]
[0076] In one embodiment, the first game save state may correspond to at least one of a level of the first game application, a mode of the first game application, an environment of the first game application, and a type of player in the first game application. In one embodiment, the game asset may correspond to at least one of a weapon, a gun, an avatar, a costume, an accessory, a vehicle, a character, a prop, or a game tool.
[0073]
[0077] The present disclosure can be implemented in the form of hardware or in the form of a combination of hardware and software. The present disclosure can be implemented in a centralized manner in at least one computer system, or in a distributed manner where different elements can be distributed across several interconnected computer systems. Any computer system or other apparatus adapted to perform the methods described herein can be suitable. The combination of hardware and software can be a general-purpose computer system including a computer program that, when loaded and executed, can control the computer system to perform the methods described herein. The present disclosure can be implemented in the form of hardware including portions of integrated circuits that also perform other functions.
[0074]
[0078] The present disclosure may also be situated in a computer program product that includes all features that enable the implementation of the methods described herein and that is capable of executing these methods when loaded into a computer system. A computer program in this context means any expression in any language, code or notation of a set of instructions that is intended to cause a system having information processing capabilities to perform a particular function, either directly or after a) conversion into another language, code or notation, b) reproduction in a different content form, or both.
[0075]
[0079] While the present disclosure has been described with reference to particular embodiments, those skilled in the art will recognize that various modifications can be made and equivalents substituted without departing from the scope of the disclosure. Additionally, many modifications can be made to adapt a particular situation or material to the teachings of the disclosure without departing from the scope of the disclosure. Therefore, it is intended that the present disclosure not be limited to the disclosed embodiments, but rather to include all embodiments falling within the scope of the appended claims. [Explanation of symbols]
[0076] 100 Network Environment 102 Electronic Devices 102A Game Application Set 104 Server 106 databases 108 Distributed Ledger Set of 110 NFTs 110A First NFT 110B Second NFT 110N Nth NFT 112 Communication Network 114 users 202 circuits 204 memory 206 Input / Output (I / O) Devices 208 Network Interface 210 Display Devices 300 Processing Pipeline 302 Game Asset Tracking 302A Game Assets 304 Receipt of first information 304A First Game Save State 306 Receive Metadata 306A Metadata 308 Creating NFTs 308A First NFT 310 Receipt of second information 310A Second Game Save State 312 Withdrawing created NFTs 314 Game Asset Recovery 400 Scenarios 402 First Game Application 402A First game save state 404 Second Game Application 404A Second Game Save State 406 Game Assets 408A Level 1 Classic Mode 408B Level 2 Tournament Mode 500 Flowchart 502 start 504 Tracking game assets associated with a player in a first game application 506 Receive first information associated with a first game save state of a first game application based on tracking of game assets. 508 receiving metadata associated with the tracked game asset based on the received first information. 510. Create a non-fungible token (NFT) associated with the tracked gaming asset based on the received metadata. The NFT is created based on storing the received metadata in a distributed ledger associated with the first gaming application, the distributed ledger being shared across a set of gaming applications including the first gaming application. 512 receiving second information associated with a second game save state of a second game application of the set of game applications; 514 Retrieving created NFTs associated with game assets from the distributed ledger 516 initiates restoration of the player's game assets in the second game application based on the second information and the retrieved NFT associated with the game assets.
Claims
1. 1. An electronic device comprising: Tracking game assets associated with a player in a first game application; receiving first information associated with a first game save state of the first game application based on the tracked game assets; receiving metadata associated with the tracked gaming assets based on the received first information; creating a non-fungible token (NFT) associated with the tracked gaming asset based on the received metadata; the NFT is created based on storing the received metadata in a distributed ledger associated with the first game application; the distributed ledger is shared across a set of gaming applications, including the first gaming application; And, receiving second information associated with a second game save state of a second game application in the set of game applications; Retrieving the created NFT associated with the gaming asset from the distributed ledger; Initiating restoration of the player's game assets in the second game application based on the received second information and the retrieved NFT associated with the game assets; a circuit configured to: An electronic device comprising:
2. 10. The electronic device of claim 1, wherein the first game application is different from the second game application.
3. 10. The electronic device of claim 1, wherein the first game application is the same as the second game application.
4. The circuit comprises: disassociating the game assets from the first game save state of the first game application; Associating the game assets with the second game save state of the second game application; further configured as follows:
2. The electronic device according to claim 1 .
5. based on disassociating the game asset from the first game save state, the game asset is unequipped to the player in the first game application; based on associating the game asset with the second game save state, the game asset is equipped to the player in the second game application; 5. The electronic device according to claim 4.
6. 2. The electronic device of claim 1, wherein the first game save state corresponds to at least one of a level of the first game application, a mode of the first game application, an environment of the first game application, and a type of the player in the first game application.
7. The electronic device of claim 1 , wherein the game asset corresponds to at least one of a weapon, a gun, an avatar, a costume, an accessory, a vehicle, a character, a prop, a player status, or a game tool.
8. 1. A method comprising: In electronic devices, tracking game assets associated with a player in a first game application; receiving first information associated with a first game save state of the first game application based on the tracked game assets; receiving metadata associated with the tracked gaming assets based on the received first information; creating a non-fungible token (NFT) associated with the tracked gaming asset based on the received metadata; the NFT is created based on storing the received metadata in a distributed ledger associated with the first game application; the distributed ledger is shared across a set of gaming applications, including the first gaming application; Steps and receiving second information associated with a second game save state of a second game application in the set of game applications; Retrieving the created NFT associated with the gaming asset from the distributed ledger; Initiating restoration of the player's game assets in the second game application based on the received second information and the retrieved NFT associated with the game assets; A method comprising:
9. 9. The method of claim 8, wherein the first game application is different from the second game application.
10. 9. The method of claim 8, wherein the first game application is the same as the second game application.
11. disassociating the game assets from the first game save state of the first game application; associating the game assets with the second game save state of the second game application; The method of claim 8 further comprising:
12. based on disassociating the game asset from the first game save state, the game asset is disarmed from the player in the first game application; based on associating the game asset with the second game save state, the game asset is equipped to the player in the second game application; 12. The method according to claim 11 .
13. 9. The method of claim 8, wherein the first game save state corresponds to at least one of a level of the first game application, a mode of the first game application, an environment of the first game application, or a type of the player in the first game application.
14. 10. The method of claim 8, wherein the game asset corresponds to at least one of a weapon, a gun, an avatar, a costume, an accessory, a vehicle, a character, a prop, a player status, or a game tool.
15. A non-transitory computer-readable medium having stored thereon computer-executable instructions that, when executed by an electronic device, cause the electronic device to perform operations, the operations including: Tracking game assets associated with a player in a first game application; receiving first information associated with a first game save state of the first game application based on the tracked game assets; receiving metadata associated with the tracked gaming assets based on the received first information; creating a non-fungible token (NFT) associated with the tracked gaming asset based on the received metadata; the NFT is created based on storing the received metadata in a distributed ledger associated with the first game application; the distributed ledger is shared across a set of gaming applications, including the first gaming application; And, receiving second information associated with a second game save state of a second game application in the set of game applications; Retrieving the created NFT associated with the gaming asset from the distributed ledger; Initiating restoration of the player's game assets in the second game application based on the received second information and the retrieved NFT associated with the game assets; Including, 1. A non-transitory computer-readable medium comprising:
16. 16. The non-transitory computer-readable medium of claim 15, wherein the first game application is different from the second game application.
17. 16. The non-transitory computer-readable medium of claim 15, wherein the first game application is the same as the second game application.
18. disassociating the game assets from the first game save state of the first game application; Associating the game assets with the second game save state of the second game application; 16. The non-transitory computer-readable medium of claim 15, further comprising:
19. based on disassociating the game asset from the first game save state, the game asset is disarmed from the player in the first game application; based on associating the game asset with the second game save state, the game asset is equipped to the player in the second game application; 20. The non-transitory computer-readable medium of claim 18.
20. 16. The non-transitory computer-readable medium of claim 15, wherein the first game save state corresponds to at least one of a level of the first game application, a mode of the first game application, an environment of the first game application, or a type of the player in the first game application.