Linking real-world activities with parallel reality games

The parallel reality game system synchronizes real-world and virtual geography, linking game features to real-world activities, enhancing player engagement and interaction through GPS tracking and incentives.

JP7799626B2Active Publication Date: 2026-01-15NIANTIC INC
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Patent Information

Application Number
JP2022568680
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-05-11
Filing Date
2021-05-11
Publication Date
2026-01-15
Estimated Expiration
2041-05-11

AI Technical Summary

Technical Problem

Existing computer-based gaming systems lack a virtual world that is parallel to the real world, failing to effectively link real-world activities with location-based games, which limits player engagement and interaction.

Method used

A method and system that creates a parallel reality game with a virtual world geography matching real-world geography, incorporating game features linked to real-world activities such as commercial and data collection, using GPS tracking to synchronize player movement in both worlds, and providing incentives for real-world actions.

Benefits of technology

Enhances player engagement by linking virtual and real-world activities, encouraging players to interact with real-world locations and objects, and facilitating commercial activities and data collection, thereby strengthening the connection between the virtual and real worlds.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Systems and methods are provided for linking real-world activities with location-based parallel reality experiences. In particular, a game server hosting the parallel reality experience receives location data from a user's client device and determines whether the client device is located at a real-world landmark associated with a geographic region. In response to determining that the client device is located at the real-world landmark, the game server causes the client device to present content that motivates the user to navigate in the real world within the geographic region. The game server determines, based on sensor data, whether the client device is within proximity of a real-world location. In response to determining that the client device is within proximity of a real-world location, the game server causes the client device to display virtual elements in a virtual world location that corresponds to the real-world location.
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Description

[Technical Field]

[0001] The present disclosure relates generally to location-based gaming, and more particularly to systems and methods for linking real-world activities, such as commercial and / or data collection activities, with location-based parallel reality games. [Background technology]

[0002] Priority claim This application claims the benefit of U.S. Nonprovisional Patent Application No. 16 / 872,206, filed May 11, 2020, which is incorporated by reference.

[0003] Computer-based and / or electronic gaming systems are known that provide a shared virtual environment for multiple players who interact in a virtual world. With the increasing availability and connectivity of the Internet, multiple players from around the world can interact in the virtual environment and accomplish various game objectives. Typically, these gaming systems do not have a virtual-world geography that is parallel to the real world. Location-based games use the real world as their geography. Some location-based games add virtual locations to a map that is parallel to the real-world geography. However, these games typically focus on real-world objectives. Typically, the games described above do not include a virtual world that is parallel to the real world, and the virtual world acts as a virtual game environment in which multiple players can interact and accomplish various game objectives in the parallel virtual world by progressing through and performing actions in the real world.

[0004] Parallel reality games that offer a shared virtual world that is parallel to at least a portion of the real world can host a variety of interactions that can attract a community of players. Providing a virtual world with a geography that is parallel to at least a portion of the real world allows players to progress through the virtual world by progressing through the real world. Linking virtual elements in the virtual environment to real-world objects, locations, and actions in the real world can encourage players to navigate and notice real-world features that they would normally ignore. Providing virtual elements in the virtual world in locations that are identical to their counterparts in the real world enhances the sense that the virtual elements are a hidden part of the real world.

[0005] Parallel reality games can include game features that encourage players to interact with the virtual world, for example, through social interactions with other players in the virtual world and through various game objectives in the virtual world. Some game features can be provided to more closely link the parallel virtual world with the real world. Summary of the Invention

[0006] Aspects and advantages of embodiments of the present invention will be set forth in part in the description that follows, or may be obvious from the description, or may be learned by practice of the embodiments.

[0007] One exemplary aspect of the present disclosure is directed to a computer-implemented method for providing a parallel reality experience, such as a parallel reality game. The parallel reality experience has a virtual world including a geography that is parallel to at least a portion of the real-world geography, such that a user can progress through the virtual world by traveling to different geographic locations in the real world. The method includes receiving location data from a client device of a user of the parallel reality experience and determining whether the client device is located at a real-world landmark associated with the geographic region. If the client device is located at the real-world landmark, the method includes causing the client device to present content that motivates the user to proceed to the real-world location. The real-world location is within the geographic region of the real-world landmark. The method further includes determining whether the client device is within proximity of the real-world location based on sensor data, and, if the client device is within proximity of the real-world location, causing the client device to display a virtual element at a location in the virtual world that corresponds to the real-world location.

[0008] Other example implementations of the present disclosure are directed to systems, apparatus, non-transitory computer-readable media, devices, and user interfaces for linking real-world activities with location-based parallel reality games.

[0009] The just-discussed and other features, aspects, and advantages of various embodiments will become better understood with regard to the following description and appended claims. The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and, together with the description, help to explain the principles involved.

[0010] A detailed discussion of the embodiments directed to those skilled in the art is set forth in the specification and refers to the accompanying drawings. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 1 illustrates an exemplary computer-based system for implementing a location-based game according to an exemplary aspect of the present disclosure. [Figure 2] FIG. 1 illustrates a representation of a virtual world with a geography that is parallel to the real world. [Figure 3] 1 illustrates an exemplary game interface for a location-based game according to an exemplary aspect of the present disclosure. [Figure 4] FIG. 1 is a server-client flow diagram of an example method for linking location-based parallel reality games and real-world activities according to an example aspect of the present disclosure. [Figure 5] FIG. 1 is a flow diagram of an example method for linking location-based parallel reality games and commercial activities according to an example aspect of the present disclosure. [Figure 6] FIG. 1 is a flow diagram of an example method for linking location-based parallel reality games and data collection activities according to an example aspect of the present disclosure. [Figure 7] FIG. 1 is a flow diagram of an exemplary method for providing virtual elements in a parallel reality experience according to an exemplary aspect of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0012] Reference will now be made in detail to embodiments of the invention, one or more examples of which are illustrated in the drawings. Each example is provided by way of explanation of an embodiment, and not as a limitation of the invention. Indeed, it will be apparent to those skilled in the art that various modifications and variations can be made to the embodiments without departing from the scope or spirit of the invention. By way of example, features illustrated or described as part of one embodiment can be used with another embodiment to yield still further embodiments. It is therefore intended that aspects of the present disclosure encompass such modifications and variations.

[0013] overview In general, the present disclosure is directed to computer-based systems and methods for linking real-world activities, such as real-world commercial activities and / or real-world data collection activities, with location-based parallel reality games. In particular, a game server hosting a parallel reality game may modify, update, or add game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game. The game features may be linked to commercial activities and / or data collection activities in the real world. By way of example, the game features may be linked to real-world activities such that player actions associated with the game features in the virtual world lead or encourage commercial activities and / or data collection activities in the real world. Linking location-based parallel reality games with real-world activities according to aspects of the present disclosure may have the technical effect of providing an efficient and improved selection of virtual game features associated with real-world activities, further strengthening the link between the parallel virtual world of the game and the real world.

[0014] More specifically, a game server can host a location-based parallel reality game having a player gaming area that includes a virtual environment with a geography that is parallel to at least a portion of the real-world geography. A player can progress through a range of coordinates that define a virtual space in the virtual world by progressing through a range of geographic coordinates in the real world. In particular, a player's location can be monitored or tracked, for example, using a positioning system (e.g., a GPS system) associated with the player's mobile device. The player's location information can be provided over a network to the game server hosting the parallel reality game and can be used by the game server hosting the parallel reality game to update the player's location in the virtual world. As a result, as a player continuously moves around within a range of coordinates in the real world, the player also continuously moves around within a range of coordinates in the parallel virtual world.

[0015] A virtual world can include one or more virtual elements linked to real-world landmarks / locations. By way of example, a virtual world can include various virtual elements associated with real-world landmarks, museums, art museums, libraries, or other areas of interest. The virtual elements linked to real-world landmarks / locations can create the illusion that the virtual world is a hidden dimension of the real world that a player can interact with by playing a parallel reality game. By way of example, as a player navigates geographic coordinates in the real world, the player can discover and interact with virtual elements provided in the parallel virtual world. Various game objectives can require a player to interact with the virtual elements just described as part of a location-based game.

[0016] Location-based parallel reality games necessarily include a link between the real world and the parallel virtual world. To improve the link between the real world and the parallel virtual world, some game features can be linked to real-world activities, such as, for example, real-world commercial activities and / or data collection activities, to enhance the user experience in the parallel reality game and enhance the impact of virtual world actions on real-world actions and vice versa.

[0017] According to one exemplary aspect of the present disclosure, game features linked to real-world commercial activity may be included in a parallel reality game such that player actions while playing the parallel reality game may encourage or motivate commercial activity in the real world. Sponsors, advertisers, businesses, and other entities may request that certain game features be included in the parallel reality game to increase the exposure of the business or other entity to players of the parallel reality game.

[0018] As an example, a sponsor, company, or other entity may provide a request over a network to a game server hosting a parallel reality game, requesting that certain game features linked to real-world commercial activity be added to the parallel reality game. The game server may analyze the request and determine whether to add the requested game features to the game. If the game server determines to add a particular game feature to the parallel reality game, the game server may modify, update, or add game data to a game database associated with the parallel reality game to include the game feature. The game server may then host or provide access to the parallel reality game with the requested game features to multiple players of the parallel reality game.

[0019] As an example, an entity may attract customers to a real-world location by requesting that a virtual element or other game feature be provided at a virtual world location that corresponds to the location of a commercial activity associated with the entity in the real world. The virtual element or game feature just described may be designed within the virtual world to be beneficial or necessary for visiting and achieving some game objective or achievement in the parallel reality game. As a result, a sponsor or other entity may attract customers to a real-world location by requesting and arranging for some virtual element to be provided at a particular location in the parallel reality game.

[0020] As another example, a business or other entity wishing to increase customer visibility could arrange for game features to be linked to the purchase of goods or services in the real world. For example, the purchase of a particular item or service in the real world could be linked to enhanced power, a hidden game feature or game objective, or other item / event of value in the virtual world. This provides an incentive for players of the parallel reality game to visit the business or other entity, purchase goods or services, and talk about their experience with friends or other players of the parallel reality game.

[0021] As yet another example, a parallel reality game may include a rewards module configured to distribute coupons, vouchers, or other rewards useful in the real world to players of the parallel reality game who reach certain achievements or complete certain game objectives in the virtual world. By way of example, a business or other entity may arrange for coupons, discounts, vouchers, or other rewards associated with the business to be distributed to players upon completion of certain game tasks or game objectives. This allows for commercial activity in the real world to be facilitated using coupons, discounts, vouchers, or other rewards based on player behavior in the parallel virtual world.

[0022] As yet another example, a sponsor or other entity may arrange for tagging or branding of certain virtual items, virtual locations, or other virtual elements in a virtual world. These branded elements may increase awareness of the sponsor or other entity among players of the game. If the branded elements are valuable or powerful within a location-based game, word of the branded elements may spread virally among players of the game, increasing awareness of the sponsor or other entity.

[0023] According to another exemplary aspect of the present disclosure, a parallel reality game may include game features that link to data collection activities in the real world. The game features may be directly linked to the data collection activities or indirectly linked to the data collection activities. Data collected by players as a result of conducting data collection activities may be in the form of photographs, audio recordings, text information, or other suitable data (e.g., WiFi hotspot locations, Bluetooth connections, etc.). The collected information may be sent to a game server that may analyze the data and use it to improve data associated with the real world. The improved data may then be made available for access by various platforms, such as search engines, encyclopedias, geographic information systems (e.g., map services, virtual globe services, etc.), and other platforms.

[0024] Exemplary game features directly linked to data collection activities may include game objectives or tasks in the virtual world that involve acquiring information about the real world and providing the aforementioned information as a condition for completing the game objective. For example, a game objective associated with a virtual element may require a player to take a photo of a particular landmark, artwork, storefront, or other feature in the real world at a location corresponding to the location of the virtual element. In exchange for completing the game objective, a player may receive an appropriate reward, such as a virtual reward suitable for use in the virtual world or a reward suitable for use in the real world. By way of example, the reward may be in the form of virtual items / energy / currency or virtual elements. Furthermore, the reward may include enabling some element of gameplay (e.g., hidden tasks / items, power-ups, enhanced powers) that may not be available to other players who do not interact with the game feature.

[0025] An exemplary game feature indirectly linked to data collection activities may include placing virtual elements at specific locations in the virtual world such that a player's actions of interacting with the virtual elements indirectly reveal information about the real world. By way of example, virtual objects may be provided in the virtual world at locations corresponding to parks, hiking areas, or other locations. By tracking a player's movement in the virtual world toward the virtual objects, the game system may also track corresponding movement in the real world and provide an indication of the locations of traversable paths in the area.

[0026] The accuracy and scope of the collected data associated with the real world can be improved when multiple players interact with game features linked to data collection activities. For example, if multiple people take pictures of an artwork or other feature, the photographs are likely to be taken from different angles. These different pictures can be stitched together to obtain a three-dimensional and / or panoramic view (e.g., street-level image) of the artwork or other feature that would not be possible with a single photograph. Furthermore, by knowing the player's location in the real world at the time of the data collection activity, location data can be associated with the collected data to further enhance the quality of the collected data.

[0027] A player's location may be tracked using location data (e.g., GPS data) generated by the client device. Based on the location data, the player may be prompted to proceed to a real-world landmark, to proceed to a real-world location, and / or to participate in a virtual experience at the real-world location. For example, a player near a coffee shop may be notified that a virtual coupon is available, and the player who goes to the coffee shop may be rewarded with a bonus virtual item or with a virtual experience in the game. As another example, a player in a grocery store may be directed to a particular aisle and prompted to pick up or otherwise interact with a particular product. If the player does so (e.g., as determined by an image captured by the player's client device's camera), the player may be provided with additional information about the product and / or an in-game virtual reward. Thus, everyday tasks such as grocery shopping can become interactive experiences in a parallel reality game.

[0028] Exemplary Location-Based Parallel Reality Gaming System An exemplary computer-implemented location-based gaming system according to exemplary aspects of the present disclosure will now be described. The present subject matter will be described with reference to parallel reality games. Parallel reality games are location-based games having a virtual world geography that is parallel to at least a portion of the real world geography, such that player movement and actions in the real world affect and are affected by actions in the virtual world. Those skilled in the art, using the disclosure provided herein, will understand that the subject matter of the present disclosure is equally applicable to other gaming systems. Furthermore, the flexibility inherent in computer-based systems will appreciate that the flexibility allows for a wide variety of possible configurations, combinations, and divisions of tasks and functionality between two and three or more components of the system. By way of example, systems and methods according to aspects of the present disclosure can be implemented using a single computing device or across multiple computing devices.

[0029] FIG. 1 illustrates an exemplary computer-implemented location-based gaming system 100 configured according to aspects of the present disclosure. Location-based gaming system 100 provides for multi-player interaction in a virtual world having a geography that parallels the real world. In particular, geographic regions in the real world can be directly linked or mapped to corresponding regions in the virtual world. Players can move around in the virtual world by moving relative to various geographic locations in the real world. By way of example, system 100 can track the player's position in the real world and update the player's position in the virtual world based on the player's current position in the real world.

[0030] 2 depicts a conceptual diagram of a virtual world 210, parallel to the real world 200, that can act as a game board for all players of a location-based game according to an exemplary embodiment of the present disclosure. The illustrated virtual world 210 can include a geography that is parallel to the geography of the real world 200. In particular, a range of coordinates defining a geographic region or space in the real world 200 is mapped to a corresponding range of coordinates that defines a virtual space in the virtual world 210. A range of coordinates in the real world 200 can be associated with a town, block, city, campus, site, country, continent, the entire Earth, or other geographic region. Each geographic coordinate within the range of geographic coordinates is mapped to a corresponding coordinate in a virtual space in the virtual world.

[0031] The player's location in virtual world 210 corresponds to the player's location in real world 200. As an example, player A, who is located at location 212 in real world 200, has a corresponding location 222 in virtual world 210. Similarly, player B, who is located at location 214 in the real world, has a corresponding location 224 in the virtual world. As a player moves around within a range of geographic coordinates in the real world, the player also moves around within a range of coordinates that define a virtual space in virtual world 210. In particular, a positioning system (e.g., a GPS system) associated with a mobile device carried by the player can be used to track the player's location as the player progresses through the range of geographic coordinates in the real world. Data associated with the player's location in real world 200 is used to update the player's location in the corresponding range of coordinates that define a virtual space in virtual world 210. In this way, a player can proceed with continuous tracking in a range of coordinates defining a virtual space in virtual world 210 by simply moving between corresponding ranges of geographic coordinates in real world 200, without checking in to a specific discrete location in real world 200 or periodically updating location information at a specific discrete location in real world 200.

[0032] A location-based game may include multiple game objectives that require a player to travel to and / or interact with various virtual elements and / or objects scattered throughout various virtual locations in the virtual world. A player may travel to a virtual location by traveling to the corresponding location of the virtual element or object in the real world. By way of example, a positioning system may continuously track a player's position so that as the player progresses through the real world, the player also progresses through a parallel virtual world. A player may then interact with the various virtual elements and / or objects at a particular location to accomplish or achieve one or more game objectives.

[0033] For example, with reference to FIG. 2 , a game objective may require a player to capture or claim ownership of virtual elements 230 located at various virtual locations in the virtual world 210. The virtual elements 230 may be linked to landmarks, geographic locations, or objects 240 in the real world 200. The real-world landmarks or objects 240 may be works of art, monuments, buildings, businesses, libraries, museums, or other suitable real-world landmarks or objects. To capture the virtual elements 230, a player must travel to the landmark or geographic location 240 linked to the virtual elements 230 in the real world and perform any necessary interactions with the virtual elements 230 in the virtual world 210. For example, player A in FIG. 2 would have to travel to the landmark 240 in the real world 200 to interact with or capture the virtual elements 230 linked to the particular landmark 240. Interaction with the virtual element 230 may involve actions in the real world, such as taking a photograph and / or collating, obtaining, or capturing other information about a landmark or object 240 associated with the virtual element 230.

[0034] A game objective may require a player to use one or more virtual items collected by the player in a location-based game. As an example, a player may have to progress through a virtual world in search of virtual items (e.g., weapons or other items) that may be useful for completing a game objective. The virtual items may be found or collected by traveling to different locations in the real world or by completing various actions in either the virtual or real world. In the example shown in FIG. 2 , a player uses a virtual item 232 to capture one or more virtual elements 230. In particular, a player may place the virtual item 232 at a location in the virtual world 210 closest to the virtual element 230. Placing one or more virtual items 232 closest to the virtual element 230 may result in the capture of the virtual element 230 for a particular player or for a particular player's team and / or faction.

[0035] In one particular implementation, a player may be required to accumulate virtual energy as part of a location-based game. The virtual energy 250 depicted in FIG. 2 may be scattered among different locations in the virtual world 210. A player may collect the virtual energy 250 by traveling to the virtual energy's 250's corresponding location in the real world 200. The virtual energy 250 may be used to power virtual items and / or to accomplish various game objectives in the game. A player who loses all of their virtual energy 250 may be disconnected from the game.

[0036] According to aspects of the present disclosure, a location-based game can be a massively multiplayer location-based game in which all participants in the game share the same virtual world. Players can be divided into distinct teams or factions and work together to accomplish one or more game objectives, such as capturing or claiming ownership of virtual elements. In this way, a location-based game can be inherently a social game that encourages cooperation among players within the game. Players can be from opposing teams and work against each other during the location-based game. Players can use virtual items to attack or impede the progress of players on opposing teams.

[0037] Location-based games can have a variety of features that enhance and encourage gameplay within the location-based game. For example, players can accumulate virtual currency or other virtual rewards that can be used throughout the game. Players can progress through various levels as they complete one or more game objectives within the game and gain in-game experience. Players can communicate with each other via one or more communication interfaces provided within the game. Additionally, players can acquire enhanced "powers" or virtual items that can be used to complete game objectives within the game. Using the disclosure provided herein, one of ordinary skill in the art should understand that various other game features can be included by a location-based game without departing from the scope of the present disclosure.

[0038] Referring back to FIG. 1 , the computer-implemented location-based gaming system 100 will be described in more detail. The system 100 may include a client-server architecture in which a game server 110 communicates with one or more clients 120 over a network 130. While one client 120 is illustrated in FIG. 1 , any number of clients 120 may be connected to the game server 110 over the network 130. The server 110 may host a universal gaming module 112 that controls aspects of the location-based game for all players and receives and processes each player's input in the location-based game. On the client side, each client 120 may include a gaming module 125 that operates as a gaming application to provide users with an interface to the system 100. The game server 110 transmits game data to the clients 120 over the network 130 for use by the gaming modules 125 of the clients 120, providing a local version of the game to players at locations remote from the game server 110. The server 110 may include a network interface for providing communications over the network 130. A network interface may include any suitable components for interfacing with one or more networks, including, for example, a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0039] It will be understood that the term "module" refers to computer logic utilized to provide a desired functionality. Thus, a module may be implemented in hardware, firmware, and / or software controlling a general-purpose processor. In one aspect, a module may be a program code file stored on a storage device, loaded into memory, and executed by a processor, or may be provided from a computer program product in which, for example, computer-executable instructions are stored on a tangible computer-readable recording medium, such as a RAM, a hard disk, or an optical or magnetic medium.

[0040] The game server 110 may be any computing device and may include one or more processors and one or more computer-readable media. The computer-readable media may store instructions that cause the processor to perform operations. The game server 110 may include or be in communication with a game database 115. The game database 115 stores game data used for location-based games that are served or to be provided to the client(s) 120 over the network 130.

[0041] The game data stored in the game database 115 includes: (1) data associated with the virtual world in a location-based game (e.g., image data used to render the virtual world on a display device, geographic coordinates of locations in the virtual world, etc.); (2) data associated with players of the location-based game (e.g., player information, player experience level, player currency, current player location in the virtual world / real world, player energy level, player preferences, team information, faction information); (3) data associated with game objectives (e.g., data associated with current game objectives, game objective states, past game objectives, future game objectives, desired game objectives, etc.); and (4) virtual elements in the virtual world. to connection Attached (4) game data (e.g., location of virtual elements, type of virtual elements, game objectives associated with virtual elements, corresponding real-world location information for virtual elements, behavior of virtual elements, virtual element associations, etc.); (5) data associated with real-world objects, landmarks, and locations linked to virtual world elements (e.g., location of real-world objects / landmarks, descriptions of real-world objects / landmarks, associations of virtual elements linked to real-world objects, etc.); (6) game state (e.g., current number of players, current state of game objectives, player leaderboards, etc.); (7) data associated with player actions / inputs (e.g., current player positions, past player positions, player movements, player inputs, player queries, player communications, etc.); and (8) other data used, related to, or obtained during implementation of a location-based game. The game data stored in game database 115 can be entered either offline or in real time by a system administrator and / or by data received from users / players of system 100, such as from one or more clients 120 via network 130.

[0042] The game server 110 may be configured to receive requests for game data from one or more clients 120 (e.g., via remote procedure calls (RPCs)) and respond to those requests over the network 130. By way of example, the game server 110 may encode the game data into one or more data files and provide the data files to the clients 120. Additionally, the game server 110 may be configured to receive game data (e.g., player positions, player actions, player inputs, etc.) from one or more clients 120 over the network 130. By way of example, the client devices 120 may be configured to periodically send player inputs and other updates to the game server 110, which the game server 110 uses to update the game data in the game database 115 to reflect any and all changed circumstances for the game.

[0043] The illustrated game server 110 may include a universal game module 112. The universal game module 112 hosts the location-based game for all players and acts as the authoritative source for the current state of the location-based game for all players. The universal game module 112 receives game data (e.g., player input, player location, player actions, landmark information, etc.) from client devices 120 and incorporates the received game data into the overall location-based game for all players of the location-based game. The universal game module 112 may also manage the distribution of game data to clients 120 over network 130.

[0044] The game server 110, which will be described in more detail below, may further include a commercial game feature module 114. The commercial game feature module 114 may be separate from or part of the universal game module 112. The commercial game feature module 114 may manage the inclusion of various game features in the parallel reality game that are linked to commercial activity in the real world. By way of example, the commercial game feature module 114 may receive requests from sponsors / advertisers 140, businesses 150, or other entities over the network 130 (via a network interface) to include game features linked to commercial activity in the parallel reality game. The commercial game feature module 114 may then arrange for the inclusion of the just-mentioned game features in the parallel reality game.

[0045] The game server 110 may further include a data collection module 116. The data collection module 116 may be separate from or part of the universal game module 112. The data collection module 116 may manage the inclusion of various game features in the parallel reality game that are linked to data collection activities in the real world. For example, the data collection module 116 may modify the game data stored in the game database 115 to include game features linked to data collection activities in the parallel reality game. Furthermore, the data collection module 116 may analyze data collected by players in response to data collection activities and provide the data for access by various platforms.

[0046] Other modules can be used with game server 110. Any number of modules can be programmed or otherwise configured to perform the server-side functionality described herein. Additionally, various components of the server-side can be rearranged. For example, game database 115 can be integrated into game server 110. Other configurations will be apparent in light of this disclosure, and this disclosure is not intended to be limited to any particular configuration.

[0047] Client 120 can be any portable computing device that can be used by a player to interface with gaming system 100. By way of example, client 120 can be a wireless device, a personal digital assistant (PDA), a portable gaming device, a mobile phone, a smartphone, a tablet, a navigation system, a handheld GPS system, a wearable computing device, a display with one or more processors, or other such device. In short, client 120 can be any computer device or system capable of executing a gaming module 125 that enables a player to interact with gaming system 100.

[0048] Client 120 may include one or more processors and one or more computer-readable media. The computer-readable media may store instructions that cause the processor to perform operations. Client 120 may include various input / output devices for providing and receiving information from a player, such as, for example, a display screen, a touch screen, a touch pad, data entry keys, a speaker, and / or a microphone suitable for voice recognition. Client 120 may further include a network interface for providing communication over network 130. The network interface may include any suitable components for interfacing with one or more networks, including, for example, a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0049] The gaming module 125 executed by the client 120 provides an interface between the player and the location-based game. The gaming module 125 may present a user interface on a display device associated with the client 120 that displays a virtual world associated with the game (e.g., renders images of the virtual world) and allows the user to interact with the virtual world and perform various game objectives. The gaming module 125 may also control various other outputs that allow the player to interact with the game without needing to see a display screen. For example, the gaming module 125 may control various sounds, vibrations, or other notifications that allow the player to play the game without seeing a display screen. The gaming module 125 may access game data received from the game server 110 to provide the user with an accurate representation of the game. The gaming module 125 may receive and process player input and provide updates to the game server 110 over the network 130.

[0050] Because gaming system 100 is for location-based gaming, client 120 is preferably a portable computing device that a player can easily carry or otherwise transport, such as a smartphone or other portable device. A player can interact with the virtual world simply by carrying or transporting client 120 in the real world. Client 120 can include a positioning device 128 that monitors the player's location during gameplay. Positioning device 128 can be any device or circuitry for monitoring the location of client 120. For example, the positioning device 128 may determine its actual or relative location 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, based on an IP address, by using triangulation and / or proximity to cellular towers or WiFi hotspots, Bluetooth beacons, camera-based visual positioning techniques, and / or other suitable techniques for determining location.

[0051] As a player moves around with client 120 in the real world, positioning device 128 tracks the player's location and provides the player's location information to gaming module 125. Gaming module 125 updates the player's location in the virtual world associated with the game based on the player's actual location in the real world. In particular, the player's location in the virtual world can be matched with the player's location in the real world. Gaming module 125 can provide the player's location information to game server 110 over network 130 so that universal game module 112 keeps track of all players' locations throughout the game. It should be understood that location information associated with a player is used only if permission is granted after the player has been notified 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, any location information associated with a player will be stored and managed in a manner that protects the player's privacy.

[0052] Network 130 can 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 can also include a direct connection between client 120 and game server 110. In general, communication between game server 110 and client 120 can occur over a network interface using any type of wired and / or wireless connection, using a variety of communication protocols (e.g., TCP / IP, HTTP, SMTP, FTP), encodings or formats (e.g., HTML, XML, JSON), and / or protection schemes (e.g., VPN, Secure HTTP, SSL).

[0053] The technology described herein refers to operations taken by and information sent to and from servers, databases, software applications, and other computer-based systems as well. Those skilled in the art will recognize that the flexibility inherent in computer-based systems allows for a wide variety of possible configurations, combinations, and divisions of tasks and functionality between two components and between more than two components. By way of example, the server processes described herein may be implemented using a single server or multiple servers working in cooperation. Databases and applications may be implemented on a single system or distributed across multiple systems. Distributed components may operate sequentially or in parallel.

[0054] Furthermore, in situations where the systems and methods described herein access and analyze personal information about a user or use personal information, such as location information, the user may be provided with the opportunity to control whether the program or feature collects the information and whether and / or how they receive content from the system or other applications. No such information is collected or used unless the user is provided meaningful notice of what information will be collected and how it will be used. Information will not be collected or used unless the user provides consent, which can be revoked or modified by the user at any time. Thus, the user may have control over how information is collected and used about the user by an application or system. Furthermore, some information or data may be treated in one or more ways before being stored or used so that personally identifiable information is removed. For example, the user's identity may be treated so that no personally identifiable information can be determined about the user.

[0055] Exemplary Game Interface FIG. 3 illustrates one particular embodiment of a game interface 300 that may be presented on the display of a client 120 as part of an interface between a player and the gaming system 100. The game interface 300 includes a display window 310 that may be used to display the virtual world 210 and various other aspects of the game, such as, for example, the player's position 222 and the locations of virtual elements 230, virtual items 232, and virtual energy 250 within the virtual world 210. The user interface 300 may also display other information, such as game data information, game communications, player information, and other information associated with the game. For example, the user interface may display player information 315, such as the player's name, experience level, and other information. The user interface 300 may include a menu 320 for accessing various game settings and other information associated with the game. The user interface 300 may also include a communication interface 330 that enables communication between the game system and the player, and between one or more players of a location-based game.

[0056] According to aspects of the present disclosure, a player can interact with a location-based game by simply carrying a client device around in the real world. By way of example, a player can play a location-based game by simply accessing an application associated with the location-based game on a smartphone and moving around in 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 the location-based game. As a result, the user interface 300 can include multiple non-visual elements that enable a user to interact with the game. By way of example, the game interface can provide audible notifications to a player when the player approaches a virtual element or object in the game or when an important event occurs in the location-based game. A player can control the just-mentioned audible notifications through audio control 340. Different types of audible notifications can be provided to the user depending on the type of virtual element or virtual event. The audible notifications can increase or decrease in frequency or volume depending on the player's proximity to the virtual element or virtual object. Other non-visual notifications or signals may be provided to the user, such as, for example, a vibration notification or other suitable notification or signal.

[0057] Using the disclosure provided herein, one skilled in the art should appreciate that numerous game interface configurations and basic functionality will become apparent in light of the present disclosure, which is not intended to be limited to any one particular configuration.

[0058] Example Server-Client Flow Diagram FIG. 4 depicts a client-server flow diagram of an exemplary method (400) for linking parallel reality games and real-world activities according to an exemplary embodiment of the present disclosure. The exemplary method (400) can be implemented using any suitable computing system, such as, for example, a client-server arrangement of system 100 of FIG. 1. Additionally, while FIG. 4 depicts steps occurring in a particular order for purposes of illustration and discussion, the methods described herein are not limited to any particular order or arrangement. With the disclosure provided herein, one skilled in the art will understand that various steps of the methods disclosed herein can be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the present disclosure.

[0059] At 402, a server hosts a parallel reality game for multiple client devices. By way of example, a game server 110 may host a parallel reality game for multiple client devices 120 over a network 130. Players may access the parallel reality game by communicating with the game server 110 over the network 130 through one or more client devices 120. In this manner, the game server 110 acts as an authoritative source of events for the parallel reality game.

[0060] At 404, the server can modify game data associated with the location-based game, including game features linked to real-world activities in the game. By way of example, the game server 110 can modify, update, or add game data to the game database 115, such that game features linked to real-world activities are included in the parallel reality game. Game features linked to real-world activities can be any game feature designed to incentivize or encourage activity by players in the real world, including real-world activities that are not directly related to all game objectives of the parallel reality game. In certain aspects, game features linked to real-world activities can be game features linked to real-world commercial activities or game features linked to real-world data collection activities. Exemplary game features linked to real-world activities, such as real-world commercial activities and / or real-world data collection activities, will be described in more detail below.

[0061] At 406, the server serves one or more client devices a parallel reality game that includes game features linked to real-world activities. For example, game server 110 serves one or more client devices 120 a parallel reality game that includes game features linked to real-world activities over network 130. At 408, a client device, such as client device 120, receives game data from the server that includes data associated with the game features linked to real-world activities. The client device then presents the parallel reality game that includes game features linked to real-world activities to the player (410). For example, client device 120 may display a visual representation of a virtual world. The virtual world may include game features, such as virtual elements located at specific locations in the virtual world that encourage or incentivize player activity in the real world.

[0062] At 412, the client device receives data associated with player interactions with game features. As an example, the client device 120 may receive data as a result of a player's actions guided by game features in a parallel reality game. The data associated with the player's interactions may include data associated with the player progressing to the location of a particular virtual element and interacting with the virtual element. As another example, the data associated with the player's interactions may include data associated with the player taking an action to complete a game objective or task. As another example, the data associated with the player's interactions may include data associated with the player using a power-up or other enhanced power provided to the player as part of a game feature linked to real-world activity. At 414, the client device provides the data associated with the player's interactions with the game features to the server.

[0063] Data associated with the player's interactions with the game features may be received at the server (416). For example, the game server 110 may receive the data associated with the player's interactions with the game features from the client device 120 via the network 130. The server may then modify one or more game elements in the parallel reality game based on the data associated with the player's interactions (418). For example, the game server 110 may update game data stored in the game database 115 associated with the player to record the player's interactions with the game features linked to real-world activities. Additionally, the server may update the game data to provide rewards, such as virtual rewards suitable for use in the parallel reality game, for interacting with the game features linked to real-world activities. The virtual rewards may include virtual items, virtual energy, virtual currency, power-ups, enhanced power, experience points, or any other suitable reward.

[0064] Linking Commercial Activities with the Parallel Reality Game FIG. 5 depicts a flow diagram of an example method (500) for linking commercial activities with a parallel reality game according to an example embodiment of the present disclosure. The example method (500) can be implemented using any suitable computing device(s), such as, for example, the game server 110 of FIG. 1 . Additionally, while FIG. 5 depicts steps occurring in a particular order for purposes of illustration and discussion, the methods described herein are not limited to any particular order or arrangement. With the disclosure provided herein, one skilled in the art will understand that various steps of the methods disclosed herein can be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the present disclosure.

[0065] At 502, the method includes receiving a request for a game feature linked to a commercial activity to be included in the parallel reality game. The request may be for a game feature to be included in the parallel reality game that is linked to a commercial activity in the real world, such as any game feature that can be used to increase or incentivize commercial activity in the real world. By way of example, the game feature may be the location of a virtual element in the virtual world. In particular, the game feature may include providing a virtual element in the virtual world at a location corresponding to the location of the commercial activity in the real world to attract potential customers to the location of the commercial activity. Alternatively, the game feature may be linked to the purchase of an object or service in the real world, or may include providing a reward to the player suitable for use in a real-world transaction.

[0066] According to one aspect of the present disclosure, the request may be received from a remote computing device over a network. By way of example, a sponsor / advertiser 140, company 150, or other entity shown in FIG. 1 may provide request data to the game server 110 over the network 130. The request data may include a request for specific or general game features to be included in the game. The request data may be submitted to the game server using a suitable user interface, such as a web application hosted by the game server 110 or by another computing device in communication with the game server 110. The request may be part of an auction or in any other suitable format for submitting a request for a feature.

[0067] Additionally, the request may be provided to a manager, operator, or other individual associated with the parallel reality game. By way of example, a sponsor, advertiser, company, or other entity may directly interface with an individual associated with the parallel reality game via telephone, email, or other communications interface. The individual associated with the parallel reality game may then format the request and provide the request data to a game server, such as game server 110 associated with the parallel reality game, for processing and analysis.

[0068] When a request for game features linked to a commercial activity is received, the request may be analyzed to identify the game features linked to the commercial activity, as shown at (504) in FIG. 5. For example, the request may be analyzed to identify the number and type of game features included in the request. The requested game features may also be analyzed to determine whether a particular feature is suitable for addition to the parallel reality game during a particular stage or phase of the game.

[0069] 1, a commercial game feature module 114 associated with game server 110 may analyze the request data to identify appropriate game features to be included in the game. The commercial game feature module 114 may access predetermined criteria and compare the request data to determine whether the request data meets the predetermined criteria. The predetermined criteria may be directed to the format, content, or other attributes of the requested game features or the requested data itself.

[0070] In certain implementations, the commercial game feature module 114 may periodically analyze all received request data and select which particular features to include in a particular stage or phase of the parallel reality game. By way of example, the commercial game feature module 114 may enforce a limit on the number of game features linked to commercial activities that may be included in the parallel reality game. In this manner, the commercial game feature module 114 may manage the inclusion of requested game features in the parallel reality game to prevent any requested game feature from interfering with the overall theme, objectives, or other attributes of the parallel reality game.

[0071] At 506 of FIG. 5, the method may include modifying, updating, or adding game data including the requested game features. For example, the commerce game feature module 114 may manage the game data stored in the game database 115, such that certain requested game features are included in the parallel reality game. Updating the game data may include, for example, providing virtual elements at specified locations in the virtual world, providing virtual items and / or enhanced powers to certain players, associating tags or brands with virtual elements in the virtual world, and / or implementing a rewards engine that distributes rewards suitable for real-world commerce to players who achieve certain achievements or complete certain game objectives in the virtual world.

[0072] At 508, access to the parallel reality game having the requested game features is provided to players of the parallel reality game. By way of example, the game server 110 may host or provide access to the parallel reality game having the requested game features to one or more clients 120 via the network 130. The requested game features may be provided to all players of the parallel reality game or to selected players of the parallel reality game.

[0073] In one implementation, a game feature may be accessed only by players who are within a predefined radius around the location of a commercial activity linked to the game feature in the real world. By way of example, the game server 110 may continuously monitor the location of players in a parallel reality game by receiving location information from clients 120 over the network 130. Based on the location information, the game server 110 may identify players within a predefined radius of the commercial activity. The predefined radius may be set to any size. The game server 110 may provide access to the game feature only to players within the predefined radius.

[0074] At 510, the method may include receiving player interactions associated with the game feature. The player interactions may include appropriate interactions with virtual elements in the virtual world corresponding to the location of the commercial activity, use of enhanced powers or virtual items obtained through the commercial activity, or other appropriate interactions. The player interactions with the game feature may, for example, be monitored and tracked by the game server 110. This information may be periodically provided to sponsors or other entities requesting the game feature to enable the sponsors or other entities to track the value or effectiveness of the game feature in promoting the commercial activity.

[0075] Exemplary Game Features Linked to Commercial Activities Exemplary game features linked to commercial activity in the real world will now be described in detail. While exemplary game features will be described for purposes of illustration and discussion, those skilled in the art using the disclosure provided herein should understand that the scope of the present disclosure includes any game features of a parallel reality game that can be used to encourage, increase, or enhance commercial activity in the real world.

[0076] One exemplary game feature linked to commercial activities in the real world includes providing virtual elements in the virtual world at locations corresponding to the locations of the commercial activities in the real world. The virtual elements can be any virtual elements associated with a parallel reality game, such as, for example, virtual elements associated with game objectives, virtual items used in the parallel reality game, virtual energy that can be collected as part of the parallel reality game, or other suitable virtual elements. One or more game objectives can be associated with the virtual elements to encourage players to interact with the virtual elements. To interact with the virtual elements, a player of the parallel reality game would have to travel to a location in the real world that corresponds to the virtual element. As a result, providing virtual elements in locations in the virtual world that correspond to the locations of commercial activities in the real world can motivate players to travel to the locations of the commercial activities in the real world. This can increase business exposure and promote commercial activities of a particular business or other entity in the real world.

[0077] For example, with reference to FIG. 1 , a sponsor / advertiser 140, a business 150, or other entity may provide request data over network 130 to game server 110 associated with a request to provide virtual elements in a virtual world at locations corresponding to locations of commercial activities, such as retail locations or other point-of-sale locations associated with sponsor / advertiser 140, business 150, or other entity. Commercial game feature module 114 may analyze the request and update game data stored in game database 115 to include virtual elements in the virtual world at locations corresponding to the locations of the commercial activities in the real world. Furthermore, commercial game feature module 114 may identify players within a predefined radius of the commercial activities in the real world based on location information provided over network 130 from clients 120. Game server 110 may then provide the identified players with access to a parallel reality game having the requested game features. Players with access to the game features may be encouraged or motivated to travel to the locations of the commercial activities in the real world to interact with the virtual elements in the virtual world.

[0078] Another example game feature linked to real-world commerce can include linking game features, game objectives, or virtual items to real-world purchases of items or services. In particular, purchasing real-world items / services can provide players with enhanced power, access to hidden or locked game elements, virtual items, virtual energy, and / or other game features. This can incentivize players to go to businesses or other entities in the real world, purchase items or services linked to game features, and spread the word about the items or services among friends and other players of the parallel reality game.

[0079] For example, with reference to FIG. 1 , a sponsor / advertiser 140, company 150, or other entity may send request data to the game server 110 over the network 130 requesting that a real-world purchase of an item or service associated with the sponsor / advertiser 140, company 150, or other entity trigger access to a virtual item, enhanced power, or other enhancement in the virtual space. The commercial game features module 114 may analyze the request and update the game data stored in the game database 115. Enhanced power 、 To obtain or unlock a virtual item or enhancement, a player may have to purchase a product or service linked to the enhanced power or item. After the player makes a purchase, the game server 110 may be notified of the purchase.

[0080] In one implementation, a player may enter a code associated with the purchase of an item or service into a user interface associated with the parallel reality game. The code may be transmitted over network 130 to game server 110, where it is used by game server 110 to unlock the enhancement for the player. Additionally, or at its option, a sponsor / advertiser 140, company 150, or other entity may notify game server 110 of the purchase.

[0081] When the game server 110 is notified of the purchase, it can modify the game data stored in the game database 115 to provide the player with what the player sees as real-world purchases: enhanced power, virtual items, access to hidden areas, or other valuable game features. In this way, players are encouraged to participate in commercial activities in the real world in order to advance in the virtual world.

[0082] Another example game feature linked to real-world commerce includes providing players of a parallel reality game with rewards suitable for use in real-world commerce for achievements or game objectives within the parallel reality game. By way of example, the game server 110 may implement a rewards module that tracks a player's progress and / or achievements in the parallel reality game. Upon achievement of certain goals or completion of certain game objectives, the rewards module may provide the player with rewards suitable for use in real-world commerce.

[0083] For example, referring to FIG. 1 , a sponsor / advertiser 140, business 150, or other entity can provide request data to the game server over network 130, requesting that the reward module distribute coupons or vouchers to players who achieve predetermined game objectives or achievements. The reward module can monitor the player's progress in the parallel reality game and provide the player with coupons or vouchers upon completing game objectives or other achievements. The coupons or vouchers can be used by the player as part of a real-world commercial transaction. The coupons or vouchers provide both the player and the business or other entity with valuable real-world items based on actions occurring in the virtual world. As a result, the link between the virtual and real worlds is strengthened, such that actions in the virtual world lead to rewards in the real world, leading to increased commercial activity.

[0084] Another example game feature linked to commercial activity in the real world can include tagging or branding of virtual elements and / or virtual locations in the virtual world with brands / advertising associated with a business or other entity in the real world. For example, a business or other entity can pay for or arrange for some branding or advertising to be displayed in association with virtual elements or virtual locations in the virtual world.

[0085] For example, referring to FIG. 1 , a sponsor / advertiser 140, a company 150, or other entity may provide request data to the game server over network 130 requesting that certain virtual items in the virtual world be tagged or branded with a logo or other indicia associated with the sponsor / advertiser 140, company 150, or other entity. The commercial game features module 114 may analyze the request and update the game data such that certain virtual elements are tagged or branded in the virtual world. As a player progresses through the virtual world by navigating the real world, the player is exposed to branding and / or advertising associated with the tagged or branded virtual items in the virtual world in locations in the real world where such branding or advertising may not typically be available or visible. As a result, the exposure of the company or other entity to players of the parallel reality game may be increased, leading to increased commercial activity in the real world.

[0086] Linking data collection activities with the Parallel Reality Game Information in the real world is constantly changing. Collecting data associated with the real world has many applications. For example, updated data about the real world can be used to enhance or improve data available online or on other platforms about real-world locations, objects, features, and other information. Parallel reality games, which have virtual worlds that are parallel to the real world, can be used to help accumulate information about the changing real world.

[0087] FIG. 6 depicts a flow diagram of an example method (600) for linking parallel reality games and real-world data collection activities according to an example embodiment of the present disclosure. The example method (600) can be implemented using any suitable computing device(s), such as, for example, the game server 110 of FIG. 1 . Additionally, while FIG. 6 depicts steps occurring in a particular order for purposes of illustration and discussion, the methods described herein are not limited to any particular order or arrangement. With the disclosure provided herein, one skilled in the art will understand that various steps of the methods disclosed herein can be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the present disclosure.

[0088] At 602, the method includes hosting a parallel reality game for a plurality of client devices. By way of example, a game server 110 may host the parallel reality game for a plurality of client devices 120 via a network 130. Players may access the parallel reality game by communicating with the game server 110 via one or more client devices 120 via the network 130. At 604, the method includes modifying game data associated with the parallel reality game, including game features linked to data collection activities in the real world. By way of example, the data collection module 116 may manage game data stored in the game database 115, such that some game features linked to data collection activities are included in the parallel reality game. Game features linked to real-world data collection activities may be any game features that may lead, directly and / or indirectly, to the collection of data about real-world objects, features, or other information associated with the real world.

[0089] Exemplary game features directly linked to data collection activities may include game objectives or tasks in the virtual world that involve acquiring information about the real world and providing the aforementioned information as a condition for completing the game objective. For example, a game objective associated with a virtual element may require a player to take a photo of a particular real-world landmark, artwork, storefront, or other feature at a real-world location corresponding to the location of the virtual element. In exchange for completing the game objective, the player may receive an appropriate reward, such as a virtual reward suitable for use in the virtual world or a reward suitable for use in the real world. By way of example, the reward may be in the form of virtual items / energy / currency or virtual elements. Furthermore, the virtual reward may include enabling some element of gameplay (e.g., hidden tasks / items, power-ups, etc.) that may not be available to other players who do not interact with the game feature.

[0090] An exemplary game feature indirectly linked to data collection activities may include placing virtual elements in specific locations in the virtual world, such that a player's actions of interacting with the virtual elements indirectly reveal information about the real world. As an example, a person could place virtual elements in a park or hiking area. The game system could then track the player's movements in the park or hiking area as part of a parallel reality game, allowing the player to progress through the virtual world. By tracking the player's corresponding movements in the real world as the player progresses through the virtual world, information about the locations of traversable paths in the area can be collected. Furthermore, the player's rate of movement in a particular area and / or the player's altitude can be monitored to infer terrain information associated with the area in the real world.

[0091] At 606, the method includes serving the parallel reality game, including the game features, to one or more client devices used by players of the parallel reality game. By way of example, the game server 110 may provide game data associated with the game features to the client devices 120 over the network 130. At 608, the method includes receiving data collected by players in response to data collection activities in the real world. By way of example, the game server 110 may receive collected data associated with real-world objects in response to game objects or tasks in the parallel reality game. The collected data may include photographs, audio recordings, text information, or other information collected by players, such as the location of WiFi hotspots or Bluetooth connections.

[0092] According to one particular implementation, the data collected can be location information associated with a player tracked by the game server 110 as the player interacts with game features. By way of example, game features linked to data collection activities can include the placement of virtual elements at specific locations in the virtual world. The game server 110 can monitor the user's location in the real world as the user progresses through the real world to corresponding locations of virtual elements in the virtual world. This location information can be used to infer real-world features, such as, for example, the location of traversable paths in the real world, terrain information, the location of specific objects in the real world, and other information.

[0093] After receiving the data, the method may include modifying (e.g., updating, enhancing, adding, or other suitable modification) data associated with the real world based on the collected data (610). For example, data collected by players in response to data collection activities may be used to update information about real-world objects, features, and locations for subsequent access by various platforms, such as, for example, online search engines, encyclopedias, geographic information systems (e.g., map information systems, virtual globe information systems), and the like.

[0094] The accuracy of the collected data can be increased when multiple players interact with game features linked to real-world data collection activities. For example, if multiple players photograph an artwork from multiple different angles, the photographs can be used to generate three-dimensional and / or panoramic views of the artwork.

[0095] Additionally, by knowing the real-world locations of players at the time of data collection activities, location data can be associated with the collected data to further enhance the quality of the collected data. For example, if N players submit a photograph of an artwork at a geographic location having longitude X and latitude Y, and one player submits a photograph of the artwork at a different geographic location having longitude Z and latitude W, it can be determined, by game server 110 or other computing device, for example, that the actual location of the artwork is closer to X, Y and not closer to Z, W.

[0096] One exemplary application of the modified real-world data includes updating data associated with a parallel reality game, such as data stored in the game database 115. In particular, data in the game database associated with real-world objects linked to virtual features can be enhanced based on data collected in response to data collection activities. In this manner, the parallel reality game can be more closely adapted to changing real-world conditions identified by data collection activities linked to game features in the parallel reality game. By providing a method for enhancing game data associated with the real world, the link between the real world and the virtual world can be improved, and an enhanced parallel reality can be provided for the parallel reality game.

[0097] While the present subject matter has been described in detail with respect to certain exemplary embodiments and methods, it will be understood that those skilled in the art, once they arrive at the foregoing understanding, may readily make modifications, variations, and equivalents to the above-described embodiments. Accordingly, the scope of the present disclosure is by way of example, not limitation, and the disclosure of the subject matter does not preclude the inclusion of the above-described modifications, variations, and / or additions to the present subject matter that would be readily apparent to those skilled in the art.

[0098] Linking virtual elements to the real world The game server 110 can place virtual elements at locations in the virtual world to incentivize users to visit the corresponding real-world locations. For example, the game server 110 may place attractive virtual elements at virtual world locations corresponding to real-world locations associated with commercial activities (e.g., retail locations). By alerting users to the presence of the just-mentioned virtual elements, the game server 110 may incentivize users to visit the real-world locations. Once the user is at the real-world location, the game server may reward the user with the virtual elements for arriving at the real-world location. Alternatively, the game server may initiate a virtual experience (e.g., by completing one or more tasks in an augmented reality or virtual reality environment) from which the user may obtain the virtual elements. The game server may continue to link other virtual elements and / or virtual experiences to other real-world locations associated with commercial activities, such that users may encounter the just-mentioned virtual elements or experiences as they traverse the real world.

[0099] FIG. 7 depicts a flow diagram of an exemplary method (700) for providing virtual elements in a parallel reality experience according to an exemplary embodiment of the present disclosure. The exemplary method (700) can be implemented using any suitable computing device(s), such as, for example, the game server 110 of FIG. 1 . Additionally, while FIG. 7 depicts steps occurring in a particular order for purposes of illustration and discussion, the methods described herein are not limited to any particular order or arrangement. Using the disclosure provided herein, one skilled in the art will understand that various steps of the methods disclosed herein can be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the present disclosure. For example, while FIG. 7 is mostly described with respect to a parallel reality game played by multiple users, the same method can be applied to other parallel reality experiences.

[0100] At 701, the method includes hosting a parallel reality experience in which a user engages via a client device 120. By way of example, a game server 110 may host the parallel reality experience, such as a parallel reality game, for a user who accesses the experience with the client device 120 over a network 130. At 702, the method includes receiving location data from a client device 120 of a user of the parallel reality experience. The game server 110 may monitor the location of the client device 120 as the user moves around the real world.

[0101] At (703), the method includes causing the client device 120 to motivate the user to proceed to the real-world landmark if location data (e.g., GPS data) received from the client device 120 indicates that the location data is within a threshold distance from the real-world landmark. The real-world landmark may be, for example, a location associated with a commercial activity in the real world, such as a grocery store, a sporting goods store, a restaurant, or other commercial attribute. The client device 120 may motivate the user by displaying a virtual item that directs the user to the real-world landmark.

[0102] In one embodiment, the game server 110 may determine the threshold distance based on the mode of transportation the user is using (e.g., walking, biking, or taking public transportation) as determined from location data and / or other sensor data received from the client device 120. For example, if the user's traffic speed is less than 2 meters per second, the server 110 may determine that the user is walking. As another example, if the client device 120 is near a train station for a public transportation route that leads to a real-world landmark, the server 110 may determine that public transportation is available (thus, the threshold distance may be greater than if walking was the only option). Additionally or alternatively, the mode or modes of transportation available to the user may be determined from the user's preferences.

[0103] In one aspect, if the game server 110 determines that the client device 120 is within a threshold distance of a real-world landmark, the game server 110 causes the client device 120 to display a notification indicating that virtual elements and / or experiences are available at the real-world landmark. Alternatively, the game server 110 may cause the client devices 120 of multiple target users, such as, for example, users who frequently visit the real-world landmark or users who frequently visit a real-world landmark with a similar type of commercial activity to that at the real-world landmark, to display virtual items. Furthermore, the game server 110 may cause multiple client devices 120 within a threshold distance of the real-world landmark to display announcements in the virtual world, such as a virtual billboard at a visible location, text overlaid on the sky, or the like.

[0104] In another aspect, the server 110 causes one or more client devices 120 to display indicators within the virtual world or on a map of the virtual world to indicate virtual locations corresponding to real-world landmarks. For example, a user may see a virtual item (e.g., a tennis ball, a balloon, or an AR character) overlaid on the real world (e.g., superimposed on a video feed generated from one or more cameras of the user's client device 120). The location of the virtual item may change over time, moving toward a real-world landmark corresponding to the virtual item or virtual experience. Thus, if the user follows the virtual item, it may guide the user to the real-world landmark (e.g., a user might chase a bouncing tennis ball to a sporting goods store for a virtual game of tennis and receive a coupon for a discount on tennis equipment at the sporting goods store). A virtual item guiding the user to a real-world landmark may take a direct route (e.g., in the case of a balloon, it may float over buildings, rivers, and other obstacles, encouraging the user to figure out the destination and identify traversable routes there). Alternatively, the server 110 or the client device 120 may determine a recommended route to a real-world landmark (e.g., based on a map database showing traversable routes), and the virtual item may proceed along the recommended route at a speed appropriate for the user to follow (e.g., based on the user's determined mode of transportation). For example, if the user is walking, the AR character may beckon the user to follow them, moving forward along the recommended route adhering to sidewalks, crosswalks, and a route safe for other pedestrians.

[0105] At (704), the method includes determining whether client device 120 is located at a real-world landmark associated with a geographic region. Game server 110 may consider client device 120 to be "located at" a real-world landmark if the location data indicates that client device 120 is within the geographic region associated with the real-world landmark or within a predetermined distance (i.e., 100 meters) of the real-world landmark or geographic region. The geographic region may correspond to the interior of the building or structure of the real-world landmark, a parking lot surrounding the real-world landmark, or any other land (i.e., yards, paths, and roads) corresponding to the real-world landmark.

[0106] At 705, the method includes causing the client device 120 to present content that motivates the user to proceed to a real-world location within the geographic region if the client device is at a real-world landmark. The real-world location may be a specific location within the geographic region or the location of a real-world object within the geographic region. For example, the real-world location may correspond to a cereal box at a grocery store, a roller coaster at a theme park, an exhibit at a museum, a sign in front of a business, and the like. In some aspects, the content may be a notification indicating that the user can find a specific real-world object at the real-world location or a specific virtual element in the virtual world at the real-world location. In other aspects, the notification may indicate that the user will find a specific virtual experience in the virtual world (i.e., a raid, a battle, a meeting, etc.) at the real-world location, and may be combined with a virtual item that directs the user to the real-world location. For example, the content may include a virtual character that directs the user to the real-world object or real-world location with the virtual experience. The virtual experience may include, for example, in the context of a parallel reality game, an objective for the user to complete to receive a virtual reward such as virtual energy, virtual currency, power-ups, enhanced powers, or experience points. In a further aspect, the notification may indicate one or more time periods during which the virtual element or virtual experience is available at the real-world location. Additionally or alternatively, the game server 110 may provide information about the virtual element or virtual experience for display to the user outside of the parallel reality game (e.g., by creating a post on a social media system, sending an email or instant message, generating a push notification, or the like). The foregoing may attract the user's attention and motivate the user to proceed to the real-world location at a certain time or set of times.

[0107] In aspects where the real-world location is the interior of a building or structure, the game server 110 may instruct the user's client device to track the client device's location using an indoor positioning system when the user is within a real-world landmark (or a portion of the geographic area of ​​the real-world landmark corresponding to the building or structure). The indoor positioning system may be assisted by Bluetooth, a WiFi connection, optical frequency modulation, map data indicative of the real-world landmark, and / or a visual positioning system. The visual positioning system may determine the user's location within the real-world landmark using image data captured from one or more cameras of the client device 120. By way of example, the visual positioning system may compare the image data with map data indicative of the real-world landmark that may be stored in the game database 115. The just-mentioned map data may include a visual map of the interior of the real-world landmark and, in some aspects, may be obtained from previous image data stored from other users' client devices 120 or from client devices 120 associated with managers of commercial activities at the real-world landmark. Additionally, the game server 110 may use a routing algorithm based on the map data to determine various routes through real-world landmarks that the user can take to arrive at a real-world location, and may guide the user based on the client device's location and the routing algorithm.

[0108] At 706, the method includes determining whether the client device 120 (and by implication the user) is within proximity to a real-world location. 110may consider a client device 120 to be "within proximity" of a real-world location if the location data indicates that the client device 120 is within a threshold distance from the real-world location, such as within 10 meters of the real-world location. In other aspects, the game server 110 may use sensor fingerprinting of data received from the client device 120 to determine whether the client device 120 is within proximity of the real-world location. In further aspects, "within proximity" may refer to a user's ability to access a real-world location given obstacles around the real-world location. For example, a client device 120 may not be considered to be within proximity of a location when it is in a location where an obstacle blocks the user's ability to access the real-world location (i.e., a wall is between the user and the real-world location). The game server 110 may consider a client device 120 to be "within proximity" of a real-world location based on image data depicting the real-world location (or a particular real-world object). For example, a real-world location may correspond to the location of a particular brand of cereal in an aisle of a grocery store. Client device 120 may be near a particular brand of cereal in an aisle when it is located in the next aisle, or when it is located above a particular brand of cereal on another floor of the grocery store. However, from the location just described, client device 120 is not within proximity to the real-world location, and is within proximity to the real-world location when the image data depicts the particular brand of cereal.

[0109] The game server 110 may determine, based on the image data, whether the user is within proximity of the real-world location (706). The game server 110 may use a machine learning model to match the image data received from the client device 120 with a set of previously captured reference images of the real-world location or with a computer model of the real-world location. For example, if the real-world location corresponds to a particular aisle in a grocery store, the game server 110 may input the combination of the image data and map data into a machine learning model to confirm that the user is in the correct aisle. Alternatively, the game server 110 may use a machine learning classifier or another form of image recognition on the image data to determine whether a real-world object (e.g., a particular brand of cereal box in the aisle) is depicted in the image data, indicating that the client device 120 is within proximity of the real-world location. In some aspects, the game server 110 may take into account transparency, angle of view, lack of texture / pattern, 3D geometry, and partial occlusion in the image data when making its determination (706).

[0110] At (707), the method includes causing the client device 120 to display a virtual element in a virtual location corresponding to the real-world location if the client device 120 is within proximity to the real-world location. As an example, in a grocery store aisle, a virtual coupon may appear in the virtual world next to a box of a particular brand of cereal when the user arrives at the grocery store aisle. In some aspects, the game server 110 may cause the client device 120 to include a virtual experience at a virtual location, and after the user fulfills an objective of the virtual experience, the game server 110 may cause the client device to display the virtual element. Examples of virtual experience objectives include winning a game in the virtual world, interacting with a real-world object, or performing an action in the real world. For example, in a grocery store, the game server 110 may cause the client device 120 to display a virtual character with which the user wants to play a game next to a box of the brand of cereal. If the user plays a game with the virtual character, the game server 110 causes the client device 120 to display a virtual coupon as a reward for the user. Additionally, the game server 110 may cause the client device 120 to display information about the real-world location, information about the real-world object, and / or information about the virtual element in the virtual location, which may include a description or user review of the virtual element or of the real-world object.

[0111] One exemplary application of the exemplary method (700) is to augment everyday experiences for one or more users. The everyday experiences can be, for example, everyday experiences a user has, such as doing housework, running errands, and working. For example, during a shopping experience, the game server 110 may cause one or more client devices 120 to motivate the user to visit a retail location and use virtual elements or experiences to draw the user's attention to specific products at the retail location. Additionally, the method (700) may integrate with a shopping list from a user at a retail location to virtually transform the user's shopping experience by guiding the user on a journey through the retail location to find items on the user's shopping list. For example, the virtual world of the retail location may look like a carnival, and users can play carnival games in the virtual world and win virtual coupons for items on their shopping list when shopping at the retail location. In some aspects, the game server 110 may create a virtual experience that multiple users experience together. For example, for users shopping for a shopping list together, the game server 110 may cause each user's client device 120 to direct each user to different items throughout the retail location, enabling them to find everything on their shopping list together.

[0112] In another exemplary application of method 700, the game server 110 may augment a personnel event by having one or more client devices 120 lead a new employee at a real-world location on a scavenger hunt through the real-world location to meet other users who work at the real-world location. The game server 110 may use facial recognition on image data from the user's client device 120 to monitor which users the user encounters as the user moves around the real-world location. In yet another exemplary application, the game server 110 may augment an experience at a tourist location, such as a museum, theme park, or historical landmark. For example, the game server 110 may have the client device 120 lead the user on an educational journey through a museum to learn about exhibits while earning virtual rewards that can be applied to the museum's gift shop.

[0113] While the present subject matter has been described in detail with respect to certain exemplary embodiments and methods, it will be understood that those skilled in the art, once they arrive at the foregoing understanding, may readily make modifications, variations, and equivalents to the above-described embodiments. Accordingly, the scope of the present disclosure is by way of example, not limitation, and the disclosure of the subject matter does not preclude the inclusion of the above-described modifications, variations, and / or additions to the present subject matter that would be readily apparent to those skilled in the art.

Claims

1. 1. A non-transitory computer-readable storage medium comprising instructions for providing virtual elements for display in a parallel reality experience, the parallel reality experience having a virtual world including a geography that is parallel to at least a portion of a geography of the real world such that a user can navigate through the virtual world by moving to different locations in the real world, the instructions, when executed by a computer, causing the computer to: receiving location data from a client device of a user of the parallel reality experience; determining, based on the location data, whether the client device is at a real-world landmark associated with a geographic region; instructing the client device to initiate a video feed using one or more cameras of the client device; in response to determining that the client device is at the real-world landmark, causing the client device to present a first virtual item that guides the user to the real-world location within the geographic region, the real-world location corresponding to a real-world object, and the first virtual item being overlaid on the video feed; receiving, from the client device, image data captured from the video feed; in response to identifying the real-world object in the image data, causing the client device to display the virtual element overlaid on the video feed at a location in the virtual world corresponding to the location of the real-world object in the real world; A non-transitory computer-readable recording medium that causes a computer to perform operations including:

2. The operation is determining that the client device is within a threshold distance of the real-world landmark; in response to determining that the client device is within a threshold of the real-world landmark, causing the client device to present the content that motivates the user to proceed to the real-world landmark, the content including a second virtual item that directs the user to the real-world landmark; The non-transitory computer-readable storage medium of claim 1 , further comprising:

3. 3. The non-transitory computer-readable storage medium of claim 2, wherein the second virtual item directs the user to the real-world landmark by traversing a suggested route from the client device's current location to the geographic area.

4. The operation is receiving sensor data from the client device; determining a mode of transportation for the user based on the sensor data; determining the threshold distance based on the mode of the vehicle; 3. The non-transitory computer-readable storage medium of claim 2, further comprising:

5. 3. The non-transitory computer-readable storage medium of claim 2, wherein the second virtual item that directs the user to the real-world landmark includes a notification indicating that the virtual element is available at the real-world landmark.

6. The virtual element is linked to a virtual experience located at a location in the virtual world that corresponds to the location in the real world, and causing the client device to display the virtual element comprises: transmitting, by a server, to the client device, data indicative of objectives for the virtual experience; causing the client device to display the virtual element in the virtual world in response to determining that the user has achieved the objective; and 10. The non-transitory computer-readable storage medium of claim 1, comprising:

7. causing the client device to display the virtual element, causing the client device to prompt the user to interact with the real-world object; in response to determining that the user has interacted with the real-world object, causing the client device to display the virtual element in the virtual world; 10. The non-transitory computer-readable storage medium of claim 1, comprising:

8. 2. The non-transitory computer-readable storage medium of claim 1, wherein a first virtual item that guides the user to the location in the real world includes a virtual character that traverses a suggested path from the current location of the client device to the location in the real world.

9. 10. The non-transitory computer-readable medium of claim 1, wherein the parallel reality experience is a parallel reality game.

10. The non-transitory computer-readable medium of claim 1 , wherein the location in the real world is associated with a commercial activity in the real world, and the virtual element is a virtual coupon for the commercial activity.

11. The location in the real world is associated with a commercial activity in the real world, and the action is causing the client device to display a route to the location, the route being determined based on a shopping list associated with the client device; 10. The non-transitory computer-readable storage medium of claim 1, further comprising:

12. The operation is receiving an indication from a second client device that a second user has retrieved an item from the shopping list; updating the shopping list to remove the item; causing the client device to display a second route to the location, the second route based on the updated shopping list; and 12. The non-transitory computer-readable storage medium of claim 11, further comprising:

13. 10. The non-transitory computer-readable storage medium of claim 1, wherein determining that the client device is at the real-world landmark further comprises determining that the client device is within the geographic region or within a predetermined distance of the geographic region based on the location data.

14. The location is a building and the action is Sending instructions to the client device to track the location of the client device using an indoor positioning system.

10. The non-transitory computer-readable storage medium of claim 1, further comprising:

15. The indoor positioning system includes a visual positioning system, and the operation includes: receiving image data captured by the client device; determining a location of the client device within the building by comparing the image data with map data of the location; causing the client device to display route information indicating a route from the position to the location; 15. The non-transitory computer-readable storage medium of claim 14, further comprising:

16. 10. The non-transitory computer-readable storage medium of claim 1, wherein identifying the real-world object in the image data comprises identifying a match between the provided image data and stored image data derived from previously captured images of the location in the real world.

17. 10. The non-transitory computer-readable storage medium of claim 1, wherein identifying the real-world object in the image data comprises identifying the real-world object in at least one image of the image data.

18. 1. A method for providing virtual elements for display in a parallel reality experience, the parallel reality experience having a virtual world including a geography that is parallel to at least a portion of a geography of the real world such that a user can navigate through the virtual world by moving to different locations in the real world, the method comprising: receiving location data from a client device of a user of the parallel reality experience; determining, based on the location data, whether the client device is at a real-world landmark associated with a geographic region; instructing the client device to initiate a video feed using one or more cameras of the client device; in response to determining that the client device is at the real-world landmark, causing the client device to present a first virtual item that guides the user to the real-world location within the geographic region, the real-world location corresponding to a real-world object, and the first virtual item being overlaid on the video feed; receiving, from the client device, image data captured from the video feed; in response to identifying the real-world object in the image data, causing the client device to display the virtual element overlaid on the video feed at a location in the virtual world corresponding to the location of the real-world object in the real world; A method comprising:

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