Link between real-world activities and parallel reality games

The system integrates a location-based parallel reality game with real-world activities by using a game server to enhance player engagement and interaction, promoting commercial activities and improving data collection through virtual elements and rewards.

KR102991477B1Active Publication Date: 2026-07-15NIANTIC INC

Patent Information

Authority / Receiving Office
KR · KR
Patent Type
Patents
Current Assignee / Owner
NIANTIC INC
Filing Date
2021-05-11
Publication Date
2026-07-15

AI Technical Summary

Technical Problem

Existing location-based games do not effectively integrate a virtual world parallel to the real world, lacking interactions that encourage players to explore and engage with real-world locations, and fail to link virtual elements with real-world activities such as commercial activities and data collection.

Method used

A system and method that links a location-based parallel reality game with real-world activities by using a game server to modify game data to include features that encourage players to engage in commercial activities or data collection, such as placing virtual elements at real-world locations and providing rewards for real-world interactions.

Benefits of technology

Enhances the connection between the virtual and real worlds by encouraging players to explore and interact with real-world locations, increasing commercial activity and improving data collection accuracy through player interactions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A system and method for linking real-world activities with a location-based parallel reality experience are provided. Specifically, a game server hosting the parallel reality experience receives position data from a user's client device and determines whether the client device is at a real-world landmark associated with a geographic area. In response to the determination that the client device is at a real-world landmark, the game server causes the client device to provide content that encourages the user to move to a real-world location within the geographic area. The game server determines whether the client device is near that real-world location based on sensor data. In response to the determination that the client device is near that real-world location, the game server causes the client device to display a virtual element at a virtual-world location corresponding to that real-world location.
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Description

Technology Field

[0001] (Claim for priority)

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

[0003] (field)

[0004] The present invention relates to a location-based game, and more specifically, to a system and method for linking real-world activities, such as commercial activities and / or data collection activities, with a location-based parallel reality game. Background Technology

[0005] Computer-based and / or electronic game systems are known for providing shared virtual environments that allow many players to interact within a virtual world. With the increasing availability and connectivity of the Internet, many players around the world have been able to interact in virtual environments and perform various game objectives. These game systems generally do not feature virtual world terrain parallel to the real world. Location-based games use the real world as their terrain. Some location-based games add virtual locations on a map parallel to real-world terrain. However, these games generally focus on real-world objectives. It is common for these games not to include a virtual world that serves as a virtual game environment parallel to the real world, where many players can interact and perform various game objectives by exploring and taking actions in the real world.

[0006] Parallel reality games that provide a shared virtual world parallel to at least a portion of the real world can host various interactions that can attract a player community. Providing a virtual world with terrain parallel to at least a portion of the real world enables players to explore the virtual world by exploring the real world. Linking virtual elements within the virtual environment with real-world objects, locations, and actions within the real world can encourage players to move toward and pay attention to features in the real world that they would normally ignore. Providing virtual elements in locations within the virtual world identical to their corresponding real-world objects and / or real-world locations increases the sense that the virtual element is a hidden part of the real world.

[0007] Parallel reality games may include game features that encourage players to interact in the virtual world, for example, through social interactions with other players within the virtual world and through various game objectives within the virtual world. Specific game features may be provided to link the parallel virtual world and the real world more closely. means of solving the problem

[0008] Aspects and advantages of the embodiments of the present invention may be partially explained in the following description, may become apparent from the description, or may be learned through the practice of the embodiments.

[0009] One exemplary aspect of the present invention relates to a computer implementation method for providing a parallel reality experience, such as a parallel reality game. The parallel reality experience has a virtual world having terrain parallel to at least a portion of the terrain of the real world so that a user can explore the virtual world by moving to various geographic locations within the real world. The method includes the step of receiving position data from a client device of a user of the parallel reality experience and determining whether the client device is at a real-world landmark associated with a geographic area. The method includes the step of, if the client device is at the said real-world landmark, causing the client device to provide content that encourages the user to move to that real-world location. This real-world location is within the geographic area of ​​the real-world landmark. The method further includes the step of determining whether the client device is near the said real-world location based on sensor data, and, if the client device is near the said real-world location, causing the client device to display a virtual element at a virtual-world location corresponding to that real-world location.

[0010] Another exemplary embodiment of the present invention relates to a system, device, non-transient computer-readable medium, device, and user interface for linking a location-based parallel reality game and a real-world activity.

[0011] These and other features, aspects, and advantages of the various embodiments will be better understood by referring to the following description and the appended claims. The appended drawings, incorporated herein and constituting a part thereof, serve to illustrate embodiments of the invention and, together with the description below, explain the relevant principles. Brief explanation of the drawing

[0012] Detailed descriptions of embodiments for those skilled in the art are provided in the specification with reference to the attached drawings below. FIG. 1 illustrates an exemplary computer-based system for implementing a location-based game according to an exemplary embodiment of the present invention. Figure 2 illustrates a representation of a virtual world having terrain parallel to the real world. FIG. 3 illustrates an exemplary game interface of a location-based game according to an exemplary embodiment of the present invention. FIG. 4 illustrates a server-client flowchart of an exemplary method for linking a location-based parallel reality game and a real-world activity according to an exemplary embodiment of the present invention. FIG. 5 illustrates a flowchart of an exemplary method for linking commercial activities with a location-based parallel reality game according to an exemplary embodiment of the present invention. FIG. 6 illustrates a flowchart of an exemplary method for linking data collection activities with a location-based parallel reality game according to an exemplary embodiment of the present invention. FIG. 7 illustrates a flowchart of a method for providing virtual elements within a parallel reality experience according to an exemplary embodiment of the present invention. Specific details for implementing the invention

[0013] In the following, reference will be made to embodiments of the present invention in detail, one or more of which are illustrated in the drawings. Each example is provided to illustrate an embodiment, not to limit the invention. It will be apparent to those skilled in the art that various modifications and variations may be made to the embodiments without departing from the scope or spirit of the invention. For example, features illustrated and described as part of one embodiment may be used in conjunction with other embodiments to create another embodiment. Accordingly, aspects of the invention are intended to include such modifications and variations.

[0014] outline

[0015] The present invention relates to a computer-based system and method for linking real-world activities, such as real-world commercial activities and / or real-world data collection activities, with a location-based parallel reality game. 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 specific 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. For example, the game features may be linked to activities in the real world so that player actions associated with the game features in the virtual world can induce or encourage commercial activities and / or data collection activities in the real world. According to an embodiment of the present invention, linking a location-based parallel reality game with real-world activities may have the technical effect of providing an efficient and improved selection of virtual game features associated with real-world activities to further enhance the link between the parallel virtual world and the real world in the game.

[0016] More specifically, a game server may host a location-based parallel reality game having a player game area that includes a virtual environment having terrain parallel to at least a portion of the real-world terrain. A player may navigate a coordinate range forming a virtual space in the virtual world by navigating a geographic coordinate range in the real world. More specifically, a player's position may be monitored or tracked using a positioning system (e.g., a GPS system) associated with the player's mobile device. Player position information may be provided to the game server hosting the parallel reality game via a network and may be used by the game server hosting the parallel reality game to update the player's position in the virtual world. Consequently, when a player moves within a coordinate range in the real world, that player also moves within a coordinate range in the parallel virtual world.

[0017] A virtual world may include one or more virtual elements linked to real-world landmarks or locations. For example, a virtual world may include various virtual elements associated with landmarks, museums, works of art, libraries, or other areas of interest in the real world. Virtual elements linked to real-world landmarks or locations can provide the illusion that the virtual world is a hidden dimension of the real world with which a player can interact by playing a parallel reality game. For example, when a player navigates geographic coordinates in the real world, the player may discover virtual elements provided within the parallel virtual world and interact with them. Various game objectives may require the player to interact with these virtual elements as part of a location-based game.

[0018] Location-based parallel reality games necessarily include a link between the real world and a parallel virtual world. To enhance the link between the real world and the parallel virtual world, specific game features are linked to real-world activities, such as real-world commercial activities and / or real-world data collection activities, so that the impact of actions in the virtual world on actions in the real world is strengthened and vice versa, thereby improving the user experience in the parallel reality game.

[0019] According to one exemplary embodiment of the present invention, game features linked to commercial activities in the real world may be included in a parallel reality game so that player actions while playing the parallel reality game can encourage or promote commercial activities in the real world. Sponsors, advertisers, companies, and other entities may request that specific game features be included in the parallel reality game to increase the exposure of the company or other entity to the players of the parallel reality game.

[0020] For example, a sponsor, corporation, or other entity may provide a request over a network to a game server hosting a parallel reality game, requesting the addition of specific game features linked to commercial activities in the real world 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 decides to add specific game features to the parallel reality game, it may modify, update, or add game data to the game database associated with the parallel reality game to include those game features. Subsequently, the game server may host or provide access to the parallel reality game containing the requested game features to multiple players of the parallel reality game.

[0021] As an example, an entity can entice customers to their real-world location by requesting that virtual elements or other game features be located in a virtual world position corresponding to the location of commercial activities associated with that entity in the real world. These virtual elements or game features may be designed to be beneficial or necessary to visit in order to achieve specific game goals or outcomes in a parallel reality game within the virtual world. Consequently, sponsors and other entities can entice customers to their real-world location by requesting and arranging the placement of specific virtual elements at specific locations within the parallel reality game.

[0022] As another example, companies or other entities seeking to increase their visibility to customers can prepare game features that link to real-world purchases of goods or services. For instance, purchasing a specific item or service in the real world could be linked to enhanced abilities, hidden game features, or game objectives, or to other valuable items or events in the virtual world. This provides players of parallel reality games with an incentive to visit the company or other entity, purchase the items or services, and talk about their experiences with friends and other players in the parallel reality game.

[0023] As another example, a parallel reality game may include a reward module configured to distribute coupons, vouchers, or other rewards useful in the real world to players of the parallel reality game who achieve specific accomplishments or specific game objectives within the virtual world. For example, a company or other entity may prepare company-related coupons, discounts, vouchers, or other rewards to be distributed to players upon the achievement of specific game tasks or game objectives. This can encourage commercial activities in the real world by using coupons, discounts, vouchers, or other rewards based on player actions in the parallel virtual world.

[0024] As another example, sponsors or other entities may prepare to tag or brand specific virtual items, virtual locations, or other virtual elements within the virtual world. These branded elements can increase the visibility of the sponsor or other entity among the game's players. If a branded element is valuable or highly effective within a location-based game, news about it can spread widely among players, providing increased visibility for the sponsor or other entity.

[0025] According to another exemplary embodiment of the present invention, a parallel reality game may include game features linked to data collection activities in the real world. These game features may be directly linked to the data collection activities or indirectly linked to the data collection activities. Data collected by a player as a result of performing data collection activities may be in the form of photos, recordings, text information, or other appropriate data (e.g., locations such as WiFi hotspots, Bluetooth connections, etc.). The collected information may be transmitted to a game server capable of analyzing and using such data to improve data related to the real world. The improved data may then be made accessible by various platforms, such as search engines, encyclopedias, geographic information systems (e.g., map services, virtual globe services, etc.), and other platforms.

[0026] An exemplary game feature directly linked to data collection activities may include game goals or tasks in a virtual world, which include acquiring information about the real world and providing that information as a condition for achieving game goals. For example, a game goal associated with a virtual element may require a player to take a photograph of a specific landmark, artwork, shop front, or other feature located in the real world at a location corresponding to the virtual element's location. In exchange for achieving the game goal, the player may receive appropriate rewards, such as virtual rewards suitable for use in the virtual world or rewards suitable for use in the real world. For example, the reward may take the form of virtual items / energy / currency or other virtual elements. Additionally, the reward may include activating certain elements of gameplay (e.g., hidden tasks / items, power-ups, power enhancements) that are unavailable to other players who are not interacting with the game feature.

[0027] An exemplary game feature indirectly linked to data collection activities may include placing virtual elements at specific locations within the virtual world so that actions taken by a player to interact with the virtual elements indirectly reveal information about the real world. For example, virtual objects may be placed at locations within the virtual world corresponding to parks, hiking areas, or other places. By tracking the player's movements within the virtual world and navigating to virtual objects, the game system can also track corresponding movements in the real world, which enables the display of locations of passable paths within an area.

[0028] When multiple players interact with game features linked to data collection activities, the accuracy and scope of the collected data related to the real world can be improved. For example, when multiple people take photos of artwork or other features, the photos are likely to be taken from various angles. Combining these various photos can yield a 3D and / or panoramic view (e.g., a street-level image) of the artwork or other features that is impossible with a single photo. Additionally, by identifying the player's location in the real world at the time of the data collection action, position data can be associated with the collected data, thereby enriching the collected data.

[0029] A player's location can be tracked using position data (e.g., GPS data) generated by their client device. Based on this position data, players can be guided to move to real-world landmarks, to move to real-world locations, and / or to engage in virtual experiences from real-world locations. For example, a player near a coffee shop might receive a notification that a virtual coupon is available and that visiting the shop will reward the player with a bonus virtual item or an in-game virtual experience. As another example, a player in a grocery store might be guided to a specific aisle and encouraged to pick up specific products or interact with them in other ways. If the player does so (determined, for example, by images captured by the player's client device camera), the player may be provided with additional information about the products and / or in-game virtual rewards. Thus, everyday tasks such as grocery shopping can become interactive experiences within a parallel reality game.

[0030] Exemplary location-based parallel reality game system

[0031] In the following, an exemplary computer-implemented location-based game system according to an exemplary embodiment of the present invention is described. This subject matter will be discussed with reference to parallel reality games. A parallel reality game is a location-based game having a virtual world terrain parallel to at least a portion of the real-world terrain, such that player movements and actions in the real world influence actions in the virtual world and vice versa. Those skilled in the art using the disclosures provided herein should understand that the subject matter of these disclosures may be equally applicable to other game systems. Furthermore, due to the inherent flexibility of computer-based systems, a wide variety of possible configurations, combinations, and divisions of tasks and functions among the components of the system are possible. For example, systems and methods according to aspects of the present invention may be implemented using a single computing device or may be implemented across multiple computing devices.

[0032] FIG. 1 illustrates an exemplary computer-implemented location-based game system (100) configured according to an embodiment of the present invention. The location-based game system (100) provides interaction between multiple players in a virtual world having terrain parallel to the real world. In particular, a geographical area in the real world may be directly linked or mapped to a corresponding area in the virtual world. Players may move in the virtual world by moving to various geographical locations in the real world. For example, the system (100) may track the position of a player 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.

[0033] FIG. 2 illustrates a conceptual diagram of a virtual world (210) parallel to a real world (200) that can serve as a game board for all players of a location-based game according to an exemplary embodiment of the present invention. As illustrated, the virtual world (210) may include terrain parallel to the terrain of the real world (200). Specifically, a coordinate range defining a geographical area or space in the real world (200) is mapped to a corresponding coordinate range defining a virtual space in the virtual world (210). The coordinate range in the real world (200) may be associated with a village, neighborhood, city, campus, locale, country, continent, entire globe, or other geographical area. Each geographical coordinate within the geographical coordinate range is mapped to a corresponding coordinate within the virtual space in the virtual world.

[0034] The player position in the virtual world (210) corresponds to the player's position in the real world (200). For example, Player A, who is located at position (212) in the real world (200), has a corresponding position (222) in the virtual world (210). Similarly, Player B, who is located at position (214) in the real world, has a corresponding position (224) in the virtual world. When a player moves within a geographical coordinate range in the real world, the player also moves within a coordinate range defining the virtual space in the virtual world (210). Specifically, a positioning system (e.g., a GPS system) associated with a mobile device carried by the player may be used to track the player's position when the player navigates the geographical coordinate range in the real world. Data associated with the player's position in the real world (200) is used to update the player's position within the corresponding coordinate range defining the virtual space in the virtual world (210). In this way, the player can navigate a continuous track in a coordinate range defining a virtual space in a virtual world (210) by simply moving between corresponding geographical coordinate ranges in the real world (200) without needing to check in or periodically update location information at specific individual locations in the real world (200).

[0035] Location-based games may include multiple game objectives that require a player to move to and / or interact with various virtual elements and / or virtual objects scattered at various virtual locations within a virtual world. The player may move to these virtual locations by moving to the corresponding locations of the virtual elements or objects in the real world. For example, a positioning system may continuously track the player's position to allow the player to continue exploring in a parallel virtual world as the player continues to explore the real world. The player may then achieve or perform one or more game objectives by interacting with various virtual elements and / or objects at specific locations.

[0036] For example, referring to FIG. 2, the game objective may require a player to acquire or claim ownership of a virtual element (230) located at various virtual locations within a virtual world (210). Such virtual elements (230) may be linked to landmarks, geographical locations, or objects (240) within the real world (200). The real-world landmarks or objects (240) may be works of art, monuments, buildings, enterprises, libraries, museums, or other suitable real-world landmarks or objects. To acquire such virtual elements (230), the player must travel to the landmark or geographical location (240) linked to the virtual element (230) within the real world and perform any necessary interaction with the virtual element (230) within the virtual world (210). For example, Player A in FIG. 2 would have to travel from the real world (200) to the landmark (240) to acquire or interact with the virtual element (230) linked to a specific landmark (240). Interaction with the virtual element (230) may require actions in the real world, such as taking a picture and / or verifying, obtaining, or capturing other information about a landmark or object (240) associated with the virtual element (230).

[0037] The game objective may require the player to use one or more virtual items collected by the player in a location-based game. For example, the player may need to travel through the virtual world to find virtual items (e.g., weapons or other items) that may be useful for achieving the game objective. These virtual items may be found or collected by moving to different locations within the real world or by completing various actions in the virtual world or the real world. In the example illustrated in FIG. 2, the player uses a virtual item (232) to acquire one or more virtual elements (230). In particular, the player may place the virtual item (232) at a location within the virtual world (210) near the virtual element (230). Placing one or more virtual items (232) near the virtual element (230) may result in the acquisition of the virtual element (230) for a specific player or a specific player's team and / or faction.

[0038] In one particular embodiment, a player may need to collect virtual energy as part of a location-based game. As illustrated in FIG. 2, virtual energy (250) may be distributed to various locations within a virtual world (210). A player may move to a corresponding location of virtual energy (250) within the real world (200) to collect virtual energy (250). Virtual energy (250) may be used to power virtual items and / or perform various game objectives in the game. A player who has lost all virtual energy (250) may be disconnected from the game.

[0039] According to an aspect of the present invention, a location-based game may be a large-scale multiplayer location-based game in which all participants within the game share the same virtual world. Players may be divided into individual teams or factions and may cooperate together to achieve one or more game objectives, such as acquiring virtual elements or claiming ownership thereof. In this way, the location-based game may essentially be a social game that encourages cooperation among players within the game. Players of the opposing team may compete against each other during the location-based game. Players may use virtual items to attack players of the opposing team or hinder their progress.

[0040] Location-based games may have various features to enhance and encourage gameplay within the location-based game. For example, players may accumulate virtual currency or other virtual rewards that can be used throughout the game. Players may progress through various levels while achieving one or more game objectives and gaining experience within the game. Players may communicate with each other through one or more communication interfaces provided within the game. Additionally, players may obtain "Power" enhancements or virtual items that can be used to achieve game objectives within the game. Those skilled in the art using the disclosures provided herein should understand that location-based games may include various other game features without departing from the scope of the disclosures.

[0041] Referring again to FIG. 1, a computer-implemented location-based game system (100) is discussed 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) through a network (130). Although one client (120) is illustrated in FIG. 1, any number of clients (120) may be connected to the game server (110) through the network (130). The server (110) may host a general-purpose game module (112) that controls the mode of the location-based game for all players and receives and processes input from each player in the location-based game. On the client side, each client (120) may include a game module (125) that operates as a game application to provide an interface to the system (100) for the user. The game server (110) provides a local version of the game to a player located far from the game server (110) by transmitting game data to the client (120) via the network (130) for use by the game module (125) at the client (120). The server (110) may include a network interface for providing communication via the network (130). The network interface may include any suitable component for interfacing with one or more networks, such as a transmitter, receiver, port, controller, antenna, or other suitable component.

[0042] It will be understood that the term "module" refers to computer logic used to provide a desired function. Accordingly, a module may be implemented as hardware, firmware, and / or software that controls a general-purpose processor. In one embodiment, the module may be a program code file stored in a storage device, loaded into memory, and executed by a processor, or it may be provided from a computer program product (e.g., computer-executable instructions) stored on a tangible computer-readable storage medium such as RAM, a hard disk, or optical or magnetic media.

[0043] 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 a game database (115) or communicate with it. The game database (115) stores game data used in a location-based game to be serviced or provided to client(s) (120) via a network (130).

[0044] The game data stored in the game database (115) includes: (1) data associated with the virtual world within the location-based game (e.g., image data used to render the virtual world on a display device, geographical coordinates of the location within the virtual world, etc.); (2) data associated with the player of the location-based game (e.g., player information, player experience level, player currency, current player position in the virtual world / real world, player energy level, player preference, team information, faction information, etc.); (3) data associated with game goals (e.g., current game goal, game goal status, past game goal, future game goal, desired game goal, etc.); (4) data associated with virtual elements within the virtual world (e.g., position of virtual element, type of virtual element, game goal associated with virtual element, information on the corresponding real-world position for virtual element, behavior of virtual element, relevance of virtual element, etc.); (5) data associated with real-world objects, landmarks, and positions linked to virtual world elements (e.g., location of real-world object / landmark, description of real-world object / landmark, relevance of virtual element linked to real-world object, etc.); (6) game state (e.g., current number of players, current state of game objectives, player leaderboard, etc.); (7) data associated with player actions / inputs (e.g., current player position, past player position, player movement, player input, player questions, player communication, etc.); and (8) may include any other data used, associated with, or acquired during the implementation of a location-based game. Game data stored in the game database (115) may be populated offline or in real time by data received by the system administrator and / or from users / players of the system (100) (e.g., from one or more clients (120)) via the network (130).

[0045] A game server (110) may be configured to receive requests for game data from one or more clients (120) (e.g. via a remote procedure call (RPC)) and to respond to such requests via a network (130). For example, the game server (110) may encode 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 position, player action, player input, etc.) from one or more clients (120) via a network (130). For example, a client device (120) may be configured to periodically send player input and other updates to the game server (110), which the game server (110) uses to update game data within a game database (115) to reflect any changed state of the game.

[0046] As described, the game server (110) may include a universal game module (112). The universal game module (112) hosts a location-based game for all players and serves as an 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 position, player action, landmark information, etc.) from the client (120) and integrates the received game data into a comprehensive location-based game for all players of the location-based game. Additionally, the universal game module (112) may manage the delivery of game data to the client (120) via the network (130).

[0047] As discussed in more detail below, the game server (110) may further include a commercial game feature module (114). The commercial game feature module (114) may be separate from the general game module (112) or may be part of it. The commercial game feature module (114) may manage the inclusion of various game features within a parallel reality game linked to commercial activities in the real world. For example, the commercial game feature module (114) may include game features linked to commercial activities in the parallel reality game by receiving requests from sponsors / advertisers (140), corporations (150), or other entities via the network (130) (via a network interface). The commercial game feature module (114) may prepare to include these game features in the parallel reality game.

[0048] The game server (110) may further include a data collection module (116). The data collection module (116) may be separate from the general-purpose game module (112) or may be part of it. The data collection module (116) may manage the inclusion of various game features within a parallel reality game linked to data collection activities in the real world. For example, the data collection module (116) may modify game data stored in the game database (115) to include game features linked to data collection activities in the parallel reality game. Additionally, the data collection module (116) may analyze data collected by players according to data collection activities and provide that data for access by various platforms.

[0049] Other modules may be used with the game server (110). Any number of modules may be programmed or otherwise configured to perform the server-side functions described herein. Additionally, various server-side components may be rearranged. For example, a game database (115) may be integrated into the game server (110). Other configurations will also be apparent in light of the present disclosure, and the present disclosure is not intended to be limited to any specific configuration.

[0050] The client (120) may be any portable computing device that can be used by a player to interface with the game system (100). For example, the client (120) may be a wireless device, a personal digital assistant (PDA), a portable gaming device, a mobile phone, a smartphone, a tablet, a navigation system, a portable GPS system, a wearable computing device, a display having one or more processors, or other similar devices. In short, the client (120) may be any computer device or system capable of running a game module (125) to enable the player to interact with the game system (100).

[0051] The client (120) may include one or more processors and one or more computer-readable media. The computer-readable media may store commands that cause the processor to perform operations. The client (120) may include various input / output devices for exchanging information with a player, such as a display screen, a touch screen, a touchpad, a data input key, a speaker, and / or a microphone suitable for voice recognition. The client (120) may further include a network interface for providing communication through a network (130). The network interface may include any suitable component for interfacing with one or more networks, such as a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0052] A game module (125) executed by a client (120) provides an interface between the player and the location-based game. The game module (125) can provide a user interface on a display device associated with the client (120) that displays a virtual world associated with the game (e.g., renders an image of the virtual world) and enables the user to interact with the virtual world to perform various game objectives. Additionally, the game module (125) can control various other outputs so that the player can interact with the game without needing to look at the display screen. For example, the game module (125) can control various audio, vibration, or other notifications that allow the player to play the game without looking at the display screen. The game module (125) can access game data received from the game server (110) to provide the user with an accurate representation of the game. The game module (125) can receive and process player input and provide updates to the game server (110) via the network (130).

[0053] Since the game system (100) is for location-based games, it is preferable that the client (120) be a portable computing device that the player can easily carry or otherwise transport, such as a smartphone or other portable device. The player can interact with the virtual world simply by carrying or transporting the client (120) in the real world. The client (120) may include a positioning device (128) that monitors the player's position during gameplay. The positioning device (128) may be any device or circuit for monitoring the position of the client (120). For example, the positioning device (128) can determine the actual position or relative position by using a satellite navigation positioning system (e.g., GPS system, Galileo positioning system, Global Navigation Satellite System (GLONASS), BeiDou satellite navigation and positioning system), an inertial navigation system, a dead reckoning system, based on an IP address, by using triangulation or proximity to a cellular tower or Wi-Fi hotspot, by using Bluetooth beacons, camera-based visual positioning technology, or by using other suitable technology for determining the position.

[0054] When a player moves with the client (120) in the real world, the positioning device (128) tracks the player's position and provides player position information to the game module (125). The game module (125) updates the player's position in the virtual world associated with the game based on the player's actual position in the real world. Specifically, the player's position in the virtual world may correspond to the player's position in the real world. The game module (125) may provide player position information to the game server (110) via the network (130) so that the general-purpose game module (112) tracks all player positions throughout the game. The player must understand that the location information associated with the player is used only after being informed that access to the player's location information is required and how that location information will be utilized in the game environment (e.g., to update the player's position in the virtual world), and only after approval. Additionally, any location information associated with the player will be stored and maintained in a manner that protects player privacy.

[0055] The network (130) may be any type of communication network, such as a local area network (e.g., intranet), a wide area network (e.g., the Internet), or a combination thereof. Additionally, the network may include a direct connection between the client (120) and the game server (110). Generally, communication between the game server (110) and the client (120) may be performed through a network interface using any type of wired and / or wireless connection using various communication protocols (e.g., TCP / IP, HTTP, SMTP, FTP), encoding or format (e.g., HTML, XML, JSON), and / or protection schemes (e.g., VPN, secure HTTP, SSL).

[0056] The technology discussed herein refers to servers, databases, software applications, and other computer-based systems, as well as information transmitted to and from such systems and actions taken. Those skilled in the art will understand that due to the inherent flexibility of computer-based systems, a wide variety of possible configurations, combinations, and divisions of operations and functions among components are possible. For example, the server processes discussed herein may be implemented using a single server or multiple servers operating together. Databases and applications may be implemented on a single system or distributed across multiple systems. Distributed components may operate sequentially or simultaneously.

[0057] Furthermore, in situations where the systems and methods discussed 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 a program or feature collects information and to control whether and / or how to receive content from the system or other applications. Such information or data is not collected or used until meaningful notice is provided to the user regarding what information is collected and how the information is used. Such information is not collected or used unless the user consents, and such consent may be withdrawn or modified by the user at any time. Accordingly, the user can control how information about the user is collected and used by the application or system. Additionally, certain information or data may be processed in one or more ways before being stored or used so that personally identifiable information is removed. For example, the user's identification information may be processed so that personally identifiable information about the user cannot be identified.

[0058] Exemplary game interface

[0059] FIG. 3 illustrates one specific embodiment of a game interface (300) that may be provided on a display of a client (120) as part of an interface between a player and a game system (100). The game interface (300) includes a display window (310) that may be used to display various other aspects of the game, such as a virtual world (210) and the location of a player position (222) and virtual elements (230), virtual items (232), and virtual energy (250) within the virtual world (210). Additionally, the user interface (300) may display other information, such as game data information, game communication, player information, and other information related to the game. For example, the user interface may display player information (315), such as a player name, experience level, and other information. The user interface (300) may include a menu (320) for accessing various game settings and other information related to the game. Additionally, the user interface (300) may include a communication interface (330) that enables communication between the game system and the player and between one or more players of the location-based game.

[0060] According to an embodiment of the present invention, a player can interact with a location-based game simply by carrying a client device in the real world. For example, a player can play the location-based game simply by accessing an application associated with the location-based game on a smartphone and moving in the real world with that smartphone. In this regard, the 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) may include a plurality of non-visual elements that enable the user to interact with the game. For example, the game interface may provide auditory notifications to the player when the player approaches a virtual element or object in the game or when an important event occurs in the location-based game. The player may control these auditory notifications through audio controls (340). Depending on the type of virtual element or event, various types of auditory notifications may be provided to the user. The frequency or volume of the auditory notification may increase or decrease depending on the player's proximity to the virtual element or object. Other non-visual notifications and signals, such as vibration notifications or other appropriate notifications or signals, may also be provided to the user.

[0061] Those skilled in the art using the disclosures provided in this specification should understand that numerous game interface configurations and basic functions will be apparent in light of the disclosures. The invention is not intended to be limited to any one specific configuration.

[0062] Exemplary server-client flowchart

[0063] FIG. 4 illustrates a client-server flowchart of an exemplary method (400) for linking real-world activities with a parallel real-world game according to an exemplary embodiment of the present invention. The exemplary method (400) may be implemented using any suitable computing system, such as the client-server configuration of the system (100) of FIG. 1. Additionally, FIG. 4 illustrates steps performed in a specific order for the sake of illustration and explanation, but the method discussed herein is not limited to any specific order or arrangement. Those skilled in the art using the disclosures provided herein will understand that various steps of the method disclosed herein may be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the disclosures.

[0064] In (402), the server hosts a parallel reality game on multiple client devices. For example, the game server (110) may host a parallel reality game on multiple client devices (120) via a network (130). Players can access the parallel reality game by communicating with the game server (110) over the network (130) via one or more client devices (120). In this way, the game server (110) serves as an authoritative source of events for the parallel reality game.

[0065] In (404), the server may modify game data associated with the location-based game to include game features linked to real-world activities within the game. For example, the game server (110) may modify, update, or add game data to the game database (115) so that game features linked to real-world activities are included in the parallel reality game. Game features linked to real-world activities may be any game features designed to encourage or promote activities by the player in the real world, including activities in the real world that are not directly related to the overall game goal for the parallel reality game. In certain embodiments, game features linked to real-world activities may be game features linked to commercial activities in the real world or game features linked to data collection activities in the real world. Exemplary game features linked to real-world activities, such as commercial activities in the real world and / or data collection activities in the real world, will be discussed in more detail below.

[0066] In (406), the server provides a parallel reality game containing game features linked to real-world activities to one or more client devices. For example, the game server (110) provides a parallel reality game containing game features linked to real-world activities to one or more client devices (120) via a network (130). In (408), a client device, such as a client device (120), receives game data from the server containing data associated with game features linked to real-world activities. Then, the client device provides a parallel reality game containing game features linked to real-world activities to a player (410). For example, the 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 within the virtual world, to encourage or induce player activity in the real world.

[0067] In (412), the client device receives data associated with player interaction with game features. For example, the client device (120) may receive data as a result of player actions directed toward game features within a parallel reality game. Data associated with player interaction may include data regarding a player who moves to the location of a specific virtual element and interacts with that virtual element. As another example, data associated with player interaction may include data regarding a player who takes action to achieve a game goal or task. As another example, data associated with player interaction may include data related to a player who uses a power-up or other power enhancement provided to the player as part of a game feature linked to a real-world activity. In (414), the client device provides data associated with player interaction with game features to the server.

[0068] Data related to player interaction with game features may be received from the server (416). For example, the game server (110) may receive data related to player interaction with game features from a client device (120) via a network (130). The server may then modify one or more game elements within the parallel reality game based on the data related to player interaction (418). For example, the game server (110) may record the player's interaction with game features linked to real-world activities by updating game data stored in a game database (115) associated with the player. Additionally, the server may update game data to provide rewards, such as virtual rewards suitable for use in the parallel reality game, for interacting with game features linked to real-world activities. Virtual rewards may include virtual items, virtual energy, virtual currency, power-ups, power enhancements, experience points, or any other suitable rewards.

[0069] Link between parallel reality games and commercial activities

[0070] FIG. 5 illustrates a flowchart of an exemplary method (500) for linking commercial activities with a parallel reality game according to an exemplary embodiment of the present invention. The exemplary method (500) may be implemented using any suitable computing device(s), such as the game server (110) of FIG. 1. Additionally, FIG. 5 illustrates steps performed in a specific order for the purposes of illustration and explanation, but the method discussed herein is not limited to any specific order or arrangement. Those skilled in the art using the disclosures provided herein will understand that various steps of the method disclosed herein may be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the disclosures.

[0071] In (502), the method includes the step of receiving a request for a game feature linked to a commercial activity to be included in a parallel reality game. This request may be for including a game feature linked to a commercial activity in the real world in the parallel reality game, such as any game feature that can be used to increase or encourage commercial activity in the real world. For example, the game feature may be a location of a virtual element in the virtual world. In particular, the game feature may include placing a virtual element within the virtual world at a location corresponding to a location of a 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 player with a reward suitable for use in commerce in the real world.

[0072] According to one aspect of the present invention, a request may be received from a remote computing device over a network. For example, as illustrated in FIG. 1, a sponsor / advertiser (140), a company (150), or other entity may provide request data to a game server (110) over a network (130). The request data may include a request for a specific or general game feature 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 another computing device communicating with the game server (110). The request may be part of an auction or other suitable format for submitting a request for a feature.

[0073] Additionally, the request may be provided to an administrator, operator, or other individual associated with the parallel reality game. For example, a sponsor, advertiser, company, or other entity may directly interface with an individual associated with the parallel reality game face-to-face, by phone, by email, or through other communication interfaces. Then, the individual associated with the parallel reality game may format the request and provide the request data to a game server, such as a game server (110) associated with the parallel reality game, for processing and analysis.

[0074] When a request for a game feature linked to a commercial activity is received, the request may be analyzed to identify the game feature linked to the commercial activity, as illustrated in (504) of FIG. 5. For example, the request may be analyzed to determine the number and type of game features included in the request. Additionally, the requested game feature may be analyzed to determine whether a specific feature is suitable for adding to a parallel reality game during a specific stage or phase of the game.

[0075] For example, referring to FIG. 1, a commercial game feature module (114) associated with a game server (110) can analyze request data to identify suitable game features to be included in the game. The commercial game feature module (114) can access predetermined criteria and compare the request data to determine whether the request data meets the predetermined criteria. The predetermined criteria may relate to the format, content, or other attributes of the requested game feature or the request data itself.

[0076] In a specific embodiment, the commercial game feature module (114) may periodically analyze all received request data and select which specific features to include in a specific stage or phase of the parallel reality game. For example, the commercial game feature module (114) may enforce a limit on the number of game features linked to commercial activities included in the parallel reality game. In this way, 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, goal, or other attributes of the parallel reality game.

[0077] In (506) of FIG. 5, the method may include the step of modifying, updating, or adding game data to include the requested game feature. For example, a commercial game feature module (114) may manage game data stored in a game database (115) so that the requested specific game feature is included in a parallel real-world game. The step of updating game data may include the step of placing a virtual element at a designated location within the virtual world, the step of providing a virtual item and / or power enhancement to a specific player, the step of associating a tag or brand with a virtual element within the virtual world, and / or the step of implementing a reward engine to distribute rewards suitable for commercial transactions in the real world to a player who has achieved a specific accomplishment or a designated game goal in the virtual world.

[0078] In (508), access to a parallel reality game having requested game features is provided to a player of the parallel reality game. For example, a game server (110) may host or provide access to a parallel reality game having requested game features to one or more clients (120) via a 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.

[0079] In one embodiment, the game feature may be accessed only by players within a predetermined radius surrounding the location of the commercial activity linked to the game feature in the real world. For example, the game server (110) may continuously monitor the positions of players in the parallel real game by receiving position information from the client (120) via the network (130). Based on this position information, the game server (110) may identify players within a predetermined radius of the commercial activity. The predetermined radius may be set to an arbitrary size. The game server (110) may provide access to the game feature only to players within the predetermined radius.

[0080] In (510), this method may include the step of receiving player interactions associated with a game feature. Player interactions may include appropriate interaction with a virtual element located in a virtual world corresponding to the location of a commercial activity, power enhancement or use of a virtual item obtained through the commercial activity, or other appropriate interaction. Player interactions with the game feature may be monitored and tracked, for example, by a game server (110). This information is periodically provided to a sponsor or other entity requesting the game feature to enable the sponsor or other entity to track the value or effect of the game feature in promoting the commercial activity.

[0081] Exemplary game features linked to commercial activities

[0082] In the following, exemplary game features linked to commercial activities in the real world will be discussed in detail. While exemplary game features are discussed for the purposes of illustration and explanation, those skilled in the art using the disclosures provided herein should understand that the scope of the invention includes any game features of a parallel reality game that can be used to encourage, increase, or enhance commercial activities in the real world.

[0083] One exemplary game feature linked to commercial activity in the real world includes the step of placing a virtual element within the virtual world at a location corresponding to the location of the commercial activity in the real world. The virtual element may be any virtual element associated with the parallel reality game, such as a virtual element associated with a game objective, a virtual item 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 may be associated with the virtual element to encourage players to interact with the virtual element. To interact with the virtual element, players in the parallel reality game will need to move to the location of the virtual element in the real world. Consequently, placing the virtual element at a location within the virtual world corresponding to the location of the commercial activity in the real world can encourage players to move to the location of the commercial activity in the real world. This can increase business exposure and encourage commercial activity at a specific company or other entity in the real world.

[0084] For example, referring to FIG. 1, a sponsor / advertiser (140), a company (150), or other entity may provide request data via a network (130) to a game server (110) associated with a request to place a virtual element in the virtual world at a location corresponding to a location of commercial activity, such as a retail store or other store location associated with the sponsor / advertiser (140), the company (150), or other entity. A commercial game feature module (114) may analyze the request and update game data stored in a game database (115) to include a virtual element in the virtual world at a location corresponding to a location of commercial activity in the real world. Additionally, the commercial game feature module (114) may identify a player within a predetermined radius of a commercial activity in the real world based on position information provided by a client (120) via the network (130). Then, the game server (110) may provide access to a parallel real-world game with the requested game feature to the identified player. Players who have access to game features may be encouraged or incentivized to move to locations of commercial activity in the real world to interact with virtual elements within the virtual world.

[0085] Other exemplary game features linked to commercial activities in the real world may include a step of linking game features, game goals, or virtual items to the real-world purchase of items or services. Specifically, the purchase of real-world items or services may provide players with power enhancements, access to hidden or locked game elements, virtual items, virtual energy, and / or other game features. This may encourage players to move to corporations or other entities in the real world, purchase items or services linked to game features, and spread word about items or services to friends and other players in parallel real-world games.

[0086] For example, referring to FIG. 1, a sponsor / advertiser (140), a company (150), or other entity may request the actual purchase of an item or service associated with the sponsor / advertiser (140), company (150), or other entity to trigger access to a virtual item, power enhancement, or other enhancement within the virtual world by transmitting request data to the game server (110) via the network (130). A commercial game feature module (114) may analyze the request and update game data stored in the game database (115). To acquire or unlock the enhanced power, virtual item, or enhancement, the player will need to purchase the product or service linked to the enhanced power or item. After the player makes the purchase, the game server (110) may receive notification of the purchase.

[0087] In one embodiment, a player may enter a code associated with the purchase of an item or service in a user interface associated with a parallel reality game. This code may be transmitted to a game server (110) via a network (130), and the game server (110) may use the code to unlock an enhancement for the player. Additionally or alternatively, a sponsor / advertiser (140), a company (150), or other entity may notify the game server (110) of the purchase.

[0088] When the game server (110) receives notification of a purchase, the game server (110) may modify the game data stored in the game database (115) to provide the player who made the purchase in the real world with power enhancements, virtual items, access to hidden areas, or other game features of value to the player. In this way, the player is encouraged to engage in commercial activities in the real world to advance in the virtual world.

[0089] Other exemplary game features related to commercial activities in the real world include distributing rewards suitable for real-world commerce to players of the parallel reality game for specific achievements or game goals in the parallel reality game. For example, a game server (110) may implement a reward module that tracks player progress and / or achievements in the parallel reality game. When a specific purpose is achieved or a specific game goal is accomplished, the reward module may provide the player with a reward suitable for use in real-world commerce.

[0090] For example, referring to FIG. 1, a sponsor / advertiser (140), a company (150), or other entity may provide request data to a game server via a network (130) to request that a reward module distribute coupons or vouchers to players who have achieved predetermined game goals or achievements. The reward module may monitor player progress in a parallel real-world game and provide coupons or vouchers to players when they achieve game goals or other achievements. The coupons or other vouchers may be used by players as part of real-world commerce. The coupons or other vouchers provide real-world items of value to both the player and the company or other entity based on actions occurring in the virtual world. Consequently, the link between the virtual world and the real world is strengthened so that actions in the virtual world lead to rewards, and commercial activity in the real world is increased.

[0091] Other exemplary game features linked to commercial activities in the real world may include tagging or branding virtual elements and / or virtual locations within the virtual world with trademarks / advertisements associated with real-world companies or other entities. For example, companies or other entities may pay for or arrange for specific trademarks or advertisements to be displayed in association with virtual elements or virtual locations within the virtual world.

[0092] For example, referring to FIG. 1, a sponsor / advertiser (140), a company (150), or other entity may provide request data to a game server via a network (130) to request that a logo or other mark associated with the sponsor / advertiser (140), the company (150), or other entity be tagged or trademarked on a specific virtual item within the virtual world. A commercial game feature module (114) may analyze the request and update game data so that a specific virtual element is tagged or trademarked in the virtual world. As a player navigates the virtual world by moving through the real world, the player is exposed to trademarks and / or advertisements associated with tagged or trademarked virtual items within the virtual world, which are located in places where the trademarks or advertisements are generally unavailable or invisible in the real world. As a result, the exposure of the company or other entity to the player of the parallel reality game may increase, which may potentially increase commercial activity in the real world.

[0093] Link between parallel reality games and data collection activities

[0094] Information in the real world is constantly changing. The collection of data related to the real world has many applications. For example, updated data about the real world can be used to enhance or strengthen data available online or on other platforms regarding real-world locations, objects, features, and other information. Parallel reality games, which feature a virtual world parallel to the real world, can be used to help collect information about the changing real world.

[0095] FIG. 6 illustrates a flowchart of a method (600) for linking a data collection activity in the real world with a parallel real-world game according to an exemplary embodiment of the present invention. The exemplary method (600) may be implemented using any suitable computing device(s), such as the game server (110) of FIG. 1. Additionally, FIG. 6 illustrates steps performed in a specific order for the sake of example and explanation, but the method described herein is not limited to any specific order or arrangement. Those skilled in the art using the disclosures provided herein will understand that various steps of the method disclosed herein may be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the disclosures.

[0096] In (602), the method includes the step of hosting a parallel reality game for multiple client devices. For example, a game server (110) may host a parallel reality game for multiple client devices (120) over a network (130). A player 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 (604), the method includes the step of modifying game data associated with the parallel reality game to include game features linked to data collection activities in the real world. For example, a data collection module (116) may manage game data stored in a game database (115) so that specific game features linked to data collection activities are included in the parallel reality game. Game features linked to data collection activities in the real world may be any game feature that can directly and / or indirectly cause data collection of real-world objects, features, or other information associated with the real world.

[0097] Exemplary game features directly linked to data collection activities may include game goals or tasks in a virtual world that involve acquiring information about the real world and providing that information as a condition for achieving game goals. For example, a game goal associated with a virtual element may require a player to take a picture of a specific landmark, artwork, shop front, or other feature located in the real world at a location within the real world corresponding to the virtual element's location. In exchange for achieving the game goal, the player may receive appropriate rewards, such as virtual rewards suitable for use in the virtual world or rewards suitable for use in the real world. For example, the reward may take the form of virtual items, energy, currency, or other virtual elements. Additionally, virtual rewards may include activating certain elements of gameplay (e.g., hidden tasks / items, power-ups, etc.) that are unavailable to other players who are not interacting with the game feature.

[0098] An exemplary game feature indirectly linked to data collection activities may include placing virtual elements at specific locations within the virtual world so that actions taken by a player to interact with the virtual elements indirectly reveal information about the real world. For example, virtual elements may be placed in a park or hiking area. The game system may then track the player's movements in the park or hiking area as part of a parallel reality game to allow the player to explore the virtual world. By tracking the corresponding player movements in the real world as the player explores the virtual world, information regarding the locations of traversable paths in that area may be collected. Additionally, the player's movement speed and / or elevation in a specific area may be monitored to infer terrain information related to the area in the real world.

[0099] In (606), the method comprises the step of providing a parallel reality game containing game features to one or more client devices used by a player of the parallel reality game. For example, the game server (110) may provide game data associated with the game features to the client device (120) via a network (130). In (608), the method comprises the step of receiving data collected by the player according to a data collection activity in the real world. For example, the game server (110) may receive collected data associated with real-world objects according to a game object or action within the parallel reality game. The collected data may include other data collected by the player, such as photos, recordings, text information, or Wi-Fi hotspot or Bluetooth connection locations.

[0100] According to one specific embodiment, the collected data may be position information associated with a player that is tracked by the game server (110) when the player interacts with a game feature. For example, a game feature linked to a data collection activity may include placing a virtual element at a specific location within the virtual world. The game server (110) may monitor the user's position in the real world when the user navigates the real world to move to the corresponding location of the virtual element within the virtual world. This position information may be used to infer characteristics of the real world, such as the location of a passable path in the real world, terrain information, the location of a specific object in the real world, and other information.

[0101] After receiving the data, the method may include a step (610) of modifying the data related to the real world (e.g., updating, enriching, adding, or other appropriate modifications) based on the collected data. For example, data collected by a player according to the data collection activity may be used to update information about real-world objects, features, and locations for subsequent access by various platforms, such as online search engines, encyclopedias, and geographic information systems (e.g., map information systems, virtual globe information systems).

[0102] When multiple players interact with game features linked to data collection activities in the real world, the accuracy of the collected data may be increased. For example, when multiple players take photos of an artwork from multiple different angles, the photos may be used to create a three-dimensional and / or panoramic view of the artwork.

[0103] Additionally, by identifying the player's location in the real world during the data collection action, the position data can be associated with the collected data to further enrich the collected data. For example, if N players provide a photograph of an artwork at a geographical location with longitude X and latitude Y, and only one player provides a photograph of the artwork at a different geographical location with longitude Z and latitude W, for example, the actual location of the artwork may be determined to be near X and Y rather than near Z and W by a game server (110) or other computing device.

[0104] One exemplary application of modified real-world data includes updating data associated with a parallel reality game, such as data stored in a game database (115). In particular, data within the game database associated with real-world objects linked to virtual features can be enriched based on data collected according to data collection activities. In this way, the parallel reality game can be more closely aligned with changing real-world conditions identified by data collection activities linked to game features within the parallel reality game. By providing a method to enrich game data associated with the real world, the link between the real world and the virtual world can be enhanced, which provides an enhanced parallel reality for the parallel reality game.

[0105] Although the present invention has been described in detail with respect to specific exemplary embodiments and methods, those skilled in the art will understand that changes, variations, and equivalents to these embodiments can be readily made upon understanding the foregoing. Accordingly, the scope of this disclosure is for illustrative purposes only and not for limitation, and does not exclude the inclusion of such modifications, variations, and / or additions to the invention that are readily apparent to those skilled in the art.

[0106] Link between the real world and virtual elements

[0107] A game server (110) may encourage a user to visit a corresponding real-world location by placing virtual elements at a location within the virtual world. For example, the game server (110) may place attractive virtual elements at a location within the virtual world that corresponds to a real-world location associated with commercial activity (e.g., a retail store location). By reminding the user of the presence of these virtual elements, the game server (110) may encourage the user to go to the real-world location. When the user is at the corresponding real-world location, the game server may reward the user with virtual elements for reaching that real-world location. Alternatively, the game server may initiate a virtual experience in which the user can acquire virtual elements (e.g., by completing one or more tasks in an augmented reality or virtual reality environment). The game server may continue to link other virtual elements and / or virtual experiences to other real-world locations associated with commercial activity so that the user may encounter these virtual elements or virtual experiences while moving around the real world.

[0108] FIG. 7 illustrates a flowchart of a method (700) for providing virtual elements within a parallel reality experience according to an exemplary embodiment of the present invention. The exemplary method (700) may be implemented using any suitable computing device(s), such as the game server (110) of FIG. 1. Additionally, while FIG. 7 illustrates steps performed in a specific order for the purposes of illustration and explanation, the method discussed herein is not limited to any specific order or arrangement. Those skilled in the art will understand that, using the disclosure provided herein, various steps of the method disclosed herein may be omitted, rearranged, combined, and / or adapted in various ways without departing from the scope of the present invention. For example, although FIG. 7 is described primarily in relation to a parallel reality game played by multiple users, the same method may be applied to other parallel reality experiences.

[0109] In (701), the method includes the step of hosting a parallel reality experience in which a user participates via a client device (120). For example, a game server (110) may host a parallel reality experience, such as a parallel reality game, for a user to access via a network (130) using a client device (120). In (702), the method includes the step of receiving position data from the user's client device (120) of the parallel reality experience. The game server (110) may monitor the position of the client device (120) as the user moves in the real world.

[0110] In (703), the method includes the step of encouraging the client device (120) to move to the real-world landmark when position data (e.g., GPS data) received from the client device (120) indicates that the location is within a threshold distance from the real-world landmark. The real-world landmark may be a location associated with commercial activity in the real world, such as a grocery store, a sporting goods store, a restaurant, or other commercial building. The client device (120) may encourage the user by displaying a virtual item that guides the user to the real-world landmark.

[0111] In one embodiment, the game server (110) may determine a threshold distance based on the means of transportation (e.g., walking, cycling, or public transport) being used by the user, determined from location data and / or other sensor data received from the client device (120). For example, if the user's movement 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 on a public transport route leading to a real-world landmark, the server (110) may determine that public transport is available (thus, the threshold distance may be greater than when walking is the only option). Additionally, or alternatively, the means of transportation available to the user may be determined from the user's preference.

[0112] In one embodiment, when the game server (110) determines that a client device (120) is within a threshold distance of a real-world landmark, it causes the client device (120) to display a notification that virtual elements and / or virtual experiences available at the real-world landmark exist. Alternatively, the game server (110) may cause the client devices (120) of a plurality of targeted users, such as users who frequently visit the real-world landmark or the real-world landmark having commercial activities similar to those at the real-world landmark, to display virtual items. Additionally, the game server (110) may cause the client devices (120) within a threshold distance of the real-world landmark to display announcements in the virtual world, such as virtual billboards in visible locations or text overlaid in the sky.

[0113] In another embodiment, the server (110) causes one or more client devices (120) to display an indicator representing a virtual location corresponding to a real-world landmark within the virtual world or on a map of the virtual world. 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 as it moves toward a real-world landmark corresponding to the virtual item or experience. Thus, if a user follows a virtual item, it leads the user to a real-world landmark (e.g., a user may follow a tennis ball bouncing for a virtual tennis game to a sports store and receive a discount coupon for tennis equipment at that store). A virtual item guiding the user to a real-world landmark may take a direct path (e.g., in the case of a balloon, it may float over buildings, rivers, and other obstacles, encouraging the user to identify the destination and a passable path). Alternatively, the server (110) or client device (120) may determine a recommended route to a real-world landmark (e.g., based on a map database indicating a passable route), and a virtual item may move along the recommended route at an appropriate speed (e.g., based on the user's determined mode of transportation) so that the user can follow. For example, if the user is walking, the AR character may gesture to the user to follow it and proceed along the recommended route while adhering to sidewalks, crosswalks, and other pedestrian-safe routes.

[0114] In (704), the method includes the step of determining whether the client device (120) is in a real-world landmark associated with a geographic area. If position data indicates that the client device (120) is within a geographic area associated with a real-world landmark or within a predetermined distance (i.e., 100 meters) from the real-world landmark or geographic area, the game server (110) may consider the client device (120) to be “in” the real-world landmark. The geographic area may correspond to the interior of a building or structure of the real-world landmark, a parking lot surrounding the real-world landmark, or any other land corresponding to the real-world landmark (i.e., gardens, paths, and roads).

[0115] In (705), the method includes the step of causing the client device (120) to provide content that encourages the user to move to a real-world location within a geographic area when the client device is at a real-world landmark. The real-world location may be a specific location within the geographic area or the location of a real-world object within the geographic area. For example, the real-world location may correspond to a box of cereal in a grocery store, a roller coaster in a theme park, an exhibit in a museum, and a sign in front of a company, etc. In some embodiments, the content may be a notification indicating that the user can find a specific real-world object in the real-world location or a specific virtual element in the virtual world in the real-world location. In other embodiments, the notification may indicate that the user will find a specific virtual experience (i.e., a raid, battle, gathering, etc.) in the virtual world in the real-world location and may be combined with a virtual item that leads the user to the real-world location. For example, the content may include a virtual character that leads the user to a real-world location having a real-world object or a virtual experience. The virtual experience may include goals that the user must achieve to receive virtual rewards, such as virtual energy, virtual currency, power-ups, power enhancements, or experience points, in the context of a parallel reality game. In another embodiment, the notification may indicate one or more periods during which a virtual element or virtual experience is available at a real-world location. Additionally or alternatively, the game server (110) may provide information about the virtual element or virtual experience to be displayed to users outside the parallel real-world game (e.g., by creating a post on a social media system, sending an email or instant message, or creating a push notification). This may attract the user's attention and encourage the user to move to the real-world location at a specific time or set of times.

[0116] In an embodiment where the real-world location is inside a building or structure, if the user is in a real-world landmark (or part of the geographic area of ​​the real-world landmark corresponding to the building or structure), the game server (110) may instruct the user's client device to track the position of the client device using an indoor positioning system. The indoor positioning system may be aided by Bluetooth, Wi-Fi connection, optical frequency modulation, map data describing the real-world landmark, and / or a visual positioning system. The visual positioning system may determine the user's position inside the real-world landmark using image data captured from one or more cameras of the client device (120). For example, the visual positioning system may compare the image data with map data describing the real-world landmark, which may be stored in the game database (115). Such map data may include a visual map inside the real-world landmark, which may be obtained from previous image data collected from another user's client device (120) or from a client device (120) associated with a manager of commercial activities in the real-world landmark in some embodiments. Additionally, the game server (110) can determine various paths within real-world landmarks that a user can take to reach a real-world location using a routing algorithm along with map data, and guide the user based on the position of the client device and the routing algorithm.

[0117] In (706), the method includes the step of determining whether the client device (120) (and implicitly the user) is near a real-world location. In some embodiments, the game server (120) may consider the client device (120) to be "near" a real-world location if position data indicates that the client device (120) is within a threshold distance from the real-world location (e.g., less than 10 meters from the real-world location). In other embodiments, the game server (110) may use sensor fingerprinting on data received from the client device (120) to determine whether the client device (120) is near a real-world location. In other embodiments, "near" may mean that the user can access a real-world location where there are obstacles around the real-world location. For example, a client device (120) may not be considered to be near a location when an obstacle is in a location that blocks the user's ability to access the real-world location (i.e., when there is a wall between the user and the real-world location). The game server (110) may consider the client device (120) to be "near" the real-world location based on image data depicting the real-world location (or a specific real-world object). For example, the real-world location may correspond to the location of a specific brand of cereal in an aisle within a grocery store. The client device (120) may be near the specific brand of cereal in said aisle when it is located on or next to the specific brand of cereal on another floor of the grocery store. However, from these locations, the client device (120) is not near the real-world location, but is near the real-world location when the image data depicts the specific brand of cereal.

[0118] The game server (110) can determine whether the user is near a real-world location based on image data (706). The game server (110) can use a machine learning model to match the image data received from the client device (120) with a previously taken reference set of images of the real-world location or a computer model of the real-world location. For example, if the real-world location corresponds to a specific aisle within a grocery store, the game server (110) can input a combination of image data and map data into a machine learning model to determine if the user is in the correct aisle. Alternatively, the game server (110) can use a machine learning classifier or other forms of image recognition for the image data to determine whether a real-world object (e.g., a box of cereal of a specific brand in the aisle) is depicted within the image data (indicating that the client device (120) is near that real-world location). In some embodiments, the game server (110) may consider the transparency of the image data, the viewing angle, the lack of texture / pattern, the 3D geometric shape, and partial occlusion when making a judgment (706).

[0119] In (707), the method includes the step of causing the client device (120) to display a virtual element at a virtual location corresponding to that real-world location when the client device (120) is near a real-world location. For example, in a grocery store aisle, when a user reaches the grocery store aisle, a virtual coupon may appear next to a box of cereal of a specific brand in the virtual world. In some embodiments, the game server (110) may cause the client device (120) to include a virtual experience at a virtual location, and after the user achieves a goal of the virtual experience, the game server (110) may cause the client device to display a virtual element. Examples of goals of the virtual experience include winning a game in the virtual world, interacting with real-world objects, 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 that the user wants to play a game with next to the cereal of that brand. When 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 to the user. Additionally, the game server (110) may cause the client device (120) to display information regarding real-world locations, information regarding real-world objects, and / or information regarding virtual elements at virtual locations. This information may include descriptions or user reviews of virtual elements or real-world objects.

[0120] One exemplary application of the exemplary method (700) is to augment the daily experiences of one or more users. The daily experiences may be the daily experiences of the users, such as housework, errands, and tasks. For example, during a shopping experience, the game server (110) may induce one or more client devices (120) to encourage the user to go to a retail store and use virtual elements or virtual experiences, thereby drawing the user's attention to specific products in the retail store. Additionally, the method (700) may be integrated with the shopping list from the user at the retail store to virtualize the user's shopping experience by guiding the user through a journey through the retail store to find items on the user's shopping list. For example, the virtual world at the retail store may look like a carnival, and the user may play carnival games in the virtual world to earn virtual coupons for items on their shopping list when they shop at the retail store. In some embodiments, the game server (110) may create a virtual experience that multiple users experience together. For example, if users are shopping together for a single shopping list, the game server (110) can guide each user to different items throughout the retail store so that each user's client device (120) can find everything on the shopping list together.

[0121] In another exemplary application of the method (700), the game server (110) can enhance human resource events by having one or more client devices (120) lead a new recruit at a real-world location of a scavenger hunt to meet other users working at that real-world location through that real-world location. The game server (110) can monitor which users the user meets by using face recognition of image data from the user's client device (120) as the user moves around the real-world location. Additionally, in another exemplary application, the game server (110) can enhance experiences at tourist attractions such as museums, theme parks, or historical landmarks. For example, the game server (110) can lead the client device (120) to learn about exhibits while earning virtual rewards that can be applied at the museum's gift shop during an educational journey through a museum.

[0122] Although the present invention has been described in detail with respect to specific exemplary embodiments and methods, those skilled in the art will understand that changes, variations, and equivalents to such embodiments can be readily made upon understanding the foregoing. Accordingly, the scope of this disclosure is merely illustrative and not limiting, and the present invention does not exclude such modifications, variations, and / or additional inclusions to the invention as will be readily understood by those skilled in the art.

Claims

Claim 1 A non-transient computer-readable storage medium comprising instructions for providing virtual elements to be displayed within a parallel reality experience, wherein the parallel reality experience has a virtual world having terrain parallel to at least a portion of the terrain of the real world so as to allow a user to explore the virtual world by moving to various locations in the real world, and the instructions cause the computer to perform an operation when executed by the computer, the operation comprising: receiving position data from a client device of a user of the parallel reality experience; receiving first sensor data from the client device; determining the user's means of transportation based on the first sensor data; determining a threshold distance based on the means of transportation; determining whether the client device is within the threshold distance from a real-world landmark associated with a geographical area; in response to the determination that the client device is within the threshold distance, causing the client device to provide content encouraging the user to move to the real-world landmark; and determining whether the client device is at the real-world landmark. A step of providing content that encourages the user to move to a location in the real world within the geographical area in response to a determination that the client device is at the real-world landmark; a step of determining whether the client device is near the location in the real world based on second sensor data from the client device;A non-transient computer-readable storage medium characterized by including the step of, in response to a determination that the client device is near the location in the real world, causing the client device to display the virtual element at a location in the virtual world corresponding to the location in the real world. Claim 2 A non-transient computer-readable storage medium according to claim 1, characterized in that the content encouraging the user to move to the real-world landmark is a virtual item that guides the user to the real-world landmark. Claim 3 A non-transient computer-readable storage medium according to claim 2, wherein the virtual item guides the user to the real-world landmark across a recommended path from the current location of the client device to the geographical area. Claim 4 delete Claim 5 A non-transient computer-readable storage medium according to claim 1, characterized in that the content encouraging the user to move to the real-world landmark includes a notification indicating that the virtual element is available at the real-world landmark. Claim 6 A non-transient computer-readable storage medium according to claim 1, wherein the virtual element is linked to a virtual experience located at a location in the virtual world corresponding to the location in the real world, and the step of causing the client device to display the virtual element comprises: the step of transmitting data indicating a goal for the virtual experience to the client device by a server; and the step of causing the client device to display the virtual element in the virtual world in response to a determination that the user has satisfied the goal. Claim 7 A non-transient computer-readable storage medium according to claim 1, wherein the location within the real world corresponds to a real-world object, and the step of causing the client device to display the virtual element comprises: the step of causing the client device to induce the user to interact with the real-world object; and the step of causing the client device to display the virtual element within the virtual world in response to a determination that the user has interacted with the real-world object. Claim 8 A non-transient computer-readable storage medium according to claim 1, characterized in that the content encouraging the user to move to the location in the real world includes a notification indicating that the virtual element is at the location in the real world. Claim 9 A non-transient computer-readable storage medium according to claim 1, characterized in that the content encouraging the user to move to the location in the real world includes a virtual character traversing a recommended path from the current location of the client device to the location in the real world. Claim 10 A non-transient computer-readable storage medium characterized in that, in claim 1, the parallel reality experience is a parallel reality game. Claim 11 A non-transient computer-readable storage medium according to claim 1, characterized in that the location within the real world is associated with commercial activity in the real world, and the virtual element is a virtual coupon for the commercial activity. Claim 12 A non-transient computer-readable storage medium characterized in that, in claim 1, the location in the real world is associated with commercial activity in the real world, and the operation further comprises the step of causing the client device to display a path to the location, wherein the path is determined based on a shopping list associated with the client device. Claim 13 In claim 12, the operation further comprises: receiving from a second client device an indication that a second user has found an item in the shopping list; updating the shopping list to remove the item; and causing the client device to indicate a second path to the location, wherein the second path is based on the updated shopping list. A non-transient computer-readable storage medium. Claim 14 A non-transient computer-readable storage medium according to claim 1, wherein the step of determining whether the client device is at the real-world landmark comprises: receiving location data for the client device; and determining that the client device is at the real-world landmark in response to the location data indicating that the client device is within the geographical area or within a predetermined distance of the geographical area. Claim 15 A non-transient computer-readable storage medium characterized in that, in claim 1, the location is within a structure, and the operation further comprises the step of transmitting to the client device a command to track the position of the client device using an indoor positioning system. Claim 16 A non-transient computer-readable storage medium characterized in that, in claim 15, the indoor positioning system includes a visual positioning system, and the operation further comprises: receiving image data captured by the client device; determining the position of the client device within the structure by comparing the image data with map data of the location; and causing the client device to display path information indicating a path from the position to the location. Claim 17 A non-transient computer-readable storage medium according to claim 1, wherein the second sensor data comprises one or more images captured by a camera of the client device, and the step of determining whether the user is near the location in the real world comprises: generating current image data from the one or more images; comparing the current image data with stored image data derived from a previously captured image of the location in the real world; and determining that the user is near the location in the real world in response to identifying a match between the current image data and the stored image data. Claim 18 A non-transient computer-readable storage medium according to claim 1, wherein the location in the real world is associated with a real world object, and the second sensor data includes one or more images captured by a camera of the client device, and the step of determining whether the user is near the location in the real world comprises: a step of analyzing the one or more images to determine whether the real world object is depicted; and a step of determining that the user is near the location in the real world in response to at least one of the one or more images depicting the real world object. Claim 19 A method for providing virtual elements to be displayed within a parallel reality experience, wherein the parallel reality experience has a virtual world having terrain parallel to at least a portion of the terrain of the real world so that a user can explore the virtual world by moving to various locations within the real world, and the method comprises: receiving position data from a client device of a user of the parallel reality experience; receiving first sensor data from the client device; determining the user's means of transportation based on the first sensor data; determining a threshold distance based on the means of transportation; determining whether the client device is within the threshold distance from a real-world landmark associated with a geographical area; providing content that encourages the user to move to the real-world landmark in response to the determination that the client device is within the threshold distance; determining whether the client device is at the real-world landmark; providing content that encourages the user to move to a location within the real-world within the geographical area in response to the determination that the client device is at the real-world landmark; determining whether the client device is near the location within the real world based on second sensor data from the client device. A method for providing a virtual element to be displayed in a parallel reality experience, characterized by including the step of, in response to a determination that the client device is near the location in the real world, causing the client device to display the virtual element at a location in the virtual world corresponding to the location in the real world. Claim 20 A computer implementation method for providing a virtual element within a parallel reality experience, wherein the parallel reality experience has a virtual world having terrain parallel to at least a portion of the terrain of the real world so that a user can explore the virtual world by moving to various locations within the real world, and the method comprises: a step of transmitting data by a server to a client device of a user of the parallel reality experience indicating that the virtual element is linked to a real world object at a location within the real world; a step of causing the client device to indicate that the user can obtain access to the virtual element within the virtual world by interacting with the real world object in a specified manner in the real world; a step of determining, based on sensor data generated by the client device, that the user has interacted with the real world object in the specified manner; a step of, in response to the determination that the user has interacted with the real world object in the specified manner, by the server modifying data to include the virtual element at a location within the virtual world corresponding to the location within the real world; and a step of providing the modified data for the virtual element in the virtual world to the client device by the server. Claim 21 A computer-implemented method for providing a virtual element within a parallel reality experience, characterized in that, in claim 20, the virtual element is a virtual reward for the interaction. Claim 22 A computer-implemented method for providing virtual elements within a parallel reality experience, characterized in that, in claim 20, it further comprises the step of modifying the data to include information regarding the real-world object located at the position within the virtual world. Claim 23 A computer-implemented method for providing a virtual element within a parallel reality experience, characterized in that, in claim 20, it further comprises the step of transmitting, by the server, to the client device a message requesting the user to interact with the real world object as a goal for the parallel reality experience. Claim 24 A non-transient computer-readable storage medium comprising a command for providing a virtual element to be displayed within a parallel reality experience, wherein the parallel reality experience has a virtual world having terrain parallel to at least a portion of the terrain of the real world so that a user can explore the virtual world by moving to various locations within the real world, and the command causes the computer to perform an operation when executed by a computer, the operation comprising: transmitting data by a server to a client device of a user of the parallel reality experience indicating that the virtual element is linked to a real world object at a location within the real world; causing the client device to indicate that the user can obtain access to the virtual element within the virtual world by interacting with the real world object in a specified manner in the real world; determining, based on sensor data generated by the client device, that the user has interacted with the real world object in the specified manner; and in response to the determination that the user has interacted with the real world object in the specified manner, causing the client device to display the virtual element at a location within the virtual world corresponding to the location within the real world. Claim 25 A non-transient computer-readable storage medium characterized in that, in claim 24, the virtual element is a virtual reward for interacting with the real-world object in the specified manner. Claim 26 A non-transient computer-readable storage medium characterized in that, in claim 24, the virtual element is associated with a trademark and the real-world object is also associated with the trademark. Claim 27 A non-transient computer-readable storage medium characterized in that, in claim 24, the virtual element includes information regarding the real-world object.