Digital Currency Token Licensing for Media Access

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Solution Overview

Problem

The licensing of digital media content faces challenges in ensuring proper rights and distribution as computing devices become more powerful and networks expand, requiring innovative methods to manage and monetize digital media access.

Innovation Solution

A system utilizing digital currency tokens hosted on a server, allowing users to acquire licenses for digital media content without direct purchase, where tokens can be earned or purchased through various means, and used to access media sessions with varying features and functionalities, with a licensing server and digital currency server facilitating transactions and user account management.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If digital media content is distributed through traditional means, then distribution control is maintained, but access to global users is limited

Engineering Contradiction:
Improvedistribution reachVSAvoiddistribution system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a licensing server as an intermediary between content distributors and end users. This server manages digital licenses and authentication, enabling global distribution while maintaining control. The licensing server acts as a mediator that handles the complexity of rights management, allowing content to be distributed worldwide through various channels without requiring complex point-to-point control mechanisms.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If direct purchase is required for digital media access, then revenue collection is straightforward, but user flexibility and accessibility are reduced

Engineering Contradiction:
Improveaccess flexibilityVSAvoidlicensing system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the licensing system into distinct components: digital currency tokens for payment, licensing modules for authentication, and license files for content access. This segmentation allows users to access content through multiple pathways (direct purchase, earned tokens, promotional tokens) without requiring a complete system redesign. Each component handles a specific aspect of the transaction, simplifying the user experience while managing complexity internally.

Inventive Principle:
Principle #1Segmentation

3Productivity

If traditional licensing methods are used, then rights protection is maintained, but monetization opportunities are limited

Engineering Contradiction:
Improverevenue generationVSAvoidrights protection
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent creates a universal digital currency token system that can be used across multiple platforms and content types. The same token infrastructure supports various monetization models including direct purchases, advertising-based earning, and promotional distributions. This multi-functional system maintains rights protection through the licensing server while opening diverse revenue streams that traditional single-purpose licensing systems cannot support.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9082113B2Licensing media consumption using digital currency
Publication Date: 2015.07.14 GAMIGO INC
  • US9082113B2 patent drawing
  • US9082113B2 patent drawing
  • US9082113B2 patent drawing

AI summary

Methods and apparatus for issuing licenses to allow end users to consume digital media content on a user device by responding to licensing requests by determining the number of digital currency tokens required to license the requested consumption and then issuing the license if the end user's account has a sufficient number of digital currency tokens. The end user may further use the digital currency tokens to purchase new features, which are internal and/or external to the digital media content. Other embodiments may be disclosed or claimed.