WO2007047569A1 - Environnements virtuels - Google Patents
Environnements virtuels Download PDFInfo
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- WO2007047569A1 WO2007047569A1 PCT/US2006/040346 US2006040346W WO2007047569A1 WO 2007047569 A1 WO2007047569 A1 WO 2007047569A1 US 2006040346 W US2006040346 W US 2006040346W WO 2007047569 A1 WO2007047569 A1 WO 2007047569A1
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- WIPO (PCT)
- Prior art keywords
- virtual
- player character
- player
- loan
- game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
- G07F17/3255—Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/575—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items
Definitions
- Video games which are accessible to multiple players via a server or peer to peer network are well known. For example, hundreds of thousands of players access games known as massive multi-player online games (MMOGs) and massive multi-player online role playing games (MMORPGs). Players of these games customarily access a game repeatedly (for durations typically ranging from a few minutes to several days) over a given period of time, which may be days, weeks, months or even years. The games are often constructed such that players pay a periodic subscription price (e.g., $15 per month) rather than, or in addition to, paying a one time purchase price for the game. Often, though not necessarily, these games have no ultimate "winner” or "winning goal," but instead attempt to create an enjoyable playing environment and a strong player community. [0003] It would be advantageous to provide improved methods and apparatus for increasing the enjoyment and/or longevity of video games including, but not necessarily limited to MMOGs and MMORPGs. Brief Description of the Drawings
- FIG. 1 is a block diagram depicting a network according to an embodiment of the present disclosure.
- FIG. 2 is a block diagram of a system 10 according to one embodiment of the present invention.
- Fig. 3 is a schematic screen shot of a bank menu according to one embodiment of the present invention.
- Fig. 4 is a schematic screen shot of a transaction history according to one embodiment of the present invention.
- Fig. 5 is a schematic screen shot of a type of information required to open an account according to one embodiment of the invention
- Fig. 6 is a schematic screen shot of a type of information required to open an account according to one embodiment of the invention.
- Fig. 7 is a schematic screen shot of the initiation of a deposit transaction according to one embodiment of the present invention.
- Fig. 8 is a schematic screen shot of the initiation of a withdrawal transaction according to one embodiment of the invention.
- Fig. 9 is a schematic screen shot of an embodiment of a virtual currency purchase of the invention.
- Fig. 10 illustrates a method for opening a bank according to one embodiment of the invention.
- Fig. 11 illustrates a method for opening an account according to one embodiment of the invention.
- Fig. 12 illustrates a method for depositing money in an account according to one embodiment of the invention.
- Fig. 13 is a block diagram depicting a system 100 according to one embodiment of the present invention.
- Fig. 14 illustrates a method of applying for a loan according to one embodiment of the invention.
- Fig. 15 is a schematic screen shot of a type of a request for a loan.
- Fig. 16 is a schematic screen shot of an array of payment options for a loan.
- Fig. 17 is a schematic screen shot of an acceptance of a loan.
- Fig. 18 illustrates a method of applying for a loan according to one embodiment of the invention.
- Fig. 19 illustrates a method of applying for a loan according to one embodiment of the invention.
- Fig. 20 illustrates a contract generated upon formation of a.
- Fig. 21 loan illustrates a written communication notifying a player that payment on a loan is due.
- Fig. 22 is a block diagram of a system 210 according to one embodiment of the present description.
- FIG. 23 is a block diagram of a system 240 according to another embodiment of the present invention.
- Fig. 24 is a block diagram depicting exemplary databases suitable for use in system 1.
- Fig. 25 is a block diagram of the system shown in Fig. 24 including an Expert Management program.
- Fig. 26 is a block diagram depicting additional exemplary databases suitable for use in a system that includes an Expert Management program.
- Credit Card a credit instrument issued by a real world institution to a player that allows the player to make purchases by providing an account identifier (e.g. a credit card number) rather than cash or other currency.
- An example is a credit card like those issued by Visa, MasterCard, or American Express.
- the term "Credit card” is intended in a very broad sense and is not limited to those situations in which a player's purchases are made on credit (i.e. where payments for those purchases is not due until a later time) but also includes financial instruments such as debit cards, check cards, lines of credit and the like.
- Virtual credit card - a financial instrument issued in a virtual environment that acts in the virtual environment for virtual currency the way a real world credit card acts in the real world for real currency.
- Real Cash Value the value in real dollars of the virtual currency. This value can be determined by multiplying the value of a virtual currency amount by the current exchange rate to real dollars.
- Total virtual obligation amount the total amount of the virtual financial obligation(s) associated with a player character's account.
- Virtual Contract An enforceable agreement between a first player character and either another player character, a game server, or a third party. Some examples of virtual contracts are provided in U.S.
- Virtual - shall mean in a video game environment or other intangible space.
- Virtual World - a world created in an online game such as
- Virtual Creditor-shall mean a first player character or other entity who is owed a virtual obligation by a second player character.
- Virtual Credit Score - a score given to player characters in a video game based on one or more of the following criteria: the virtual assets they possess, the age of the character account, the type of account, e.g. basic or premium, the available credit line of the credit card associated with the account, the existing virtual financial obligations of the player character account, the player character's payment history including days to pay, amounts overdue or delinquent, and/or the player character's real world credit score, and/or the factors used in the real world to determine a credit score.
- the virtual assets they possess the age of the character account, the type of account, e.g. basic or premium, the available credit line of the credit card associated with the account, the existing virtual financial obligations of the player character account, the player character's payment history including days to pay, amounts overdue or delinquent, and/or the player character's real world credit score, and/or the factors used in the real world to determine a credit score.
- Virtual Financial Account a virtual account issued to a player character by a virtual bank, game server or third party where virtual cash can be deposited and withdrawn.
- Virtual Financial Obligation An agreement by a player character or entity to pay one or more game attributes to another player character, entity or the game server. This obligation can be a one time payment, or may require multiple payments over time. The obligation may specify when payments and/or interest are due.
- Virtual Financial Intermediary - Financial intermediaries are institutions including depository institutions, contractual savings institutions, and investment intermediaries which offer financial products and services for use within the virtual environment.
- the various financial intermediaries available in the virtual environment may each serve different or overlapping purposes and provide means for using, saving, borrowing and transferring currency.
- Virtual Financial Obligation Value the in game value of the obligation.
- the value may be stated as a virtual and/or real cash amount.
- the value can be determined by generating a virtual cash market value for the item based on the current value in an online marketplace or exchange.
- the value of the obligation may be fixed or variable and may also be set as a condition of the player contract and/or by the game server or other entity.
- Billing Information shall mean any information pertaining to billing a player for playing a game, accessing a game, purchasing goods or services, or any other reasons.
- Billing information may include such information as a billing address, credit card account number, bank account number, pay pal account number or other payment facilitator, or the account number of any other financial entity providing a real world credit line or any other payment-related information.
- Character or "player character” a persona created and controlled by a player in a video game.
- Avatar the virtual representation of a player character.
- Character Account an account that tracks character attributes.
- Character Attribute any quality, trait, feature or characteristic a particular Character can have that is stored in the corresponding Character Account. Character Attributes may include, but are not be limited to:
- Character Life a fixed or variable, finite or infinite period of virtual or real world time that a player character can exist in a game environment.
- Character Skills - game attributes inherent in or acquired by a player character during game play such as, but not limited to: the ability to cast (certain) spells, foretell the future, read minds, use (certain) weapons, cook, hunt, find herbs, assemble herbs into potions, mine, assemble objects into other objects, fly, and/or enchant other player characters.
- Game performance parameter any aspect of a Video
- Game by which a player character's performance can be measured. Game
- Parameters shall include, but not be limited to:
- In-game Marketplace - shall mean a virtual environment where Characters can exchange items attributes, or any other exchangeable game element.
- Novice Player - shall mean a player that is identified as requiring the help of an expert to complete a Game Parameter.
- Player - shall mean an individual who can register an account with a Video Game Central Server or within a peer-to-peer network and create Characters that can interact with other Characters in a Virtual Environment, and/or that can authorize a NPC to act on the player's behalf.
- Player Account - shall mean an account on the Video
- Player Attribute - shall mean any attribute that can be applied to a player account.
- Player Attributes shall include, but not be limited to:
- Player to Player Contract a real and/or virtual but binding contract between player characters that allows the players to provide or exchange game attributes to one another. Once a player-to-player contract is established, the game server or peer-to-peer network automatically distributes acquired game attributes between the player characters based on the contract conditions.
- Video Game - a game played on a Video Game Consul that may or may not be networked to a Video Game Central Server or within a peer-to-peer network.
- Video Game Consul - a device comprising a CPU, memory and optional permanent storage residing at a player location that can allow for the playing of video games. Examples include, home PCs, Microsoft
- Video Game Central Server - a CPU, memory and permanent or temporary storage that is connected to multiple Video Game
- Video Game Environment a virtual video game world that is stored on the combination of the Video Game Central Server and Video
- a reference to "another embodiment” in describing an embodiment does not imply that the referenced embodiment is mutually exclusive with another embodiment (e.g., an embodiment described before the referenced embodiment), unless expressly specified otherwise.
- the phrase "at least one of, when such phrase modifies a plurality of things means any combination of one or more of those things, unless expressly specified otherwise.
- the phrase "at least one of a widget, a car and a wheel” means either (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car and a wheel.
- determining encompasses a wide variety of actions and therefore “determining” can include calculating, computing, processing, deriving, investigating, looking up (e.g., looking up in a table, a database or another data structure), ascertaining and the like. Also, “determining” can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory) and the like. Also, “determining” can include resolving, selecting, choosing, establishing, and the like. It does not imply certainty or absolute precision, and does not imply that mathematical processing, numerical methods or an algorithm process be used. Therefore “determining” can include estimating, predicting, guessing and the like.
- a processor e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors
- a processor will receive instructions (e.g., from a memory or like device), and execute those instructions, thereby performing one or more processes defined by those instructions.
- a "processor” means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or like devices or any combination thereof.
- CPUs central processing units
- computing devices microcontrollers
- digital signal processors or like devices or any combination thereof.
- the apparatus can include, e.g., a processor and those input devices and output devices that are appropriate to perform the method.
- programs that implement such methods may be stored and transmitted using a variety of media (e.g., computer readable media) in a number of manners.
- hard-wired circuitry or custom hardware may be used in place of, or in combination with, some or all of the software instructions that can implement the processes of various embodiments.
- Non-volatile media include, for example, optical or magnetic disks and other persistent memory.
- Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory.
- Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to the processor.
- Transmission media may include or convey acoustic waves, light waves and electromagnetic emissions, such as those generated during radio frequency (RF) and infrared (IR) data communications.
- RF radio frequency
- IR infrared
- Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read.
- Various forms of computer readable media may be involved in carrying data (e.g. sequences of instructions) to a processor.
- data may be (i) delivered from RAM to a processor; (ii) carried over a wireless transmission medium; (iii) formatted and / or transmitted according to numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, BluetoothTM, and TCP/IP, TDMA, CDMA, and 3G; and / or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways well known in the art.
- a description of a process is likewise a description of a computer-readable medium storing a program for performing the process.
- the computer-readable medium can store (in any appropriate format) those program elements which are appropriate to perform the method.
- embodiments of an apparatus include a computer / computing device operable to perform some (but not necessarily all) of the described process.
- a computer-readable medium storing a program or data structure include a computer-readable medium storing a program that, when executed, can cause a processor to perform some (but not necessarily all) of the described process.
- databases may, in a known manner, be stored locally or remotely from any device(s) which access data in the database.
- Various embodiments can be configured to work in a network environment including a computer that is in communication (e.g., via a communications network) with one or more devices.
- the computer may communicate with the devices directly or indirectly, via any wired or wireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, a telephone line, a cable line, a radio channel, an optical communications line, commercial on-line service providers, bulletin board systems, a satellite communications link, a combination of any of the above).
- Each of the devices may themselves comprise computers or other computing devices, such as those based on the Intel® Pentium® or CentrinoTM processor, that are adapted to communicate with the computer. Any number and type of devices may be in communication with the computer.
- a server computer or centralized authority may not be necessary or desirable.
- the present invention may, in an embodiment, be practiced on one or more devices without a central authority.
- any functions described herein as performed by the server computer or data described as stored on the server computer may instead be performed by or stored on one or more such devices.
- Massive multi player online games or massive multi-player role playing games (MMORPGs) are computer games which are capable of supporting hundreds, thousands, or millions of players simultaneously.
- this type of game is played in a giant persistent world where the game continues playing regardless of whether or not real players are logged in.
- Players commonly access these games through a network such as the Internet, and may or may not be required to purchase additional software or hardware in order to play the game.
- networks allow for people all over the world to participate and interact with each other in a virtual environment.
- the present disclosure provides systems and methods which contribute to the evolution and longevity of such a game.
- the herein described aspects and drawings illustrate components contained within, or connected with other components that permit play in the virtual environment.
- a network 1 includes a central server 2 in communication with a plurality of video game playing units 4.
- a central server 2 in communication with a plurality of video game playing units 4.
- any number of video game playing units may be in communication with the central server.
- the number of video game playing units changes at various times as players join games and as players stop playing games.
- more than one server may operate to coordinate the activities of the video game playing units, as is well known in the art.
- Central server 2 may comprise any computing device
- the server 2 typically comprises a processor which is in communication with a storage device, such as an appropriate combination of RAM, ROM, hard disk, and other well known storage media.
- Central server 2 may comprise one or more personal computers, web servers, dedicated game servers, video game consoles, any combination of the foregoing, or the like.
- Each video game device 8 may comprise any device capable of communicating with central server 2, providing video game information to a player, and transmitting the player's desired actions to the central server.
- Each video game device typically comprises a processor which is in communication with a storage device, such as an appropriate combination of RAM, ROM, hard disk, and other well known storage media.
- Suitable video game devices include, but are not limited to, personal computers, video game consoles, mobile phones, and personal data assistants (PDAs) and may be wireless or conventionally wired devices.
- Some or all of video game 7 can be stored on central server 2.
- some or all of video game 7 may be stored on the individual video game devices 8.
- the video game devices are able to communicate with one another. Such communication may or may not be facilitated by central server 1.
- a player 9a accessing video game 7 via game device 8a may be able to play with a player 9b accessing video game 7 via game device 8b.
- server 2 is typically configured to facilitate play of the game between multiple game players.
- a typical data processing system generally includes one or more of a system unit housing, a video display device, memory, processors, operating systems, drivers, graphical user interfaces, and application programs, interaction devices such as a touch pad or screen, and/or control systems including feedback loops and control motors.
- a typical data processing system may be implemented utilizing any suitable commercially available components to create the gaming environment described herein. [0095J While gaming environments as previously described allow for interactions between players, they generally lack sophisticated financial systems.
- Various embodiments of the invention address this issue by providing services through virtual financial intermediaries similar to those provided by financial intermediaries in the real world.
- Financial intermediaries include, but are not limited to, depository institutions, contractual savings institutions, and investment intermediaries.
- Players and player characters can take advantage of the financial products and services offered by these institutions to develop more complex levels of play and increase their interactions in the game.
- the virtual financial intermediaries and the services they provide are linked to real world credit lines permitting an increase in the currency available for use within the parameters of the game, thus encouraging growth and development of the virtual environment.
- the various financial intermediaries available in the virtual environment may each serve different or overlapping purposes and provide means for using, saving, borrowing and transferring currency.
- Various embodiments of the invention provide virtual financial intermediaries which provide services similar to those provided by financial intermediaries in the real world. Furthermore, these virtual financial intermediaries are able to facilitate the transfer of funds to the game and within the game, thereby contributing to the development of the game.
- Financial intermediaries include, but are not limited to, depository institutions, contractual savings institutions, and investment intermediaries.
- Players and player characters can take advantage of the financial products and services offered by these institutions to accelerate and develop more complex levels of play and increase their interactions in the game.
- the virtual financial intermediaries are linked to real world credit lines including credit cards permitting an increase in the currency available for use within the parameters of the game, thus encouraging growth and development of the virtual environment.
- the various financial intermediaries available in the virtual environment may each serve different or overlapping purposes and provide means for using, saving, aggregating funds or lines of credit, borrowing and transferring currency.
- the financial intermediary is a depository institution.
- the depository institution may be a commercial bank, savings and loan association, mutual savings bank, credit union, mercantile association, cooperative bank or other type of depository institution, which may or may not have a real world counterpart.
- the financial intermediary is a contractual savings institution that acquires funds at periodic intervals on a contractual basis. Such institutions include, but are not limited to, life insurance companies, fire and casualty insurance companies and pension funds.
- the financial intermediary is an investment intermediary. Investment intermediaries include, but are not limited to, finance companies, mutual funds, and money market funds.
- a financial institution that functions as a governing body that may create virtual currency, collect funds, e.g., taxes, to provide a source of funding to sustain a game, a game environment, enforce rules and regulations, protect player characters, protect player and character assets or any combination of the above.
- governing body or central financial institution may be controlled by the majority of player characters, the game server, game manufacturer, a body elected by the player characters to serve in such capacity, or a combination of any one or more of the foregoing.
- system 10 configured to provide the virtual environment described above is shown in Fig. 2. As shown, system 10 includes a game server 12, a bank server 14 and a credit card server 16. Game server 12 may include a bank creation program 18 and a bank monitoring program 20. It will be understood that bank server 14 may equally be any other financial intermediary server including a contractual savings institution or investment intermediary server.
- Such servers 14 may include a deposit program 22, an interest payment program 24, an interest rate determination program 26, a financial backing set up program 28, and financial backing claim payment program 30. Server 14 may further include additional programs appropriate for the type of financial intermediary they represent. For example, an investment intermediary server may include investment programs.
- Credit card server 16 may include a financial backing payment program 32 and a financial backing claim payment program 34.
- the financial intermediaries and institutions for use within the virtual world may be in existence at the formation of the game, or may be formed during the game by one or more players or player characters, real world financial institutions or other legal entities.
- game server 12 may be configured to create a virtual bank using some or all of the following method steps:
- the request may be made and received using any suitable method within the virtual environment.
- the request may be sent via email, instant message, or via an on-screen request system.
- the request may be processed automatically by the server, by a paid or voluntary player or staff member, or though a combination of the above.
- Such method steps also apply to other financial intermediaries and institutions in which one or more player characters or groups of player characters may request to form a financial intermediary or institution.
- the rules for forming a financial intermediary or institution are governed by the parameters of the virtual environment in that there may be a virtual government or other controlling entity including real world controlling entities such as the game manufacturer or server owner and/or real or virtual laws that may dictate the number of financial intermediaries or institutions in existence at any one time or the requirements for formation and/or dissolution.
- the game environment, a particular government, or a virtual land area governed by the game environment or by player characters may limit the number of banks that can exist in the environment. Accordingly, there may be a limit on the number of charters that can be given out at any particular time in a virtual environment.
- the charter may be forfeited and made revert to the governing entity such that it is available to a new entity desirous of starting a bank, or it may be sold by the player character(s) that own it.
- the game server and any government formed by the game server or by a group of player characters may charge a tax or fee each time a charter is issued or resold. Such fees could be up front, periodic, or any combination thereof.
- the granting of a charter or the ability to open a financial intermediary may be governed by certain regulations.
- Such regulations may be imposed by a governing entity, by a central institution, by the game server, game owner, server owner, or group of managing players. These regulations may impose certain requirements that must be met prior to the formation of a financial intermediary. Such requirements may include, for example, the ability to pay a given fee, reserve requirements, availability of land and/or an appropriate building or other assets in the virtual environment, procurement of various suitable skills by the requesting group, etc. In such a case, only those requests that come from an entity that is able to fulfill any imposed requirements will be granted a charter, if one is available.
- the amount of the charter fee may be determined using any method suitable for the virtual environment. It may be established by the game itself, the owners or manufactures of the game, the game server, the owners of the server, a plurality of a predetermined number of players in existence at the time of the creation or acceptance of the charter, by real and/or virtual law, or any combination thereof.
- a bank may be required to apply for and/or buy a virtual permit to do business in each location where it has a branch in the game environment.
- the virtual permit may be a one-time fee and/or may require periodic payments that are fixed or variable, which may be based upon the total amount of funds in the depository, loans outstanding, revenues generated, interest rates or interest received, number of borrowers, number or percentage of defaulting borrowers, percentage of secured vs.
- bank server 14 may be configured to create a virtual bank using some or all of the following method steps:
- the bank registration identifier may be a number or other identifier that can be associated by the game server to the bank in order to identify the bank as well as any transactions conducted by, through, or otherwise associated with the bank.
- game server 12 may be configured to create a virtual bank or other financial intermediary using some or all of the method steps outlined in figure 10 wherein a certain minimum number of players decide to form a bank. The game server 12 verifies that the requisite number of players would like to form a bank. Once the minimum number of members has agreed to form a bank, they must apply for a charter, determine if the organizing committee will supply all of the initial funding through deposits or other means and/or solicit shareholders or other third parties to provide additional initial funding.
- the solicitation of shareholders or other third parties may take place in any type of forum useful for disseminating such information.
- the organizers may send out a mass e-mail, post an advertisement, contact immediate friends, publish a notice, or any other type of means aimed at contacting interested parties.
- player characters may indicate that they are interested in becoming shareholders and may or may not choose to specify the type of financial intermediary they are interested in supporting.
- the minimum number of committee members and/or the minimum amount of funding may be determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) bank charter, e) law or regulation, or f) any combination of the above.
- the initial funding may be secured by one or more real world credit lines such as credit cards, bank accounts, private or public payment facilitator accounts (for example PayPal), or other financial security of the player characters on the committee, shareholders, other player character, a non-playing third party, such as a bank, credit institution, credit card company, mutual fund, investments, hedge fund, brokerage firm, insurance company, third party individual(s) etc. or any combination of these.
- the applicants determine the minimum amount of funding they will require, in another embodiment, the minimum funding may be determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) governing body, e) law or regulation, or f) any combination of the above.
- the game server 12 will verify the underlying financial securities supplied by the committee members and, if sufficient, permit the committee members to apply for a charter. If the charter is granted, which may depend on criteria established by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) law or regulation, or e) any combination of the above, then the bank will form and may solicit business such as depositors and loan applicants.
- Information regarding the formation of a bank may be stored by any means desired, for example on Bank database 40 and may comprise information such as, for example:
- game server 12 may be configured to create a link between banks or other financial intermediaries (real or virtual) or other financial institutions. Such a link may be used to form a network of related or co-owned institutions, to form a financial network to facilitate the transfer of funds between institutions, to link real and virtual financial accounts, to exert control by a central institution, any other reason for linking financial institutions, or a combination thereof.
- a player may be assigned or apply for an account. It is to be understood that a player may create one or more characters and each character may have one or more accounts with one or more banks or other financial intermediaries. These accounts may or may not be associated with the player account of the player controlling the player character.
- Bank server 14 may comprise a means for inputting new accounts or transactions into one or more of the bank server databases. One method of applying for an account is displayed in Fig. 11. To apply for an account, the user will select or be assigned a user name and password.
- the user name and password may be the character name, the player name, and/or any combination of alphanumeric characters.
- the user name and password are submitted to the bank account database 144 to verify that such a user name does not already exist and that the user name and password are valid within the guidelines set by the system (e.g. length, use of symbols, etc.) If the user name and password and/or user name are invalid, the character will be asked to select an alternative user name and/or password. Such a routine will continue until a unique and valid user name and/or password have been submitted, verified and approved.
- the server may suggest a unique user name based on random combinations of numbers and letters, or combinations based on the character name or using other well known assignment methods.
- the user name may be the character name which has been previously established.
- the server will display the terms and conditions of use and will request the player accept such terms.
- the terms and conditions of use are provided at definite time points, such as prior to creating a user name and password, or as an email or other correspondence sent to the player and/or character. If the player and/or player character declines the terms of use, whether initially or subsequently to signing up, the operation will terminate and/or prevent further use. In this embodiment, once the player accepts the terms of use, the server will proceed to the next step.
- character information may be submitted prior to the selection of a user name and password.
- Such character information may or may not be linked to the user name.
- character information may include character first name, character last name, and an email address as shown in the schematic screen shot Fig. 5.
- the character may be asked to select a question and answer providing further identifying information. Typical questions may be provided such as mother's maiden name, first pet's name, elementary school, high school mascot etc. Alternatively, the player or character may be permitted to create their own question.
- character information is stored in character database 138.
- data may be encrypted to prevent unauthorized access or use of such data.
- Character database 138 may comprise information such as:
- a character credit check may be run.
- the formation of the account may be denied.
- the character may be asked to provide additional financial security, e.g. a second credit card, to back the account or may be limited in the types of actions that may be taken within the account, i.e., the amount or rate of money the character may withdraw from the account.
- the character may be asked for real world billing information as exemplified by the schematic screen shot shown in Fig. 6.
- billing information requests real world information from the player of the character.
- Such real world information may include the player's name, real world address, social security number, and financial security or securities such as a credit cards, bank accounts, private or public payment facilitator accounts (for example PayPal), or other financial security and/or that of another player character and/or a non-playing third party, such as a bank, credit institution, credit card company, mutual fund, investments, brokerage accounts, hedge funds, insurance company, etc. or any combination of these.
- the amount of financial securities required may be determined in whole or in part by the credit score of the character and/or the credit score of the real world player or by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) bank owners or their designees, e) bank charter, f) by law or regulation, or g) any combination of the above.
- Player information may be stored by any means desired.
- player information is stored in player database 36.
- data may be encrypted.
- Player database 36 typically stores a unique identifier for each player.
- the unique identifier could be the player's name, a username (e.g., specified by the player), a phone number, a social security number, or any combination thereof.
- the unique identifier may be linked to the account information for the player including information such as credit card or other financial security information, personal information, billing information or character identification 1-n or any subset or functionally equivalent information thereof.
- the server may verify that the information is correct and the financial security description is accurate and valid. Such tests for validity may occur later or not at all. If the information is deemed invalid or, for example, the credit card is expired or stolen, the server will request an alternate financial instrument. If the financial security information is satisfactory, the server may create the account. Accounts may also be formed upon mutual consent of the two parties.
- Bank server 14 may additionally comprise a means for adding additional accounts to the user name and password selected by the character. Such accounts may include, but are not limited to checking accounts, savings accounts, credit accounts, loan accounts, investment accounts, money market accounts, or any other type of financial account typically available at a real world bank.
- the server may add accounts exemplified by other financial intermediaries such as brokerage accounts or policies.
- Accounts may additionally have different requirements and restrictions. For example, some accounts may require minimum balances, or limit access to funds to a certain number of times in a given term or a certain amount in a given term.
- Types of accounts available at a particular financial intermediary and the restrictions on those accounts may be determined according to the charter, the governing entity in the virtual world, or real world controlling entities such as the game manufacturer or server owner.
- the types of accounts available and the restrictions or requirements may also evolve as the game progresses according to the desires or needs of the game and characters and/or as may be required by rule, law or regulations. Such laws or regulations may be established within the game itself or by a real world governing body.
- a player may use the account to access funds, deposit and withdraw funds, exchange currency, pay bills, transfer currency, borrow currency, lend currency or other such actions that are typically undertaken by a financial institution such as a bank.
- a player may use an account to transact the types of business transacted at other financial intermediaries including, but not limited to, save currency, deposit currency, buy and sell annuities, buy and sell insurance policies, borrow amounts against or pay loans borrowed against insurance policies, buy and sell stocks and bonds, buy and sell mutual funds, or any other financial transaction typically undertaken at a financial intermediary.
- An exemplary transaction history is shown by the schematic screen shot in Fig. 4.
- Such information may be stored by any means appropriate.
- transactions may be stored in transaction database 42 on the game server 12 and/or in transaction database 50 on bank server 14.
- database(s) may be encrypted and/or comprise information such as a transaction identification number, bank identification number(s), player character identification(s) and transaction data.
- transactions may be transmitted by bank server 14 to game server 12 using some or all of the following method steps:
- the present invention provides a virtual environment in which characters are able to make virtual deposits of virtual currency.
- a character may choose to deposit all or part of the virtual currency they possess at any given time and may choose to deposit one or multiple types of currency.
- the game or some aspect of the game determines the amount of virtual cash possessed by the player character at that time and permits the player to deposit the virtual cash.
- the game or some aspect of the game verifies that the character possesses the amount of virtual currency they wish to deposit.
- Deposits may be recorded in the transaction history, and/or bank server 14 may be configured to manage deposits to a virtual bank using some or all of the following method steps:
- currency for use within the game may be earned by playing the game and/or by creating and selling virtual objects within the game to other players, transacting business within the game, awarded as prizes within the game, may be purchased from the bank or acquired by any means currency is typically acquired according to the parameters of the game.
- virtual currency may be acquired by purchasing it.
- An account holder may buy or sell virtual currency in exchange for real world currency.
- An exemplary schematic screen shot of such a transaction is shown in Fig. 9.
- a character may decide to purchase currency at any point of the game, may purchase currency at regular intervals, or under specific conditions. For example, a player may indicate a threshold or a range of exchange rates that, when reached, or crossed, or within such range, the system could execute a purchase or sale of a predetermined or calculated amount of real or virtual currency.
- a bank may possess multiple virtual currencies.
- a character may access funds in the currency of his choice.
- the funds are in the currency of the game parameter of the location of the bank or bank branch being accessed.
- the different locations may be locations within the game, or locations in different games, for example a banking system could be linked between virtual worlds or between virtual worlds in different virtual games.
- Exchange rates may be instituted between the different types of currency and be fixed or variable.
- the exchange rate for virtual for virtual currency or virtual for real currency may be fixed in that the rate does not change for the duration of the game or segment of the game.
- the exchange rate may be variable.
- Such a variable exchange rate may be pegged to a floating real world exchange relationship, for example the U.S.
- the exchange rate may also vary depending on the country of origin of the player, or may be fixed to a particular real world currency, i.e., all exchange rates are quoted in dollars.
- the exchange rate may be floating and determined by market forces such as the relative demand for virtual currency versus real world currency, or the relative demand of particular types of virtual currency.
- Said exchange rates may further be established or determined by any suitable method including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) law or regulation of the game or within the real world, f) negotiation among the affected parties, or g) any combination of the above.
- Currency may also be accumulated by automatic deposits in virtual bank accounts.
- Such automatic deposits may come, for example, from scheduled or automatic purchases of virtual currency, for example on a fixed date, after a fixed time span, or when the amount in the account falls below, reaches, or exceeds a particular threshold.
- funds received by a player character such as a virtual salary or proceeds of a sale from a virtual product may be automatically transferred in whole or in part to the virtual bank account of the player character or the account of a player character designated by the character owed the virtual money.
- the amount to be transferred may be predetermined or established by the player, and/or may be calculated as a percentage or portion of a larger total amount.
- a player character may withdraw funds from the virtual bank.
- An exemplary embodiment of a schematic screen shot of a withdrawal transaction is shown in Fig. 8.
- the bank program determines the amount of currency in the player's account and permits the withdrawal of some fraction up to and including the entirety of the amount in the account.
- Such withdrawals may take place through the bank, or in alternative embodiments, withdrawals may take place in other areas of the virtual world such as at points of service, points of purchase, virtual automatic teller machines (ATM), through transfers between virtual and/or real banks or other processing entities, by agreement between players, or players and a game entity or other third party, any method generally used for accessing funds, or any combination of the above.
- ATM virtual automatic teller machines
- holds may be put on certain funds for withdrawal, i.e. until the underlying financial security such as a credit card has been charged or under other circumstances in which the available funds need to be verified.
- Types of accounts or types of transactions may be limited by the level of participation of the player or player character. Such limitations could depend upon the skill, experience, and sophistication of the authorized user and/or the player's real or virtual credit score and/or real or virtual current or predicted income levels. For example, players may advance through different levels of play and after achieving certain benchmark standards or having an account established for a particular length of time, they may be granted wider access to financial intermediaries and the services provided by such intermediaries.
- the currency in the accounts may earn interest.
- the interest rate may be fixed in that the rate does not change for the duration of the game or segment of the game or for as long as the account is open or the player is in good standing.
- the interest rate is pegged to a floating real world or virtual world interest rate, a percentage thereof, or an interest rate plus or minus a particular sum (i.e. prime +/- 2%).
- An exemplary real world interest rate would be the three month U.S. treasury bill yield to maturity.
- the interest rate may be floating and determined by market forces such as exchanges in the virtual or real world or other economic indicators.
- Said interest rates may further be established or determined by any suitable method including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) the availability of funds, g) the current or predicted real or virtual credit score of the player, h) the current ratio of bank funds on deposit vs. the total amount of loans, i) by any real world or virtual rule, law or regulation, or j) any combination of the above. Such deposits may then earn interest at a rate determined as described above.
- the game or virtual bank server may periodically determine an average balance over a fixed time period, multiply the balance by the specified interest rate and pay the virtual interest as a deposit into the virtual account.
- Such compounding time periods may be continuously hourly, daily, weekly, monthly, yearly or as determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, or f) any real or virtual world law or regulation or g) any combination thereof.
- bank server 14 may be configured to manage interest payments provided by a virtual bank using some or all of the following method steps:
- the amount of interest paid on the account may vary depending on the type of account.
- the account may require a minimum balance.
- the interest earned on an account receiving automatic transfers or deposits may be higher than the interest earned by an account that does not receive regular infusions of virtual cash.
- the account may earn more interest if the player agrees not to withdraw money within a certain term such as with, for example, a certificate of deposit. Additionally, higher interest rates may be available to characters who agree to limit their withdrawals i.e. for a particular term, or a particular number of withdrawals in a specified term.
- Such terms and the interest rates associated with them may be determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any real or virtual world law or regulation, or g) any combination of these.
- player characters who deposit virtual cash could receive a higher interest rate if their virtual cash is or is not secured by a credit card, i.e. if all of their virtual cash is acquired by playing the game.
- Interest information may be stored by any suitable means.
- interest rates are stored in interest payment account database 1146 which may be encrypted and may comprise information such as:
- the bank can guaranty a deposit by locking credit cards lines associated with the deposit in an amount that is greater than, or a percentage of, or equal to an amount of virtual cash (and/or which amount may be adjusted based upon historical, current or projected inflation, exchange rates or other factors) that has been deposited by a player character.
- Player characters can receive a different interest payment (or other terms) for deposits that are secured in this manner. If the player character withdraws his deposit from the bank and the funds are not available, the credit line used to cover the deposit can be charged the real cash value equal to the requested virtual cash withdrawal amount and/or the credit line can be released as appropriate.
- the bank may issue a virtual debit card to a player character.
- a virtual debit card may be used to withdraw money from virtual ATMs or to pay for virtual purchases.
- the virtual debit card may be linked directly to a virtual bank account and the funds are deducted immediately.
- the timing of the withdrawals as well as the term of the timing may be established by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) negotiation among the affected parties, e) any real or virtual world law or regulation or f) any combination of these.
- the virtual bank may also issue a virtual credit card which may be used to make virtual purchases.
- the virtual credit card may simply serve as a form of revolving credit, or it may have multiple balance segments each at a different interest rate, possibly with a single umbrella credit limit, or possibly with separate credit limits applicable to the various balance segments.
- the bank may require payment of the credit card balance in full at the end of a specified term, or the credit balance may be permitted to accrue or continue indefinitely.
- the credit card may be a secured or unsecured credit card.
- a secured credit card is a type of credit card secured by a deposit account owned by the cardholder with real or virtual cash or real or virtual credit lines. Typically, the cardholder must deposit between 100% and 200% of the total amount of credit desired. Thus if the cardholder puts down $1000, he or she will be given credit in the range of $500-$1000.
- the credit card may be an unsecured credit card.
- the virtual credit card may charge interest and fees.
- Such fees and interest amounts may be determined by any suitable methods as described above including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) a specific economic index or indicator, g) any real or virtual world law or regulation or h) any combination of these.
- such fees and interest rates are fixed.
- such fees and interest rates are variable.
- a real world credit card provider may offer an existing or potential credit card holder an option to add virtual currency processing to the real world credit card account.
- players' real world credit cards also serve as virtual credit cards.
- the virtual and real credit card transactions are identical to those disclosed herein.
- This embodiment may provide a benefit to the player character by consolidating the two accounts into a single account.
- the credit card provider will maintain two or more balances, e.g., one real world and one virtual cash balance, associated with a single credit card account.
- the real world credit card could be charged, and/or in the event the player fails to meet a real world credit obligation, e.g., fails to make a minimum payment on time, the credit card provider may withdraw and exchange virtual currency from the player character's virtual currency account to cover or pay for the real world obligation. In such case, the credit card provider may or may not be required to first notify said player character about such an impending action so as to permit the player character to resolve the issue in a manner other than using virtual currency.
- a player character agrees or is required to provide financial backing for the accounts in the bank by allocating a portion of a credit line on one or more credit cards or other financial instruments associated with the player account in exchange for a periodic interest payment.
- financial instruments include, but are not limited to, credit cards, bank accounts, private or public payment facilitator accounts (for example PayPal), investments, securities, financial instruments of another player character and/or non-playing third party such as a bank, credit institution, credit card company, mutual fund, hedge fund, brokerage firm, third party individual(s) or any combination of these.
- the credit line may be used to provide loans to other players, or provide security for the deposits in the bank regardless of whether the security is for the player's own deposits or the deposits of another player.
- the credit line may be extended indefinitely or for fixed periods of time with payments due in part or in full at the end of specified terms.
- the game or virtual bank server may periodically determine an average balance over a fixed time period, multiply the balance by a specified interest rate, and pay the interest amount in virtual cash to a player account.
- Said interest rates may be fixed or floating and may be established or determined by any suitable method as described above including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) a specific economic index or indicator, g) real or virtual world law or regulation or h) any combination of these.
- the allocation of the credit line serves to insure the virtual bank's ability to cover deposits in the bank.
- the reserve requirement may be established in founding the game or in the establishment of the bank.
- the founders of the bank are required to secure the reserve requirement.
- Reserve requirements may be established by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) virtual or real law or regulation or g) any combination of these.
- the reserve requirement is 3 percent to 10 percent of a bank's total deposits, in other embodiments, the bank may be prohibited from making loans.
- the reserves or the entire amount on deposit may be guaranteed by the credit line of a real world credit card, which may be the player character's real world credit card and/or that of another player character and/or a non-playing third party, such as a bank, credit institution, credit card company, insurance company or any combination of these.
- the bank can charge the real cash value of the virtual cash shortfall to the credit lines that players or other entities have registered as financial backing to secure the bank's deposits (e.g., depositor's insurance or FDIC, or third party backing or financial security instruments, etc.).
- the game server, bank server owners or other governing entity may manage the credit lines securing the deposits.
- bank server 14 could be configured to handle shortfalls using some or all of the following method steps:
- the credit lines can be charged based on one or more conditions. For example, in the event of a shortfall, a player can receive a higher or premium interest rate or a specified virtual amount if he allows his credit card to be charged first or in a higher proportion relative to other credit cards securing the bank. Alternatively or additionally, a player could be paid a lower rate or specified amount if he only secures certain types of deposits or loans (e.g., less risky). In another embodiment, the more risky the loans, the higher the interest rate paid in return.
- the risk of deposits or loans may be determined by any one or more of the following, including but not limited to, a virtual credit score, a real credit score, a player's prior history, the type of transaction, the use of the proceeds on a loan, e.g., buying virtual property may be less risky than buying a weapon, and/or any reasonable means or a combination thereof.
- a rating system and the amounts of the payments may be established by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) virtual or real world law or regulation or g) any combination of these.
- credit lines can be charged in equal increments until the total shortfall amount is covered.
- the credit lines can be charged relative to the shortfall amount as compared with each player's committed amount, i.e., as a percentage of the shortfall. For example, if the total shortfall is $100 in real currency, and there are two credit cards securing the shortfall, one offering $1,000 and the other offering $100, the first card may be charged $90, while the second is charged $10, each representing that portion of the shortfall as a percentage of the commitments associated with the credit cards.
- a combination of these methods or any other terms as negotiated among the affected parties may be used to determine how a shortfall is allocated among the affected parties.
- the allocation can be bilateral or multilateral, can be negotiated by the affected parties, determined according to pre-determined factors, or arbitrarily assigned by the bank.
- bank server 14 may be configured to manage interest premium payments using some or all of the following method steps:
- player characters that deposit virtual cash or allow their credit lines to secure the bank can specify what types of and amounts of virtual loans or virtual deposits they are willing to back.
- virtual loans could be provided for:
- Lending virtual money at a specified interest rate which rate may be fixed for the term of the loan or which may vary based upon any one or more variables including, the term, changes in the borrowers status, credit scores (real or virtual), assets (real or virtual), over time, rate of defaults on loans within the game environment in general or for the lender, tied to other interest rates (real or virtual), total amount of loans outstanding within the game and/or by the lender and/or the player character, etc.
- interest rates charged and payable for loans may be customized on the basis of risk: i.e. reasons for or uses of the proceeds of the loan; the financial or business plan underlying the loan; default rate of the player character or virtual entity; credit worthiness of the borrower; type of virtual investment pursued by the borrower; portfolio of the bank; outstanding loans of the borrower; how much money the bank has available to lend; costs to the bank for obtaining the money; the term of the loan; or any combination thereof.
- Evaluation of the risk may be determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any real or virtual world law or regulation or f) any combination of these.
- player characters can specify a maximum percentage of a loan, deposit, or other financial instrument they are willing to back. For instance, a player character may indicate he does not want to lend more than 10% of a given loan to any particular player character.
- player characters can specify that a certain percentage of their cash be lent to other player characters with varying virtual credit scores or that currency not be lent to player characters who do not meet a certain minimum credit score. For instance 40% of the loans could go to player characters with a high virtual and/or real credit score, 30% to characters with a low virtual and/or real credit score, and 30% to characters with a mid virtual and/or real credit score. Based on this ratio of a diversified or pooled loan portfolio, a weighted interest rate can be determined and paid to the lender. Such interest rates may be fixed or variable and may be higher or lower depending on the amount of risk or other factors the player character is willing to assume.
- loan information is stored in Loan account database 148 and may be encrypted and/or may comprise information such as:
- the bank may also charge fees for its services, such as for the conversion of real world currency to virtual currency, fees for the conversions of different types of virtual currencies, the conversion of one virtual currency into another virtual currency, fees for the verification of financial instruments or securities, fees for loans, maintenance fees, withdrawal fees, checking fees, ATM fees, legal, collection and overdraft fees.
- the banks may also invest in other virtual or real world entities such as virtual securities (e.g. bonds, stocks etc.), in addition to traditional loan activities.
- the financial intermediaries may also be overseen by a managing entity such as the game server, the owner of the bank server, the town, a central financial institution or other governing entity charged in the game with overseeing financial transactions.
- game server 12 may be configured to monitor the bank using some or all of the following steps:
- Suspect banks may have their assets immediately frozen, or may have their actions limited. Additionally, the credit lines securing the deposits of a suspect bank may be charged a fee if the status of the banks is set to suspect, or may be charged an amount equal to all or a portion of the deposits of record to make sure they will not default on a request to withdraw funds from a player character who has an account with them.
- One of the services provided by financial intermediaries is the transfer of funds between parties. Such transfers frequently take the form of loans. A simple loan provides the borrower with an amount of funds which at the maturity date must be repaid to the lender along with the interest payment.
- a fixed payment loan provides a borrower with an amount of funds that is to be repaid by making the same payment every term, consisting in part of the principal and interest for a set length of time.
- the source of the funds from the loan may be from other players who have placed funds with the financial intermediary or against assets belonging to the borrower that may or may not be held by the financial intermediary.
- Entities wishing to lend funds may be charged a fee for providing the loan.
- the fee may be charged by a virtual world governing entity, real world governing entity, game server, game owner, server owner, central financial institution, or any combination of the above.
- Such fees may be one time fees, recurring fees, charged per loan, based on the amount of the loan, a flat fee, charged when the loan originates, charged when payments are made etc.
- Such fees may additionally take the form of a license.
- the present invention provides a system of public and private means of lending funds to player characters for use within the virtual world. Such funds permit the redistribution of financial assets and the expansion of the game and depth of play available. Funds may be lent through the issuing of bonds, virtual governing entity securities, and consumer and commercial loans or by any other means typically used to advance funds. These types of lending vehicles are collectively referred to as "loans" throughout the application for ease of description.
- a player character may request a loan from a virtual bank or other financial intermediary.
- a character may obtain a loan from another character or business operated by a character including, for example, a pawn shop, a developer, a foundation, cooperative, or other business.
- players may control one or more characters and each character may apply for and obtain one or more loans.
- a player character may be limited from lending currency to himself, another player character controlled by the same player, or a player character that is a family member, guild member, or affiliated in some way the player character who deposited currency in the bank.
- FIG. 13 An exemplary system 100 configured to provide the virtual environment described above is shown in Fig. 13. As shown, system 100 may include a game server 102, a bank server 104, and a credit card issuer server 106.
- Game server 102 may include a Loan Creation Program
- Game server 102 may further include a simple Loan Payment Program 110, a complex Loan Payment Program (complex) 112, a Prohibit Sale of Virtual Assets Program 114, a Debit Card Issuance Program 116, a Debit Card Usage Program 118, a Loan Converted to Shares of Asset Program 120, a Loan request program (no bank) 122 and a Loan acceptance program (no bank) 124.
- Bank server 104 may equally be any other financial intermediary server including a contractual savings institution or investment intermediary server.
- Such servers 104 may include a simple Loan Generation Program 126, a complex Loan Generation Program 128, a register Loan with game server program 130, a Loan Payment Program (automatic) 132, a Loan Payment Program (invoice) 134, an Advertisement program 136, a Loan Payment Program (choice of real or virtual cash) 138, a Ping Credit Line 140, a prohibit Sale of Virtual Assets Program 142, a Release Credit Line when Loan is paid 144, a Debit Card Issuance Program 146, a Debit Card Usage Program 148, a Debit Card Issuance Program (register debit card with game server) 150, a Debit Card Usage Program (register debit card with game server) 152, a Loan Converted to Shares of Asset Program (bank managed) 154, and a Loan Converted to Shares of Asset Program (game server managed) 156.
- Server 104 may further include interest rate determination program
- Credit Card Issuer Server 106 may include a Lock Credit Line Program 158, a Real Cash Payment Program
- a Character may apply for the loan in a variety of ways.
- a loan may be granted based on a simple request. Such a request may be completed by any means desired, i.e. through the selection of a loan in a bank, through e-mail, virtual written requests, instant messaging, screen request, or through a formal loan application.
- simple Loan Generation program 126 may be configured to create a loan using some or all of the following method steps:
- characters may be required to complete a loan application.
- An application may request information such as details regarding the player or player character, the amount of the loan sought, the duration of the loan sought, real world financial information, real world credit information, real world credit rating, virtual world credit rating, the purpose of the loan, a business plan, collateral, proof of a virtual world job, proof of assets, other information typical for use in credit scoring or any combination thereof.
- a loan may be applied for in an environment other than the game environment in which the lending entity is located.
- a lending website could exist outside of the environs of the game.
- an entity controlled by the loan issuer could transfer the appropriate amount of virtual currency to the character requesting the loan.
- Loan Generation program 126 may be configured to create a loan using some or all of the following method steps:
- Such a website could be maintained by the game server, owner, manufacturer, or by a third party. Fees could be charged by the game or game server for such transactions and transfers into the game, or a license could be sold allowing such transactions to occur. Additionally, the game server or manufacturer could pay a fee to the host of the website for each loan that is generated.
- a player must guaranty the loan.
- Such a guaranty may be the registration of a real world credit line.
- a credit line may be a credit card, private or public payment facilitator (i.e. paypal) or other financial security and/Or the financial security of another player character and/or a non-playing third party, such as a bank, credit institution, credit card company, mutual fund, brokerage account, hedge fund, insurance company, etc. or any combination of these or any other type of real world financial instrument or institution that provides a credit line or holds or secures assets for third parties.
- Loan Generation Program 126 may then create a loan using some or all of the following method steps:
- FIG. 14 An exemplary method for obtaining a loan is shown in the flow chart in Figure 14 in which the player completes a loan application and requests a loan.
- the lending entity determines if there is a real world credit line associated with the character which could be used to guarantee the loan and verifies that the real world credit line is valid. Alternatively, a character may be given the option of using the credit line already on file or supplying an additional credit line to be used.
- the lending entity may then determine the amount to be lent, interest rate to be charged and payment terms in any order.
- the lending entity may further include fees in the terms of the loan.
- the character is then presented with the terms of the loan and may then either accept or reject the loan.
- the terms of the loan may be determined by the financial intermediary, the game server, the owner of the server, by agreement between the characters, or by any other party to the negotiations.
- the terms may include such things as the amount of currency the bank is willing to lend to the character, the type of collateral the bank will require, the interest rate for the loan, the term of the loan, the payment schedule for the loan, an origination fee, commitment fee, any additional fees the bank may decide to charge, annual percentage rate, if there will be a balloon payment, or any combination thereof.
- the character may be able to vary one or more of the terms of the loan such as interest rate, due date, grace period, penalties, service charge, transferability, fees, automatic repayment, payment of other obligations, and exchange value.
- the terms are dictated by the lender.
- the bank or other lending entity may evaluate a number of factors including the creditworthiness of the character or player, the credit history of the player, the virtual and/or real credit history of the character applying for the loan, the real world credit lines available to the requestor; past delinquency rates; the length of time the character has existed; the skill level of the character and/or player; and the assets held by the character as well as any other type of information typically used in evaluating credit worthiness of a borrower; market forces, real world financial indicators, virtual world financial indicators, the bank or other lending entity's current portfolio, the growth rate of the game, the type of player account, inflation rates, the purpose of the loan, or other financial evaluators.
- the bank may verify the character's virtual credit score. In another embodiment, the bank may verify the player's real world credit score. Virtual and real credit scores may be based on information such as the types of bills owed by the character/player, the timeliness of payments, loans outstanding, credit lines available, length of credit history, new credit applications, income, marital status, length of time playing the game, or any combination of the above.
- the bank in determining how much to lend, may determine the amount arbitrarily, may agree to lend all or part of the amount requested, may determine what percentage of income whether virtual or real would go to paying back the loan, may determine how much debt the character has whether virtual or real, or may set maximum loan amounts depending on limits set by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any combination of the above.
- the character's credit score influences the terms of the loan.
- the player's credit score influences the terms of a loan.
- both the character's and the player's credit scores influence the terms of the loan.
- the credit scores may determine whether to issue the loan, the interest rate to be charged, the fees to be charged and/or other term and restrictions of the loan.
- loan applications and credit histories may be stored by any means applicable.
- a program may be introduced that tracks and displays all available credit lines, current loans, available loans, including their terms and conditions, such as interest rates, a listing of players wishing to borrow or loan currency, etc., and displays such information to interested player characters.
- Banks, and/or player characters may use this program to determine if they wish to loan or borrow virtual cash and/or commit part or all of their available real world credit line to the game, bank or player character(s), along with terms and conditions for its use.
- the bank or player characters willing to provide a loan to a character may indicate the amount of currency they are willing to lend.
- a limit on the amount of currency that may be borrowed at any one time or by a given character or player may be set by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) the player characters virtual or real net worth, g) debt to equity ratio, h) total virtual amount, i) total monthly payment amount, j) other financial constraints established by the lender, or k) virtual or real world rules and regulations, or I) any combination thereof.
- loans may be secured or unsecured.
- An unsecured loan is a loan that is issued and supported only by the borrower's creditworthiness, rather than by some sort of collateral.
- a secured loan is a loan which is backed by collateral.
- collateral may belong to the character seeking the loan or to a third party.
- the collateral may be a real world credit line supported by a real world financial institution, a real world financial security, a real world asset, a virtual property or business, a virtual world asset, a real world property, a promise to perform certain services or any combination thereof.
- the collateral is a real world credit line
- the player may indicate the amount of collateral in the form of the real world credit line he is willing to allocate against the virtual loan.
- real world credit lines can be frozen by the bank owner, and/or just periodically "pinged" to ensure their validity and that sufficient credit is available to underwrite the loan. The continuing availability of the real world credit line may be determined by any means applicable.
- Ping Credit Line program 140 may be configured to complete some or all of the following steps:
- the lock on the real world credit line may be released when the loan is repaid.
- Release Credit Line when Loan is paid program 144 may be configured to:
- Release Credit Line when Loan is paid program 144 may be configured to:
- a real world credit line can secure the loan payment amount, the entire loan amount, or a ratio of the two.
- factors such as game growth rates, taxes, inflation and/or exchange rates, credit worthiness of the character or player, riskiness of the venture or purpose of the loan, the amount of debt the character has outstanding or any combination thereof may be considered in determining the total amount to secure on the real world credit line.
- determinations and evaluations may be made by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any combination of the above.
- the amount of a real world credit line to be frozen can be based on the exchange rate of virtual currency for real currency.
- the exchange rate could be one for one.
- the exchange rate may be based on the exchange rate at the time of the formation of the loan. It may also be based on the exchange rate at the time the player's credit card is charged.
- the exchange rate may be adjustable for the term of the loan. Such adjustments may be based on inflation, actual exchange rates, market forces or other economic indicators or a combination thereof.
- the exchange rate may be fixed in that the rate does not change for the duration of the game or segment of the game.
- the exchange rate may be pegged to a floating real world exchange relationship, for example the U.S.
- the exchange rate may also vary depending on the country of origin of the player, or may be fixed to a particular real world currency, i.e., all exchange rates are quoted in dollars.
- the exchange rate may be floating and determined by market forces such as the relative demand for virtual currency versus real world currency. Said exchange rates may further be established or determined by any suitable method including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any combination of the above.
- the exchange rate may also be composed of any combination of the above methods.
- the exchange rate could be fixed for a certain length of time and then change to market forces or vice versa.
- the game may control the use of ihe proceeds of the loan, in one example, the game server or bank server could prohibit the player character from converting an amount of virtual cash or assets equal to, or greater or less than the loan amount into real cash. In another example, the game server or bank server could prohibit the (borrowing) player character from spending loan proceeds, i.e., virtual cash equal to, or any portion or percentage of, the balance of the loan on anything other than virtual assets and/or services specified by the loan. In a further example, the game server could prohibit the player character from reselling or otherwise encumbering the virtual assets purchased with the virtual loan until such time as the virtual loan is repaid,
- Security for a loan may also be provided by a third party.
- the bank could secure the Joan with real world credit lines from other players. Characters may be willing to lend currency when interest rates meet a particular threshold, for example at s specified interest rate, which rate may be fixed for the term of the loan or which may vary based upon any one or more variables including, the term, changes in the borrowers status, credit scores (real or virtual), assets (real or virtual), over time, rate of defaults on loans within the game environment in genera! or for the lender, tied to other interest rates (real or virtual), total amount of loans outstanding within the game and/or by the lender and/or the player character, etc. Additionally, player characters could specify that a certain percentage of their currency be lent to other player characters with varying virtual credit scores.
- the bank could secure toe loan through the real world credit line or other collateral provided by the character requesting the loan in combination with the real world credit line from other players or a third party.
- characters could review the statistics of other characters seeking loans and notify the bank or other financial intermediary that they are willing to supply a guaranty for a particular borrower(s). Private loans between players may also be conducted.
- players can pay an additional up front or recurring fee so that their characters can issue or take loans from other player characters or NPCs.
- a player character or virtual bank can loan currency to another player character and recei ⁇ loan payments without those loan payments being secured by a credit card.
- the first player character establishes a request for an amount of currency.
- a second player character ⁇ or, alternatively, two or more player characters or a virtual bank) agrees to faan the first player character the currency for a tetm and with an interest rate and the virtual; currency Is pfeced in escrow with the c ⁇ fiiraJ sefveL Yv'h ⁇ file
- Sfsi player charaeier agrees io Hie loan terms of if is second player character, the central ssn/er releases the funds and tracks the payments due from the first player te the second player.
- This method r ⁇ sy slso be used with fos ⁇ s that are secured with a credit eard line of credit J00125I
- An exemplary method of obtaining third party security is provided in the flow chart in Figure 19.
- a character requests a loan and the bank submits the ban requsst to Git&r players or placer characters that hawe expressed an interest frt securing Joans.
- the borrower is presented with tie terms of the loan.
- the bank or server may then lock the mal worfef crecM line of the securing player or character according to the amount each has agreed to secure or some fracfen. thereof and deposits ilie loan in the borrower's account
- the collateral is a non-financial asset
- an asset includes any item of economic value including,, but rrol limited to r a m ⁇ u&l object; a virtual skftt or attribute;: virtual property or .business; a real world object or property; a promise io perform certain services, or any combination thereof.
- the safe or transfer of the stern pledged as c ⁇ iaietal may be feited b ⁇ the- game- sereer r barfc server, owner of Hie server, or one or more characters or virtual businesses.
- a pawn shop may hold the assst in trust until the loan is paid.
- the sale or transfer of c ⁇ fatersf may be governed b ⁇ a program such as Prohibit Sate of Virtual Assets program 114 which may be configured to perform one or ail of the following steps:
- the bank or other party providing the loan may desire part ownership in art asset in return for the loan.
- the loan coufef be structured so that it is convertible for a percentage ownership of the item or asset that it was used to purchase (and/or In addition to additional assets and/or penalties).
- the player character that took out the loan or tie- bank ihst issued the loaa c ⁇ convert the loan obligation into a percentage ownership of tfts a ⁇ ssiC ⁇ that the Joan was used io purchase.
- the terms of the con ⁇ ers ⁇ on could be specified In the loan agreement and the conversion rate may change over time as the loan balance is reduced.
- the bank coufrf obtain possession of the entire item or asset in the event of a default The bank could Uien sell or otherwise dispose of the asset.
- Such information or proceeds may be stored by any means available.
- sycfr information is generated through Loan Converted to Shares of Asset program; 12G which may be configured io perform some or all of the following sieps.
- the bank could take a percentage of the venture that a pfayer character was presenting.
- the percentage could be as an owner or as virtual stock or stock options.
- the bank may limit the amount of stock the business may issue such that the percentage ownership does not become diluted- in another emhad ⁇ ment t the bank may receive a percentage of stock or stock options in the business with each issuance of new stock.
- This decision can be made by the game server based OR the venture arid the pEayer character credit scores or real w ⁇ rfd credit line and/or martL.al.yi
- the terms of the Joan may include interest.
- the interest rate may be fixed in that the rate does not change for the duration of the game or segment of the game.
- the interest rate is pegged t ⁇ a floating real world or virtual world interest rate, a percentage thereof, or an inieresi rate plus or minus a particular sum ⁇ i.e. prime +/- 2%).
- An exemplary real world interest rate would be the three month ULS. treasury bill yield to maturity.
- Irt anothet embodiment may be determined by market forces such as exchanges in, the virtual or real world or other economic indicators.
- Said interest rales may further be established or determined by any suitable method including, but not limited to, a) the game martitfacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more playeF characters, d) maricet forces,, e) nsyoiia ⁇ ujj among ilie affeelsd parties, f) the availability of funds, g) the current or predicted real or virtual credit score of the player, Ji) trie current ratio of bank funds on deposit vs.
- interest rates may be customized on the basis of risk: i.e.
- Evaluation of the risk may be determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, OF f) any combination of these.
- the game or virtual bank server may periodically determine an average balance over a fixed time period, multiply the balance by the specified interest rate and charge the virtual interest rale to the account.
- Such compounding time periods may be continuously hourly, daily, weekly, monthly, yearly or as determined by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any real world or virtual rule, law or regulation, or g) any combination thereof.
- the terms of the loan may Include various types of payment options including equal payments, in which equal payments are made wlihin specified terms such as daily, weekly, monthly, yearly or any fraction thereof.
- part of each payment goes to the principal and the rest to interest payments, frt another embodiment it may b& an interest only loan.
- the interest only loan may require a final balloon payment.
- the loan may have a pre-payment penalty ⁇ n which payment before the end of the loan will incur a fee or othet penalty.
- the loan may be paEd in full prior t ⁇ the end of ihe ierm of ihe loan without penalty.
- the loan may foe refinanced.
- player characters can choose, at any time, whether they want a loan t ⁇ be charged to their virtual cash account or their credit card on f Ee or any combEitafEon of these options.
- the payment option is provided by the bank or other entity providing the loan.
- the payment option may be selected or proposed by the character as shown in Figure 16. Such payment information and receipt of payment may be stored by any means desired.
- simple loan payment program 110 may be configured to:
- the loan terms may also include fees. fn one embodiment, the fees are part of the interest rate, in another embodiment the fees must be paid separately. Such fees may be a percentage of the loan or a flat fee or a combination thereof. In one embodiment, the fees are expressed as part of the annual percentage rate. Fees may also be incurred if payments are late, for example, the payment may one amount if received by a first date, and a second higher amount if paid by a second date. Fees may also be charged to verify the availability of the credit line being used to guaranty the foan. fn one embodiment, a loan origination fee ⁇ s charged to the credit line to verify that the account is active.
- the maximum loan amount, interest percentage rate, and pay period on the loan can be affected by any one or more of the following including:
- the type of player account e.g., basic or premium.
- the loan may be issued as a virtual debit card.
- the use of the card may be limited to purchases that are specified in the loan obligation or by the account (in the case of a loan not being involved).
- Player characters can give these debit cards to other player characters who can use the outstanding or remaining balance on them for virtual purchases specified when the debit card was created.
- Debit cards can be given to a first player character when a second player character relies on the first player character to purchase something for him, but cannot trust the player character with virtual cash that has unrestricted purchase parameters.
- Debit cards can be used to create in game payment vehicles that can only be used to purchase certain virtual assets and/or services. Debit cards can also be created that have access to specified amounts of funds.
- Such amounts may be a percentage of the cash available in the account or may be a fixed amount or a combination thereof such that there is a minimum or maximum percentage of available assets that can be used or minimum fixed amount and a percentage that is available.
- Information regarding the debit card may be stored by any means applicable. In one example, such information is stored on game server 102. In another embodiment such information is stored on bank server 104.
- a Debit Card Database 168 or 172 may comprise information such as:
- information regarding the debit card may be stored on game server 102 through Debit Card Issuance program 116 which may be configured to: 1. Receive an indication that a debit card was issued from a bank including player character info, bank info, debit card amount and conditions
- percentages of the debit card value can be allocated to different virtual asset classes. For instance, 50% of the value could be used to buy specific raw materials and 40% could be used to purchase services from specific NPCs and player characters to turn those raw materials into a specific product. The remaining 10% of the value could be used by a player character for anything, but, for example, only when the other 90% has been spent to create the specific product and that product has been deposited into the debit card issuer's account.
- the specific asset classes or services may be outlined in the loan application or determined by a) the bank, b) the game manufacturer, c) the owner(s) of the server(s) upon which the game resides, d) one or more player characters or e) any combination thereof. For example, if the loan is secured by another character, that character may require that a certain percentage of the purchases for the purposes of the loan be made from characters or businesses he designates.
- Debit Card Issuance program 148 may be configured to follow one or all of the following steps:
- Information regarding the allocations and usage of the debit card may be stored according to any means applicable.
- such information may be stored on Debit Card Usage program 118 on the bank server which may be configured to follow some or all of the following steps:
- Debit Card usage information may be stored on the game server and Debit Card usage program 150 may be configured to:
- the loan may be issued in the form of a virtual credit card in which the character may make purchases up to the amount of the loan using the virtual credit card or may give the virtual credit card to another party to make the purchases.
- the bank or entity supplying the loan may limit the use of the credit card to purchases in support of the reason for the loan, or may allow any purchases to be made.
- the credit on the credit card may additionally be allocated to different virtual asset classes as described above for virtual debit cards.
- the character may be enabled to vary one or more of the credit terms of the credit card such as interest rate, due date, grace period, penalties, credit limit, service charge, transferability, weekly or monthly or annual fees, automatic repayment, payment of other obligations, monetary advance, re-negotiated debt, and exchange value.
- the character logs into an existing bank account and requests a loan. Based on the available credit provided by the real world credit line securing the account, the credit score either real or virtual or both of the character and the amount of outstanding debt the character and/or player may have, the bank or other entity determines the amount of currency it is willing to lend to the character. The character then indicates the amount it wishes to borrow and the bank or other entity determines the interest rate and other terms of the loan, though these steps may be performed in either order, i.e. the bank or other entity may determine the terms and interest rate for the loan prior to disclosing the amount it is willing to lend.
- complex Loan Generation program 128 may be configured to follow some or all of the following steps:
- bank server 104 may be configured to perform some or all of the following steps:
- Payment of the loan may be made manually, in which the character submits each payment individually, or automatically, in which the game or bank server automatically removes funds from the character's account or charges the player's real world credit line when payments are due.
- the character can elect to make loan payments with a fixed real cash value amount that is guaranteed against currency fluctuation.
- loan Payment program 138 may be configured to perform some or all of the following steps:
- loan Payment program 132 may be configured to follow some or all of the following steps:
- the owner of the security may be notified that there is not enough virtual cash in the account to make the necessary payment and provide the owner of the security with a variety of options for making the payment.
- the owner of the security may elect to make a payment using virtual currency from another account, may elect to sell an asset to generate virtual currency to make the payment, buy virtual currency to pay the debt, or elect to have the underlying real world credit line guaranteeing the loan charged.
- the third party may charge a fee to the borrower for missing a payment
- Loan Payment program 132 may be configured to follow some or all of the following steps:
- loan Payment (invoice) program 134 may be configured to follow some or all of the following steps:
- a character in the game transfers the virtual currency to the borrowing character.
- a reminder is sent to the borrowing character that payment is due and/ ⁇ r a reminder is sent to the player.
- Such a reminder may islce the form of an e-mail, instant message, or other type of written or verbal communication commonly used in these environments. Jf the loan payment is not made in a timely manner in either virtual or real currency, the financial security underlying the debt is charged.
- loan Payment (invoice) program 134 may be configured to:
- a piayer character may have priority over other loans, i.e., if a piayer character enters bankruptcy or otherwise defaults on any loan, some- loans may recover from the assets of the player character before those Qf other t ⁇ ans.
- Priority Qf loans may be established at the time the loan is secured and/or based upon the date secured, for example, giving preference to toans secured earlier over those secured later. Priority may also foe granted based on the type of loan obtained, or the type of underlying assets used to secure the loan. For example, a foa ⁇ used to purchase property may have priority G ⁇ r a loan used to purchase a disposable asset or ⁇ ice wassa.
- the character and/or player may have one or more limitations imposed upon his actions frt the? vfrtuaf worfd by a) the bank, b) ihe game manufacturer, c) the awneF(s ⁇ of the ser ⁇ r(s) upon which the game resides, ⁇ ) one or mors player characters or e) any combination thereof.
- Ihe delinquent player may be prevented from obtaining any further loans whether from a bank or another pfayer.
- the delinquent player may. be blocked from converting wtusl currency t ⁇ reaf currency.
- a lien may be imposed upon the asseis of the character
- the delinquent character may be excluded from transacting business, owning land, or engaging trr other contracts within the ⁇ irfua[ world. Additionally,, or alter ⁇ atreeEyv the assets of the delinquent player may be seized and sold to cover the debt.
- the real world credii line used to secure the debt may also be charged in real world currency to cower the amount due. in one embodiment, upon delinquency, the ent ⁇ re amount of the loan may becoms immedEateEy due.
- ihe virtual representation of the character such as an a ⁇ atar can be altered to indicate that the character has a delinquent account.
- a ⁇ rfuai c ⁇ feci ⁇ n agent could traE the avstar around, a ball and chain could be attached: to the foot ⁇ f the 1 avatar r a warning cmM feat over ihe lisad o ⁇ iiie a ⁇ aiar. etc.
- any preferential terms may be subject to change. For example, ihe interest rate could increase, payment terms could acceterate, guaranteed exchange rates coufd become variable,, caps on interest OF exchange rales could be removed, etc.
- a Loan Account Database 166 may include information such as: 1. Bank ID
- loan creation information is stored on game server 102.
- toa ⁇ creation program 108 may be configured to:
- loan Generation program 130 may be configured to:
- Such information may alternatively or additionally be siored on bank server 104 in Joan account database 170. Such information may pertain to past, present or pending bans.
- the database may also Ineftide [nforrnattork on loans which are guaranteed b ⁇ a third party, including another pfayer.
- the daiafease may further include information regarding defaults if any or late payments on the loan, Addiiionally, the database may include information regarding the transfer of the loan amount to the character or pteyer scc ⁇ u ⁇ i
- Each toart will be assigned a unique ⁇ dent ⁇ Rer such as a number or a ssquef ice of alphanumeric characters.
- the database links ihe loan Information with the character and player information. Information generated from the loan may a!s ⁇ be Jinked with the character's credit score.
- the present invention provides a virtual environment in which a first player character establishes a contract with either one or more other player characters, entitles (real or ⁇ riual) or a game sen/en
- the contract may specify one or more virtual financial obligation values that the first player character is obligated to p& ⁇ at a specified virtual or real time and date.
- the contract may additionally include a credit card number associated with the game account of the first pJayer.
- a reat cash value may be established that equals the virtuaE financial obligation value and ihe first player's credit card may be charged the real cash yalue amount.
- Virtual loans-a player character or entity can barrow virtual cash from another player character, entity or ihe game server.
- An interest rate and payment schedule can be established, and payments cs ⁇ be secured by the player character 1 s or entity's credit card.
- ⁇ Mual Item renla3-a player character or entity can reni an in game iem from another player character, entity or the game server, A virtual cash fee per unit time can he established and secured with the placer character's or ertfi/s credit card.
- Virtual dividend payments for shares of a company-a player character or entity can take his virtual company public by seKt ⁇ g shares to other player characters or entities. He can guaraniy a virtual cash dividend for each share per unit time. He can secure ihe virtual cash dividend with his credit card.
- Virtual finance options-® placer character or entity cart choose to pay far an in game item with ⁇ irtual cash aver time rather Wegn up front ⁇ virtual cash payment amount and payment schedule is established, and the player or entity secures the virtual cash payments with a credit card, ff the player character or entity cannot make a specified virtual cash payment amount on a scheduled payment date t a reat cash value us determined for the payment amount and charged to his credit card.
- Virtual item creation-A first player character can agree to build an in game item for a second player character by a certain date. If the first player character does not buM the Item m ihe lime specified, either the virtual bank account or a credit card on fife can be charged a specified fee for each unEt of time that it Es barre.
- a virtual cash fee can be charged to ihe Hrsi playsf s credii card equal to ihe yirtuaJ cash value of the advance. If the first player character can make the virtual cash payment, a reaE cash vatue cart be determined that Es equal to the virtual cash value and charged to the first pfayef s credit card.
- Virtual futures contracts on goods bought or sold on an exchange- a pteyer character can establish art agreement to buy or SeJI 1 wiih yirtual cash, a particular amount of a game resource or item at a specified virtual or real time period.
- a penalty fee can be charged to his credit card.
- a first player character can agree to pay a second player character a specified virtual cash amount if the second player character agrees to help him to complete a mission or other game parameter. If the second player character helps the first player character to complete the game parameter, and the first player character does not pay the agreed to virtual obligation, the first ptayer/s credit card cart be charged; a penalty and or the real cash value of the virtual obligation.
- Virtual Insurance Payments and Claims-a player character can insure art in-game item with another player character or a game server.
- a periodic; virtual cash- insurance premium- payment can be determined for the item. If the piayer character cannot make a periodic virtual cash insurance premium payment, then his credit card is charged the real cash ⁇ a[ue of the periodic payment and/or a resf cash fee. Alternatively, a first player character makes a claim on a virtual Insurance policy.
- the game server verifies that the virtual insurance claim is legitimate, determines a vtrfuaf claim value, and charges a second player character (wfr ⁇ issued the claim) the virtual claim yalue amount If the second player character cannot pay the virtual claim value, theft a cash value is determined and charged; to the second player's credit card art file.
- Shipping-a first piayer character can agree to ship an item for a second player character to a certain virtual location ⁇ rt the game before a certain virtual or real date.
- the shipment of the item is secured with a credit card associated will! the first piayer character, if the item is not shipped or arrives late or damaged, a virtual cash fee can ibe charged to the player character account If the first pfayer character account does not have enough virtual cash to cover the fee, a real cash value for the fee can be determined and charged to the credit card associated with the first piayer character.
- Virtual Deposits and Interest Payments-a first player character deposits virtual money into an account with a virtual bank owned by one or more other player characters.
- the deposit balance and any periodic virtual interest due on the balance are secured by at least one credit card associated with the player characters that own the virtual bank, ff the bank is unable to pay a requested withdrawal amount equal; or less than the virtual bank account balance, the credit card securing lhe deposit can be charged the real cash value of ihe requested withdrawal amount Also, if the bank, cannot make a periodic interest payment-, the credit card securing the interest payment can be charged the real cash value of the payment.
- Identification Verlication a player character may yse a credit card as a means to identify himself as the owner of a player character and/or to establish: liability for a player character's actions, including whether or not a player character pays bills on lime, in full, etc.
- Loyalty/ Program Identification a player character may use a credit card number as a unique identifier for use as an IB for ioyaity programs or frequent shopper programs and the like.
- tayaway financing - a player character may purchase art in game object, service or resource, placing it into a "tayaway 1* account and have monthly or other periodic charges added to fijs credit carc ⁇ until such ilrne as the entire balance is paid off, at which time, the Player Character would receive the object, service or resource.
- Virtual Taxes-A player character can agree to pay a certain amount of taxes, tariffs, tolls to a government structure run by the game server or by player characters.
- a reaf casEi value for ihe yJrtual cash amount can fee determined and charged to a credit card associated with the player character.
- Virtual Adjudfcation-ln the event of a dsspute between pfayer characters, a game server or player character operated trial can determine a virtual settlement that a first player character needs to pay to a second player character. The first player character is given a time period within which to pay the settlement. Jf the first player character cannot pay the virtual settlement by the time specified, a real cash vafu ⁇ is generated for the virtual settlement and charged to fits credit card.
- any financial account can be used by the player to secure the virtual contracts he establishes with his player characters.
- the following accounts are non- f ⁇ mit ⁇ ng examples of the type of player character-owned accounts, that c&n be used, cndr ⁇ duatty or in any combination:,, to secure a virtual contract:
- Play time carcf-a pteyer can buy a play time card that allows them to play for a speclfe period of time. A portion of the credit on the card can be locked up to secure virtual obligations in the game environment
- guaranty-a player can sign a personal guaranty that allows the game server to put a lien on the player's real world assets in ihe event of a default on a contract in a game environment.
- Escrow account-a player character can place virtual or real items in escrow that he can use as collateral against in game contracts.
- Margin account-a game server or first player character can establish a margin account for a second player character that the second player character can use to secure in game contracts,
- a margin account could be automatically givert to a player character by/ a game server ⁇ e certain gam ⁇ attributes, skills, and levels have been reached.
- Annuity account - a player character can allocate a portion or all of his payments due to htm under an annuity, such as a life insurance payout tottery winnings,, judgment award, reverse mortgage, or any other annuity based income.
- an annuity such as a life insurance payout tottery winnings,, judgment award, reverse mortgage, or any other annuity based income.
- the amount charged to the pJayefs credit card in the event of a default on a virtual contract can be:
- a real cash amount either equat fo r less than or greater than the virtual amount
- the game server can automatically charge virtual cash values to the player character bank account or the game server cart noHfy a player character when a virtual cash value is due.
- Player Characters who have reached certain levels of the game or acquired certain amount of virtual value in a game may not be required to secure their contracts with a credit card. Such "financially secure" Player Characters may vouch for less financially secure player characters by offering their virtual value as collateral Alternatively or additionally, Player Characters may also receive margin dollars based on the level ⁇ r sfcEIEs they have obtained. (00177
- warnings may be delivered by any one or more of the following mechanisms including, but not limited to, in game alerts, In game Instant messaging, real world e-mail, voice mail,, postal mail r or text messages, [ ⁇ &179f
- Player characters could have the choice of using virtual or real cash to pay the virtual obligation when It becomes due. Characters could be offered this option on every purchase they make in a game environment For example, a player purchasing a game item in an in gams exchange can elect to pay real or ylrtual money during the transaction.
- the exchange Interface offers the choice between purchasing the item for real or virtual cash and the value of the item in- real and virtual cash is displayed. If the player selects virtual cash, the amount is debited from his virtual cash, account Ef the player selects real cash, the amount Is charged io his credit card on file.
- the player character when making a decision to use real or virtual cash to pay for an. item or service, the player character (a ⁇ dfar game server ⁇ may request bids from oiher player characters or entities to pay for ihe item at some level of exchange rale ihai differs from Ihe current exchange rate. For example, if a player character wishes to buy a virtual s worn! and the price is: $10 USD or 100 units of in game> currency (e.g. ptece of gold. $LB r ⁇ tc4 there may be third party player characters that may desire to pay the real cash value in exchange for some amount of LD, thai may be less or more than ihe current exchange rate.
- the account can be suspended and the virtual assets owned by the player character cart be automatically liquidated and the proceeds divided acn ⁇ ngst virtual contract holders (other player characters ⁇ r Ihe game server) in ratio of the contract values.
- some or all of the virtual assets owned by the player may be immediately sold for their market yaiue. The assets may be sold one at a time (in any order specified by the rules of the game server i.e.
- the cash can be paid to the creditors using any suitable means including, but not totted to r : (i) on ratio equal to the obligation for each creditor compared to the total outstanding obligations- and/ ⁇ r Qi) in order of priority.
- a creditor can be given priority based on (!) paying to be a priority creditor when the virtual contract is established; (ii) the amount of the obligation; (iii) the date the virtual contract was established; (tv) the remaining obligation- of the contract vs.
- the game server cart periodically/ ping the credit card or other fErta ⁇ craE account identifier of ihe player Io make sure Ihat there is adequate cash or credit line associated with the account to cover all the virtual obligations that the player has established: with his characters.
- [OttlSS] Wnen a virtual obligation is established, an amount that is equal to or a percentage of that obligation can be locked on the credit card so that it cannot be used for anything other than covering the virtual obligation.
- an interest in Bn insurance policy can be purchased for a fee ihat is charged to the credit card.
- the insurance policy pays tie debt; however the player character's rating would be towered and/or future policies rejected outright If an insurance company (reaf or virtual) pays the debt, the insurance company could seek restitution from the defaulting player character.
- the game server can conduct a preaulhorkation of the player credit card equal to the cash value of ihe virtual obligation when the virtual contract is established. If the preauthorization fails, the contract cannot be executed and the appropriate parties (player characters and or game server) are notified.
- a player character may not be able to sell assets in a game or on an ⁇ exchange between game servers or games If fie has contracts established in a game environment. Alternatively, an amount of the player character's assets equal to his v ⁇ rtuaE cash obligations cannot be sold art art in game, Enter game server, or intra game exchange.
- the game server when a player character creates a contract, the game server can upsell a credit card to that player character to use to secure the contract. Ef the pEayer character accepts the offer, he fls out a credit card; application. The application is submitted to the card issuing 'bank. If the bank accepts the application, a new card number is issued and used to secure the contract. [0&I8S] According to one or more embodiments of the present invention:,.
- the game server can upse ⁇ a credit card that the player character can use to secure contracts ⁇ and pay for his monthly fees)
- the card can be issued with a certain amount of credit fine that can be used to secure contracts with no payment obligation for the player. For example, the player could be given $50 worth of credit line to use to secure against in game contracts. If the player defaults on a contract in the game, the game can automatically charge the credit card account the specified penalty amount. As long as that amount is less than $50, then the player is not obligated to pay; off the balance on the credit card.
- a fee can be charged by a game server or player character who facilitates and enforces the contracts between other player characters and the game server.
- This fee can be a flat fee, a "per transaction” fee, or a percent of the total value of the contract or payment fee.
- the player can Just pay a recurring real cash fee to borrow virtual cash in a game environment Either the game server or the player character can issue the virtual loan and receive the monthly real cash fee.
- the monthly fee can be charged to the player character by the game server and a portion of the fee can be remitted, in real or virtual cash to a second player character who initiated the loan.
- a player character can rent a sum of virtual cash for a monthly real cash fee that is charged to his credit card.
- a piayer pays a monthly real cash amount as long as he has borrowed a certain amount of money from a game server or other player character.
- the real cash monthly fee may no longer collected by the game server.
- a player character can also rent a sum of virtual cash for a recurring virtual cash fee. If the player character cannot pay the recurring virtual cash fee, a real cash value is determined and charged to the player credit card.
- a player character can be offered the choice to pay a basic monthly fee for his account, or an additional monthly fee for his account that includes an upfront loan of virtual cash.
- a suitable system 210 may include a centra! server 212 in electronic communication with any number of suitable programs including, for exampEe and without limitation: a Contract Generation Program 214; a Contract Enforcement Program 18; a Asset liquidation and Redistribution Program 218; a Credit Card Upsell Program 220; and a Virtual Cash to Real Cash Exchange Program 222.
- suitable programs including, for exampEe and without limitation: a Contract Generation Program 214; a Contract Enforcement Program 18; a Asset liquidation and Redistribution Program 218; a Credit Card Upsell Program 220; and a Virtual Cash to Real Cash Exchange Program 222.
- System 210 may further comprise any number of suitable databases.
- suitable databases include, but are not limited to, a player database 224, a player character database 226, a contract database 228, and a virtual bank database 230.
- Player database 224 may include information about each player who accesses the game. This Information may be provided to the game server by a player when the player registers to play the game, or at any other suitable time and using any suitable means. Examples of player information include, but are not limited to: player ID, player contact information, player credit card information, and/or player character ID.
- Player character database 226 may include information about each player character that participates, or is able to participate, in a game. Accordingly, it will be understood that according to some types of games, a single player may create and control more than one player character. Examples of information the player character database may maintain include, but are not limited to: player character ID, player character profile, player character asset(s), player character attribute(s), player character contract(s). Of course it will be understood that for many of these information categories, a given player character may have multiple entries. For example, a given player character may have any number of attributes which could be tracked and maintained by the player character database.
- Contract database 228 may include information about any virtual agreements entered into by player characters. Examples of infbrmatbn the contract database may maintain include, but are not limited to: contract ID, player character ID, Player character type, contract type, contract obligation(s). Of course it will be understood that for many of these information categories, a given contract may have multiple entries. For example, a given contract entered into by a given player character may have numerous contract obligations which can be tracked and maintained by the contract database. Examples of contract obKgattort Enf ⁇ Fmat ⁇ o ⁇ that coufd be tracked and maintained by the contract database includes, but fs not froited to: player character, obligation type, obligation amount, obligation date, obligation penalty, obligation grace period, obligation warning message, and default rules.
- Virtual bank database 230 may include information related to the methods and financial instruments used to guarantee certain in-game agreements.
- the virtual bank database may include information including, but not limited to: player character owner, player character owner credit card number, account balance, maximum deposit lim ⁇ t, interest rate, interest payment schedule, player character account, and loan account number, ft will be appreciated that any of these categories of information may include subcategorizable information.
- the player character account information may include numerous sub-categories of information including character ID, character balance, character interest rate, and interest payment schedule.
- the loan account information may include sub-categories of information including character ID, loan amount, payment(s), interest rate, and credit card number.
- Receive, Store and Output a request to assemble an in-game item including at least one of (i) a virtual cash amount, (ii) a blueprint, (iii) in game natural resources and game items necessary to assemble the item, (iv) a date / time of expected delivery, and (v) the agreed upon or expected quality of the item or its constituent components.
- first player character virtual cash account cannot cover settlement amount: a. Determine a real cash value for the virtual settlement amount b. Charge real cash value to credit card associated with first player character c. Convert real cash to virtual cash d. Transfer virtual cash (less applicable fees) to the virtual cash account of the second player character k. Breaking rules or hacking the game xvi. Player character to game server (infraction occurrence)
- Locking player character accounts and liquidating assets a. Determine that a virtual obligation cannot be paid with a virtual account associated with a player character b. Determine a real cash value for the virtual obligation c. Retrieve credit card associated with player character d. Attempt to charge real cash value of virtual obligation to credit card e. If attempt fails, lock virtual assets of player character account, f. Post and sell virtual assets on appropriate in game marketplace or exchange g. Retrieve virtual creditor list h. Determine % of player character asset value due to each virtual creditor i. Transmit appropriate % of asset value to each virtual creditor [00204] Generating warning message if virtual obligation cannot be met a. Determine that a virtual obligation cannot be paid with a virtual account associated with a player character b. Determine a real cash value for the virtual obligation c. Retrieve credit card associated with player character d. Attempt to charge real cash value of virtual obligation to credit
- Periodic check of credit card validity a. Determine that a player character account has a virtual obligation secured by a credit card b. Retrieve credit card number c. Verify that credit card is valid and/or has enough remaining credit to cover virtual obligation. d. If credit card is not valid and/or does not have enough remaining credit to cover a virtual obligation, lock assets of player character account equal to total virtual obligation amount.
- Credit card upselling during contract initiation a. Receive request to initiate a virtual contract from a player character b. Output offer to register for a credit card to secure the transaction c. Receive acceptance of offer, including player billing information d. Submit credit card application for approval e. If credit card application is accepted, bind virtual contract with new credit card. f. If credit card application is denied, output request to player character to use a different credit card to bind virtual contract xvi i. Receive alternate credit card from player character xviii. Use alternate credit card to bind contract [00208] Credit card upselling during player set up a. Receive request to create new player account b. Output offer to register for a credit card, including an upfront virtual benefit if offer is accepted c.
- the present invention provides a virtual environment in which a first player character establishes a contract with either one or more other player characters, entities (real or virtual) or a game server.
- the contract may specify one or more virtual financial obligation values that the first player character is obligated to pay at a specified virtual or real time and date.
- the contract may additionally include a credit card number associated with the game account of the first player.
- a real cash value may be established that equals the virtual financial obligation value and the first player's credit card may be charged the real cash value amount.
- Examples of in game contracts include, but are not limited to:
- Virtual loans-a player character or entity can borrow virtual cash from another player character, entity or the game server.
- An interest rate and payment schedule can be established, and payments can be secured by the player character's or entity's credit card.
- Virtual item rental-a player character or entity can rent an in game item from another player character, entity or the game server.
- a virtual cash fee per unit time can be established and secured with the player character's or entity's credit card.
- Virtual dividend payments for shares of a company-a player character or entity can take his virtual company public by selling shares to other player characters or entities. He can guaranty a virtual cash dividend for each share per unit time. He can secure the virtual cash dividend with his credit card.
- a virtual cash payment amount and payment schedule is established, and the player or entity secures the virtual cash payments with a credit card. If the player character or entity cannot make a specified virtual cash payment amount on a scheduled payment date, a real cash value is determined for the payment amount and charged to his credit card.
- Virtual item creation-A first player character can agree to build an in game item for a second player character by a certain date. If the first player character does not build the item in the time specified, either the virtual bank account or a credit card on file can be charged a specified fee for each unit of time that it is late. Also, if the first player character took an advance and or raw materials from the second player character, a virtual cash fee can be charged to the first player's credit card equal to the virtual cash value of the advance. If the first player character can make the virtual cash payment, a real cash value can be determined that is equal to the virtual cash value and charged to the first player's credit card.
- Virtual futures contracts on goods bought or sold on an exchange can establish an agreement to buy or sell, with virtual cash, a particular amount of a game resource or item at a specified virtual or real time period.
- a real cash value is determined that is equal to the virtual cash value of the buy or sell offer. If the player character is unable to sell or purchase the item at the specified time, either (i) a penalty, (ii) all or a portion of the real cash value of the contract or (ii) any combination of one and two above can be charged to the player's credit card.
- a first player character can agree to help a second player character to solve a mission or other game parameter within a given time period. If the first player character fails to help the second player character complete the specified game parameter in the time specified, a penalty fee can be charged to his credit card.
- a first player character can agree to pay a second player character a specified virtual cash amount if the second player character agrees to help him to complete a mission or other game parameter. If the second player character helps the first player character to complete the game parameter, and the first player character does not pay the agreed to virtual obligation, the first player's credit card can be charged a penalty and or the real cash value of the virtual obligation.
- Virtual Insurance Payments and Claims-a player character can insure an in-game item with another player character or a game server.
- a periodic virtual cash insurance premium payment can be determined for the item. If the player character cannot make a periodic virtual cash insurance premium payment, then his credit card is charged the real cash value of the periodic payment and/or a real cash fee.
- a first player character makes a claim on a virtual insurance policy.
- the game server verifies that the virtual insurance claim is legitimate, determines a virtual claim value, and charges a second player character (who issued the claim) the virtual claim value amount. If the second player character cannot pay the virtual claim value, then a cash value is determined and charged to the second player's credit card on file.
- Virtual Shipping-a first player character can agree to ship an item for a second player character to a certain virtual location in the game before a certain virtual or real date.
- the shipment of the item is secured with a credit card associated with the first player character, if the item is not shipped or arrives late or damaged, a virtual cash fee can be charged to the player character account. If the first player character account does not have enough virtual cash to cover the fee, a real cash value for the fee can be determined and charged to the credit card associated with the first player character.
- Virtual Deposits and Interest Payments a first player character deposits virtual money into an account with a virtual bank owned by one or more other player characters.
- the deposit balance and any periodic virtual interest due on the balance are secured by at least one credit card associated with the player characters that own the virtual bank. If the bank is unable to pay a requested withdrawal amount equal or less than the virtual bank account balance, the credit card securing the deposit can be charged the real cash value of the requested withdrawal amount. Also, if the bank cannot make a periodic interest payment, the credit card securing the interest payment can be charged the real cash value of the payment.
- Identification Verification - a player character may use a credit card as a means to identify himself as the owner of a player character and/or to establish liability for a player character's actions, including whether or not a player character pays bills on time, in full, etc.
- Loyalty Program Identification - a player character may use a credit card number as a unique identifier for use as an ID for loyalty programs or frequent shopper programs and the like.
- Layaway financing - a player character may purchase an in game object, service or resource, placing it into a "layaway" account and have monthly or other periodic charges added to his credit card until such time as the entire balance is paid off, at which time, the Player Character would receive the object, service or resource.
- Virtual Taxes-A player character can agree to pay a certain amount of taxes, tariffs, tolls to a government structure run by the game server or by player characters. In the event that a player character cannot make a tax payment a real cash value for the virtual cash amount can be determined and charged to a credit card associated with the player character.
- a game server or player character operated trial can determine a virtual settlement that a first player character needs to pay to a second player character.
- the first player character is given a time period within which to pay the settlement. If the first player character cannot pay the virtual settlement by the time specified, a real cash value is generated for the virtual settlement and charged to his credit card.
- any financial account can be used by the player to secure the virtual contracts he establishes with his player characters.
- the following accounts are non- limiting examples of the type of player character-owned accounts that can be used, individually or in any combination, to secure a virtual contract:
- Play time card-a player can buy a play time card that allows them to play for a specific period of time. A portion of the credit on the card can be locked up to secure virtual obligations in the game environment
- personal guaranty-a player can sign a personal guaranty that allows the game server to put a lien on the player's real world assets in the event of a default on a contract in a game environment.
- Escrow account-a player character can place virtual or real items in escrow that he can use as collateral against in game contracts.
- Margin account-a game server or first player character can establish a margin account for a second player character that the second player character can use to secure in game contracts.
- a margin account could be automatically given to a player character by a game server once certain game attributes, skills, and levels have been reached.
- Annuity account - a player character can allocate a portion or all of his payments due to him under an annuity, such as a life insurance payout, lottery winnings, judgment award, reverse mortgage, or any other annuity based income.
- an annuity such as a life insurance payout, lottery winnings, judgment award, reverse mortgage, or any other annuity based income.
- the amount charged to the player's credit card in the event of a default on a virtual contract can be:
- a real cash amount either equal to, less than or greater than the virtual amount.
- the game server can automatically charge virtual cash values to the player character bank account or the game server can notify a player character when a virtual cash value is due.
- Player Characters who have reached certain levels of the game or acquired certain amount of virtual value in a game may not be required to secure their contracts with a credit card. Such "financially secure" Player Characters may vouch for less financially secure player characters by offering their virtual value as collateral. Alternatively or additionally, Player Characters may also receive margin dollars based on the level or skills they have obtained. [00217] According to one or more embodiments of the present invention, Player characters can be given a warning and a grace period if they do not pay the virtual cash obligation on the virtual or real date specified or there is not sufficient virtual cash in their virtual cash account for the virtual obligation to be automatically withdrawn.
- warnings may be delivered by any one or more of the following mechanisms including, but not limited to, in game alerts, in game instant messaging, real world e-mail, voice mail, postal mail, or text messages.
- Player characters could have the choice of using virtual or real cash to pay the virtual obligation when it becomes due. Characters could be offered this option on every purchase they make in a game environment. For example, a player purchasing a game item in an in game exchange can elect to pay real or virtual money during the transaction. The exchange interface offers the choice between purchasing the item for real or virtual cash and the value of the item in real and virtual cash is displayed. If the player selects virtual cash, the amount is debited from his virtual cash account. If the player selects real cash, the amount is charged to his credit card on fife.
- the player character when making a decision to use real or virtual cash to pay for an item or service, the player character (and/or game server) may request bids from other player characters or entities to pay for the item at some level of exchange rate that differs from the current exchange rate. For example, if a player character wishes to buy a virtual sword and the price is: $10 USD or 100 units of in game currency (e.g. piece of gold, $LD, etc.), there may be third party player characters that may desire to pay the real cash value in exchange for some amount of LD, that may be less or more than the current exchange rate.
- the account when a player's financial account cannot cover the real cash obligation specified by a virtual contract, the account can be suspended and the virtual assets owned by the player character can be automatically liquidated and the proceeds divided amongst virtual contract holders (other player characters or the game server) in ratio of the contract values.
- some or all of the virtual assets owned by the player may be immediately sold for their market value.
- the assets may be sold one at a time (in any order specified by the rules of the game server i.e. most to least valuable, least to most valuable, most to least liquid, least to most liquid, etc) until the virtual obligations of the player character have been met.
- the cash can be paid to the creditors using any suitable means including, but not limited to,: (i) in ratio equal to the obligation for each creditor compared to the total outstanding obligations; and/or (ii) in order of priority.
- a creditor can be given priority based on (i) paying to be a priority creditor when the virtual contract is established; (ii) the amount of the obligation; (iii) the date the virtual contract was established; (iv) the remaining obligation of the contract vs. the total obligation; or (v) paying off debts to independent third party player characters or entities as opposed to those player characters / entities that are either own by or related to the indebted player character.
- the game server can periodically ping the credit card or other financial account identifier of the player to make sure that there is adequate cash or credit line associated with the account to cover all the virtual obligations that the player has established with his characters.
- an amount that is equal to or a percentage of that obligation can be locked on the credit card so that it cannot be used for anything other than covering the virtual obligation.
- an interest in an insurance policy can be purchased for a fee that is charged to the credit card.
- the insurance policy pays the debt; however the player character's rating would be lowered and/or future policies rejected outright. If an insurance company (real or virtual) pays the debt, the insurance company could seek restitution from the defaulting player character.
- the game server can conduct a preauthorization of the player credit card equal to the cash value of the virtual obligation when the virtual contract is established. If the preauthorization fails, the contract cannot be executed and the appropriate parties (player characters and or game server) are notified.
- a player character may not be able to sell assets in a game or on an exchange between game servers or games if he has contracts established in a game environment. Alternatively, an amount of the player character's assets equal to his virtual cash obligations cannot be sold on an in game, inter game server, or intra game exchange.
- the game server can upsell a credit card to that player character to use to secure the contract. If the player character accepts the offer, he fills out a credit card application. The application is submitted to the card issuing bank. If the bank accepts the application, a new card number is issued and used to secure the contract.
- the game server can upsell a credit card that the player character can use to secure contracts (and pay for his monthly fees)
- the card can be issued with a certain amount of credit line that can be used to secure contracts with no payment obligation for the player. For example, the player could be given $50 worth of credit line to use to secure against in game contracts. If the player defaults on a contract in the game, the game can automatically charge the credit card account the specified penalty amount. As long as that amount is less than $50, then the player is not obligated to pay off the balance on the credit card.
- a fee can be charged by a game server or player character who facilitates and enforces the contracts between other player characters and the game server.
- This fee can be a flat fee, a "per transaction" fee, or a percent of the total value of the contract or payment fee.
- the player can just pay a recurring real cash fee to borrow virtual cash in a game environment. Either the game server or the player character can issue the virtual loan and receive the monthly real cash fee.
- the monthly fee can be charged to the player character by the game server and a portion of the fee can be remitted, in real or virtual cash to a second player character who initiated the loan.
- a player character can rent a sum of virtual cash for a monthly real cash fee that is charged to his credit card.
- a player pays a monthly real cash amount as long as he has borrowed a certain amount of money from a game server or other player character.
- the real cash monthly fee may no longer collected by the game server.
- a player character can also rent a sum of virtual cash for a recurring virtual cash fee. If the player character cannot pay the recurring virtual cash fee, a real cash value is determined and charged to the player credit card.
- a player character can be offered the choice to pay a baste monthly fee for his account, or an additional monthly fee for his account that includes an upfront loan of virtual cash.
- a method for providing multiple purchase options for virtual purchases is provided.
- a player character can open a screen or pop up window to purchase items from the game server or other player characters.
- the screen allows the player character to view the item for sale, and purchase the item with either virtual currency or real currency.
- the game server receives the desired item to purchase, retrieves the virtual currency price for the item, converts the virtual currency price into a real currency price based on a current exchange rate, and outputs the virtual and real currency price to the player character.
- the player character can choose whether he wants to make the purchase with real or virtual currency.
- any transaction in the game environment can allow the buyer to pay with multiple real and virtual cash currency types.
- a player character can place virtual items he has in inventory in escrow and list other virtual items or groups of items he is willing to trade for those items.
- a second player character indicates he wants to purchase one of these items or groups of items that have been placed into escrow by the first player character and the second player character has one or more of the other virtual items the first player character wants, he can elect to exchange items rather than pay for them with real or virtual cash.
- the game server can offer the ability to exchange items on the same purchase screen where it offers real and virtual cash payment options.
- transactions can be paid for by exchanging items in the player character's inventory for those items he wishes to purchase.
- the game server may only accept items from the player character that are in demand, and/or may convert both items into a common exchange rate to determine the number of such items needed to buy an item.
- a player character may use items in inventory in combination with real or virtual cash.
- a player character purchase screen may give the player character the ability to purchase a virtual item with one or a combination of multiple currency types and/or objects for barter.
- a player can select which types of currencies he wants to view on the purchase screen.
- Multiple types of virtual and real cash can be displayed and selected.
- the real currency values could be displayed in United States Dollars, Japanese Yen, and/or any other types of real world currency.
- the virtual currency values could be denominated and displayed in Linden Dollars, World of Warcraft Gold, and/or any other types of virtual world currency.
- the game server can track purchases up to some fixed dollar amount, and charge the sum to the player's credit card rather than charging the credit card each time a virtual purchase is made with real cash.
- the game server could charge a fixed dollar amount to the credit card associated with the player character and decrement that amount with real cash purchases in the game environment until the fixed dollar amount is depleted, at which time the credit card would then be charge the fixed dollar amount again.
- Any financial account can be used by the player to secure the virtual contracts he establishes with his player characters.
- the following accounts owned by a player character can be used, individually or in any combination, to secure a virtual contract:
- Play time card-a player can buy a play time card that allows them to play for a specific period of time. A portion of the credit on the card can be locked up to secure virtual obligations in the game environment
- Personal guaranty-a player can sign a personal guaranty that allows the game server to put a lien on the player's real world and/or virtual assets in the event of a default on a contract in a game environment.
- Escrow account-a player character can place virtual or real items in escrow that he can use as collateral against in game contracts.
- Margin account-a game server or first player character can establish a margin account for a second player character that the second player character can use to secure in game contracts.
- a margin account could be automatically given to a player character by a game server once certain game attributes, skills, and levels have been reached.
- Annuity account - a player character can allocate a portion or all of his payments due to him under an annuity, such as a life insurance payout, lottery winnings, judgment award, reverse mortgage, or any other annuity based income.
- an annuity such as a life insurance payout, lottery winnings, judgment award, reverse mortgage, or any other annuity based income.
- Indentured Service i.e., a commitment to perform services in exchange for a measured amount of virtual cash.
- player database 224 may include information about each player who accesses the game. This information may be provided to the game server by a player when the player registers to play the game, or at any other suitable time and using any suitable means. Examples of player information include, but are not limited to: player ID, player contact information, player credit card information, and/or player character ID.
- Player character database 226 may include information about each player character that participates, or is able to participate, in a game. Accordingly, it will be understood that according to some types of games, a single player may create and control more than one player character. Examples of information the player character database may maintain include, but are not limited to: player character ID, player character profile, player character asset(s), player character attribute(s), player character contract(s). Of course it will be understood that for many of these information categories, a given player character may have multiple entries. For example, a given player character may have any number of attributes which could be tracked and maintained by the player character database.
- Contract database 228 may include information about any virtual agreements entered into by player characters. Examples of information the contract database may maintain include, but are not limited to: contract ID, player character ID, Player character type, contract type, contract obligation(s). Of course it will be understood that for many of these information categories, a given contract may have multiple entries. For example, a given contract entered into by a given player character may have numerous contract obligations which can be tracked and maintained by the contract database. Examples of contract obligation information that could be tracked and maintained by the contract database Includes, but is not limited to: player character, obligation type, obligation amount, obligation date, obligation penalty, obligation grace period, obligation warning message, and default rules.
- Virtual bank database 230 may include information related to the methods and financial instruments used to guarantee certain in-game agreements.
- the virtual bank database may include information including, but not limited to: player character owner, player character owner credit card number, account balance, maximum deposit limit, interest rate, interest payment schedule, player character account, and loan account number. It will be appreciated that any of these categories of information may include subcategorizable information.
- the player character account information may include numerous sub-categories of information including character ID, character balance, character interest rate, and interest payment schedule.
- the loan account information may include sub-categories of information including character ID, loan amount, payment(s), interest rate, and credit card number.
- System 240 may include a central server 242 in electronic communication with any number of suitable programs including, for example and without limitation: a Currency Exchange
- System 210 may further comprise any number of suitable databases.
- suitable databases include, but are not limited to, a player database 250, a player character database 252, a currency exchange database 254, an item database 256, and a market database 258.
- Player database 250 may include information about each player who accesses the game. This information may be provided to the game server by a player when the player registers to play the game, or at any other suitable time and using any suitable means. Examples of player information include, but are not limited to: player character ID, character personal information, character real currency account information, and player character(s).
- Player character database 252 may include information about each player character that participates, or is able to participate, in a game.
- a single player may create and control more than one player character.
- Examples of information the player character database may maintain include, but are not limited to: character name, virtual cash currency preferences, real cash currency preferences, virtual cash account, account number, account balance, and virtual item ID.
- a given player character may have multiple entries.
- a given player character may have any number of attributes which could be tracked and maintained by the player character database.
- Currency exchange database 254 may include information such as currency types and exchange rates.
- Item database 256 may include Information about the various items that are available for use in the game. Examples of Information the item database may maintain includes item identification, item descriptors, and item attributes.
- Market database 258 includes Information about the items that have been offered for sale/barter/etc, in the game. Examples of information the market database may maintain includes item ID, item value, quantity available, and the items for which exchange is available. [00254] The following paragraphs describe various methods and steps therein according to the present disclosure: [00255J Establishing a Contract n. loan i. Player Character to Game Server
- Receive, Store and Output a request to assemble an in-game item including at least one of (i) a virtual cash amount, (ii) a blueprint, (iii) in game natural resources and game items necessary to assemble the item, (iv) a date / time of expected delivery, and (v) the agreed upon or expected quality of the item or its constituent components.
- first player character virtual cash account can cover settlement amount, transmit amount (less applicable fees) to second player character virtual cash account
- first player character virtual cash account cannot cover settlement amount: a. Determine a real cash value for the virtual settlement amount b. Charge real cash value to credit card associated with first player character c. Convert real cash to virtual cash d. Transfer virtual cash (less applicable fees) to the virtual cash account of the second player character v. Breaking rules or hacking the game xvi. Player character to game server (infraction occurrence)
- Locking player character accounts and liquidating assets a. Determine that a virtual obligation cannot be paid with a virtual account associated with a player character b. Determine a real cash value for the virtual obligation c. Retrieve credit card associated with player character d. Attempt to charge real cash value of virtual obligation to credit card e. If attempt fails, lock virtual assets of player character account, f. Post and sell virtual assets on appropriate in game marketplace or exchange g. Retrieve virtual creditor list h. Determine % of player character asset value due to each virtual creditor i. Transmit appropriate % of asset value to each virtual creditor [00258J Generating warning message if virtual obligation cannot be met a.
- Periodic check of credit card validity a. Determine that a player character account has a virtual obligation secured by a credit card b. Retrieve credit card number c. Verify that credit card is valid and/or has enough remaining credit to cover virtual obligation. d. If credit card is not valid and/or does not have enough remaining credit to cover a virtual obligation, lock assets of player character account equal to total virtual obligation amount.
- Credit card upselling during contract initiation a. Receive request to initiate a virtual contract from a player character b. Output offer to register for a credit card to secure the transaction c. Receive acceptance of offer, including player billing information d. Submit credit card application for approval e. If credit card application is accepted, bind virtual contract with new credit card. f. If credit card application is denied, output request to player character to use a different credit card to bind virtual contract i. Receive alternate credit card from player character ii. Use alternate credit card to bind contract [00262] Credit card upselling during player set up a. Receive request to create new player account b. Output offer to register for a credit card, including an upfront virtual benefit if offer is accepted c.
- a player character when a player character reaches a certain level in a video game, he is allowed the opportunity to have one or more of the above relationships with another player character.
- These relationships can be defined and/or limited by the player character's race and class in the game. Some of these relationships can allow the player character to develop additional relationships with subsequent player characters. These additional relationships may require the player character to reach another level in the game. Some levels of the game may be unobtainable by the player character unless they have developed certain relationships with other characters. Certain of these relationships may prevent or preclude certain other relationships with other player characters.
- Relationships between player characters can provide additional benefits to one or more of the player characters in the relationship.
- Non- limiting examples of these benefits include:
- a player character can receive some or all of the character attributes generated by another player character if they have a relationship (master/slave) 2.
- Player characters can have additional relationships with other player characters if they have a relationship with each other (marriage/children)
- Attributes of a player character can be enhanced, modified, or transferred if they have a relationship with another character (children inherit attributes of parents)
- the race or class of the player character can be altered as long as they have a relationship with another character (undead possess living player characters)
- a player character can shorten, lengthen, or restart the life of another player character if they have a relationship (doctor/patient)
- a player character cannot reach subsequent levels of a game or acquire certain character attributes unless they have one or more relationships with other characters, (mayor of city must have a wife and child)
- characters can be limited based on character attributes including:
- relationships between characters can be lost according to certain game parameters.
- Examples of the types of game parameters according to which a relationship might be lost include, but are not limited to:
- One of the characters in the relationship has the authority to sever the relationship and does so. 10.
- One of the characters in the relationship cancels his account with the game server
- One character pays or fails to pay or provide a certain amount or number of attributes to the other character, then their relationship may be severed.
- relationships may be established in a variety of ways. Examples of ways in which relationships between characters can be established include, but are not limited to:
- each type of relationship may be defined and/or governed by various rules and/or limitations.
- relationships and governing rules and limitations for those relationships. It will be understood, however, that such relationships and limitations are provided only as examples of the types of relationships and limitations that could be used in a game and that none of the examples below should be construed as requirements for the embodiment. It will be further understood that rules and limitations may be added or deleted, individually or in groups, and that such rules and limitations may be static or fluid.
- Marriage-Two players in a game reach a certain level of the game and are qualified to be married. The characters log in to a special screen of the game that displays other characters that are available to be married.
- Characters can display conditions for the marriage i.e. they need a certain dowry, prenuptials or will only marry a character of a certain class or level, or with sufficient resources, income or skills to contribute to the marriage.
- a player character can accept a marriage proposal or submit a counter offer. When both players agree to the terms of the marriage, then the system sets a flag in both of the character accounts indicating their newly formed relationship.
- a new player can specify what gender, race and class he wants his player character (child) to b ⁇ .
- the system can display what gender, races and classes need or want more children by displaying the family trees of player characters already in the game that are married and that desire children.
- Parents can only have children within a certain subset of classes. For instance a rogue and a wizard can only have warriors and paladins as children, etc. Additional criteria can be set up by the new player or the parents to further establish the relationship between them. For instance, parents can set up a contract with the child so that they take a certain percentage of his experience or game attributes, but agree to leave all of their wealth to the child in their will when they die.
- New characters can set parameters for becoming a child, for instance, the new player child may agree to give his parent(s) a certain percentage of his future experience points, in exchange for certain attributes or other tangible or intangible property when his parent(s) acquire them. Once the parents and the child have agreed to a contract, the new player character is born into the game and is added to the family tree of the parents. The new child may then begin to play the game and strive to gain wealth and attributes, etc.
- New player characters can only be added to the game environment by being offspring of other player characters. New players can elect to give a greater amount of their experience or game attributes to parents who are in a good family or who otherwise have desirable traits, attributes, wealth, etc. According to this example, so called “bad families” will have a cheaper "barrier to entry” for new players than "good families.” A player can set up a profile of the type of character they want. When a married couple in the game is able to have a child, the new player character requests are analyzed and new children are created according to new player preferences. A new player can choose to have his player inserted into different ages based on different servers.
- Some characters may be able to spawn children without marriages. For example, some races may not require the union of two characters in order for a parent to have a child. In these cases, children entering the game may suffer from deficits in income, attributes, or other characteristics. These deficits may plague the player throughout his life or only during childhood. An advantage of becoming a child out of wedlock is that there is no or little barrier to entry.
- Slave/Master-A first player character may be captured by a second player character in the game.
- the first player character is made a slave to the second player character and some or all of his experience and attributes are given to his master until he is freed.
- a slave can be freed if a member of his family or the slave if a ransom is paid.
- the master can put out a ransom note, or he can keep it a secret that he has captured the first player character as a slave.
- Family members of the slave or the slave himself can log in to a special screen in the game to view the conditions of the ransom to free the slave/himself. If the family members or the slave agree to the conditions of the ransom, they can free the slave/himself.
- Slaves may be subject to various penalties or governed by additional game rules while they are being held in harbor. Examples of the types of penalties or additional game rules to which a slave might be subjected include, but are not limited to:
- Slaves can play in the game in a limited capacity until they are free.
- Slaves can be cut off from communication with their family.
- Slaves can create their own contracts with other player characters who can free them from being slaves.
- Slaves can bargain with their masters to free them for a proscribed initial or future, i.e., to be paid price.
- a slave can also be sold by its master to another master by posting the slave for sale on a special marketplace.
- a married couple may not be able to produce offspring that compliment their team fighting abilities.
- a family may need more healers to have a well rounded fighting force, but none of the parents can have healers as children based on their classes.
- a player character once he reaches a certain level, can have an affair with a family member of another family so that they can have children of a specific class that they could not otherwise have. Children generated in this manner are members of both families. The stronger family has the right to absorb the bastard player into their family first.
- the 134 player character can negotiate a contract with the stronger player character in order to provide a bastard child to his family.
- a family lacking in a certain class of character can go outside the family to generate those class types in their family, but must pay for the privilege by providing game attributes to the non family member who agrees to have the affair.
- Another defect type might be a general constraint on the speed with which a child achieves various objectives, levels, karma, or other attributes.
- the degree to which these defects manifest themselves in such offspring may be determined randomly or predetermined by a set of rules enforced by the server or peer-to-peer network, [00284]
- Enchanter/Enchanted-Undead players can build up their army/family by enhancing other player characters. When an undead character reaches a certain level, they are eligible to enchant a "living" player character and cause them to be undead. These newly undead players than are removed from their current family tree and added to the undead family tree.
- Gods 135 attributes to the gods. They can nullify a curse by offering attributes to a god. Gods may be player characters or, in certain game versions, NPCs. [00287] The goals of Gods are that their race rules the world. They can add extra incentives to parent/child contracts so that new player characters join their race over other alternative races.
- Boss/Employee-in a mafia type game new player characters can be introduced into a game as employees of a boss. Once player characters reach certain levels or acquire certain attributes in a game environment, they are eligible to take on new players as employees. Employees have to give a certain amount of the experience or game attributes they acquire to their boss in exchange for the position and/or protection. If either party fails to fulfill the terms of the contract, the contract can be nullified and his boss no longer employs the employee.
- the contract may include terms that control contract dissolution.
- Player's characters could also race to achieve certain levels in the game.
- the first person to reach a certain level in the game is allowed to be a government official over other characters in the game.
- a government official may be able to take an experience or attribute tax from other players.
- Player characters may challenge current government officials in future elections, which may occur at prescribed times/dates or when a majority of players in a given race agree to hold new elections,
- Divorces-two player characters that are married can go to a virtual or player character judge who can split up their attributes if they want a divorce. Alternatively, if the married couple entered into a prenuptial agreement, that agreement shall govern the split up of their attributes upon entering into a divorce.
- Sports Teams/Coaches-ln a game that has teams or armies, a coach can recruit new player characters to be on his team based on how well his team is doing against other teams/armies. A coach can receive points for winning matches and, when a certain number of points have been obtained, he is entitled to recruit new player characters to be on his team/army. In this embodiment, player characters can be traded from one team to the next.
- assets or value that might be used to trade player characters include, but are not limited to:
- the Game Server or peer-to-peer network may randomly, or based upon preset conditions, grant a coach the right to obtain one or more additional players with specific skill sets.
- the Game Server or peer-to-peer network may grant one or more of the underperforming teams the right to add sufficient additional players with appropriate skills and experience so as to make them better able to compete against the dominate team.
- General/Soldier-A player character who is a general can recruit new player characters into his army when he successfully defeats another army in combat.
- New player characters entering the game environment can elect to join an army based on available slots and offers in contracts.
- a weaker army would have to give more to new recruits in order to have them join.
- a contract to join an army could include:
- the Game Server or peer-to-peer network may randomly or via proscribed rules, grant rights to underperforming teams to obtain new soldiers for free or for reduced fees.
- the game rules may specify that a player character cannot enter the game environment unless a relationship is established between one or more player characters already in the game environment and himself.
- the game rules may state that a player character has to enter the game as a child of two other player characters.
- the system can randomly insert twins a certain x number of times in the game.
- a twin may be another player character or an
- contracts between player characters may be formed in a wide variety of ways including, for example and without limitations, by the game server, within a peer-to-peer network, or by player characters via a trade or exchange service.
- a player character can view his family tree at any time during game play by logging in to a special family tree page.
- a player character can be a god in the game and determine rules and settings that other player characters abide by. Accordingly, certain players, e.g. those with the oldest game accounts may be able to reach or achieve a god level that presides over other game players and manages player and game mechanics such as population growth. Thus, a god level player may, for example, have choices as to how new offspring are bom into the game.
- certain attributes, classes, and special powers may only be available to player characters that have certain characteristics or attributes such as, for example and without limitations, players with a certain number of ancestors or who have been reincarnated a certain number of times.
- Sexes and classes can be selected by any desired means, including, for example, by the character or randomly by the system.
- characters may be generated as children based on genetically crossbreeding the parents.
- lists of player attributes for both parents are generated and random or average selections from both parents are compiled to form the child.
- Each attribute of the parent can be specified by the game server as dominant or recessive.
- the child created by the union receives one chromosome from each player character parent.
- his attributes are determined. This embodiment also allows for mutations from one generation to the next.
- Certain toys or other in game or out of game attributes can only be available to characters and players in certain family trees or to those who achieve certain levels, obtain certain attributes, or acquire required virtual objects, which may be exchanged for tangible goods and services.
- player characters could only be allowed to be inserted in the game with particular characteristics, for example, as a particular race of the game.
- Populations may be managed so that no race in a game environment dominates all other races or grows faster than other races.
- the game server or peer-to-peer network can manage the number of player characters in each race, and even in each class of each race.
- player characters that are citizens of a particular city in a game may only have children when both (i) they qualify and (ii) the city is large/healthy enough to support additional player character populations.
- all, an average, or a portion of the attributes of parents can be passed on to their children. For example, a parent with an intelligence level of 12 can pass on 50% of his intelligence level to his child. As player characters age, attributes such as intelligence increase, so an older player character can pass on greater attribute levels than a younger player character.
- a player character in some ages and races, can be too old to establish a relationship with another player character, even if his level allows it.
- players could pay an extra fee for an account that allows their player characters to have certain relationships with other player characters.
- the entire group of characters that have a relationship may have to reach certain cumulative experience or game level in order to add new characters to the group.
- a certain number of characters in the group may have to have a certain amount of experience or have obtained a certain level in the game before they, or other members of the group can have relationships with new or existing player characters.
- the present disclosure provides for hardware and software that can be utilized to create one or more, or a combination of, any of the above-described embodiments.
- Non-limiting examples of software programs that might be used for the realization of the above embodiments include, but are not limited to:
- Player Database including, for example: i. Player GUID ii. Player Billing Info iii. Player Characters 1 -N iv. Account Type
- Player Character Database including, for example: i. Player GUID ii. Character GUlD iii. Character Attributes 1 -n iv. Character Skills 1 - n with Current Level 1 -n v. Character Relationship(s) 1 -n (tree) vi. Relationship Type(s) 1-n
- Relationship Type Database including, for example: i. Relationship Type ID ii. Relationship Type Name iii. Relationship Type Conditions / Restrictions 1-n
- Relationship Contract Database including, for example: i. Relationship Contract ID ii. Relationship Character 1-n (tree) iii. Relationship Conditions 1-n
- Player Character Family Tree Database including, for example: i. Player Character ID ii. Player Character Relationship 1-n (tree)
- the present disclosure further provides methods by which the embodiments described above, alone or in combination, may be realized. Examples of methods that may be employed include, but are not limited to: [00322] A method to determine eligibility to form a relationship comprising: retrieving Player Character attributes 1-n, determining if attributes qualify for a relationship, and If attributes qualify for a relationship, flagging the character account as eligible for a relationship; and outputting the relationship availability to the player character.
- a method to create a contract to establish relationship comprising: retrieving a request to form a relationship contract, outputting the relationship contract parameters, receiving relationship contract conditions; and creating new relationship contract record.
- a method to form a relationship comprising: retrieving a request to view relationship contracts, determining relationship contracts availability based on player character account and relationship contract conditions, outputting available relationship contracts, receiving an indication of acceptance of a relationship contract or a counter offer, creating a relationship based on agreed upon contract conditions; and updating the relationship contract record.
- a method for a character to sever a relationship comprising: receiving a request to sever a relationship contract, determine if the request is permitted based upon relationship contract conditions, and if the request is permitted, severing the relationship, and if the request is not permitted, outputting additional conditions that must be met in order for relationship to be severed; and updating the relationship contract record.
- a method for a server to sever a relationship comprising: retrieving a relationship contract, determine if the contract is eligible to be severed, outputting the offer to sever contract to player characters, and if offer is accepted, severing the contract and updating relationship contract record.
- a method for creating a child character based on attributes of parent characters comprising: determining that a child relationship contract is available for two player characters, receiving an indication that a player character desires to be a child of two player characters, generating a genetic profile of the child player character based in part on the genetic profile of the parent player characters, and creating a child player character with genetic profile.
- a method to create a new player character related to existing player characters comprises: determining that a child relationship is available for one or more player characters, receiving (or generating) child relationship contract conditions, creating a child relationship contract, receiving a new player character request, outputting available child relationship contracts, receiving an acceptance of the child relationship contract, and creating a new player character that is a child of one or more existing player characters.
- a method to allow a player character to receive game attributes for completing a game parameter only if relationship with other player character exists comprising: receiving an indication that a game parameter has been completed by a player character, determining if the player character has a relationship with another player character, and if a relationship exists, releasing available game attributes for successful completion of game parameter.
- a method to allow player character to attempt to complete a game parameter only if relationship with other player character exists comprising: receiving a request to attempt to complete a game parameter, determining if the player character has a relationship with another player character, outputting a "game parameter requires relationship message" if character does not have a relationship with another player character; and initiating game parameter if player character has a relationship with another player character.
- the present disclosure provides methods and systems to allow for karma points, death and reincarnation of player characters in a video game, such as, for example, a massive mult ⁇ player online video game.
- a fixed time limit is placed on the amount of virtual or actual time a player character can exist in a game environment. During their lifespan, player characters can acquire "Karma" points based on their activity in the game. A player's life span can be set to expire within a range of ages that may be based on factors including, but not limited to, the player character's race, the character's class, a random number, and/or, the player's karma points from a previous life.
- the player character can extend or shorten his life by, for example and without limitations, getting killed a certain x times before they die, getting killed a certain x times by a certain method before they die, using game attributes, such as potions and armor (i.e. using the picture of Dorian Gray), purchasing or stealing life credits from another player character (i.e. buying medicine from a doctor or drinking the blood from slaves), earning karma points, and/or completing game parameters (i.e. finding the fountain of youth).
- game attributes such as potions and armor (i.e. using the picture of Dorian Gray)
- purchasing or stealing life credits from another player character i.e. buying medicine from a doctor or drinking the blood from slaves
- earning karma points i.e. finding the fountain of youth
- a player character can establish a will that allows other player characters to receive the game attributes he has acquired over his lifespan.
- the will may, but is not necessarily, limited to leaving game attributes to the player character's relatives.
- A will can be created, for example, by the player character, by the heirs of the player character, by the game server based on rules, or randomly.
- the Game Server or Peer-to-peer network may randomly or predictably decide to distribute a portion or all of an estate to a player's race, and/or allocate a portion of the estate to "taxes" in which case the taxed portion of the estate is forever lost to the deceased's progeny.
- a player character earns positive or negative karma points that are used when the player character is reinserted into the game after his death.
- Positive Karma points can be earned, for example and with limitation, by: completing game parameters, killing other player characters, assisting other player characters to obtain attributes or complete game parameters, and/or having relationships with other player characters, including assisting other characters.
- Negative Karma points can be gained, for example and without limiations, by: failing to fulfill contracts, killing one's own offspring, having a spell cast against the player, being killed, and/or havfng affairs or children out of wedlock.
- the character when a player dies, the character may become a ghost.
- a ghost may play in the game environment, but may have limited character attributes and/or properties. These limited properties might include:
- the ability to possess other player characters-i ⁇ this embodiment when a player character becomes a ghost he may be able to insert his will into the body of another player character. This may be a way to create undead characters in the game.
- the ability to possess people may be limited to player characters of a certain rank, race, class, or other measurable attribute of the game. For instance, a player character with a great number of negative Karma points may be able to indefinitely possess another player character. Alternatively, a player character that has become a ghost may only be able to possess another player character if they have a high number of negative karma points, or some other acquired attribute of the game, but then only for a limited amount of time proportionate with the number of negative karma points they have acquired.
- a player character may only possess another player character when the first player character has become a ghost and the second player character has become enchanted by an undead player in the game.
- a player with a ghost character can develop a new player contract that allows him to be reinserted in to the game as a child of one or more of the members of his family. Once two player characters are able to have children, the player character can be evil. I.e. a new player character established by a player whose previous player character had bad karma could only be in the ore, Tauren, or undead race.
- a new player character with no karma points could only be inserted into the game as a beggar or slave. Once he has earned karma points with that player character, and that player character dies, the new character of the player can have more class choices available to him. i.e. the new player character could be a warrior, slave, beggar, or paladin because of the karma points he earned in a previous life in the game.
- players could pay an extra fee to the server or to other player characters for their characters to be able to earn karma points in a game.
- being reincarnated in a game allows the player character to enter at a higher level, or as a different class.
- the number of times a player character has been reincarnated may effect the starting level and/or available class choices for that character. This may or may not be further regulated based upon the amount of positive or negative karma accumulated by the player character in previous lives.
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Abstract
L'invention concerne un système et un procédé destinés à permettre à des joueurs de jeu vidéo de transférer des fonds entre des entités dans un environnement virtuel. Selon certains modes de réalisation de cette invention, les instruments financiers réels tels que (3) les cartes de crédit ou d'autres instruments financiers peuvent garantir certaines ou toutes les opérations financières virtuelles.
Applications Claiming Priority (16)
| Application Number | Priority Date | Filing Date | Title |
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| US72712105P | 2005-10-14 | 2005-10-14 | |
| US60/727,121 | 2005-10-14 | ||
| US11/368,143 US7677974B2 (en) | 2005-10-14 | 2006-03-03 | Video game methods and systems |
| US11/368,143 | 2006-03-03 | ||
| US11/279,991 US7677973B2 (en) | 2005-10-14 | 2006-04-17 | Securing virtual contracts with credit |
| US11/279,991 | 2006-04-17 | ||
| US11/380,489 | 2006-04-27 | ||
| US11/380,489 US20070087831A1 (en) | 2005-10-14 | 2006-04-27 | Multiple Purchase Options for Virtual Purchases |
| US11/421,025 | 2006-05-30 | ||
| US11/421,026 US7572187B2 (en) | 2005-10-14 | 2006-05-30 | Video game environment that tracks help and advice provided to other player characters |
| US11/421,026 | 2006-05-30 | ||
| US11/421,025 US7690990B2 (en) | 2005-10-14 | 2006-05-30 | Financial institutions and instruments in a virtual environment |
| US53557706A | 2006-09-27 | 2006-09-27 | |
| US11/535,585 US7645194B2 (en) | 2005-10-14 | 2006-09-27 | Financial institutions and instruments in a virtual environment |
| US11/535,577 | 2006-09-27 | ||
| US11/535,585 | 2006-09-27 |
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| WO2007047569A1 true WO2007047569A1 (fr) | 2007-04-26 |
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| PCT/US2006/040346 Ceased WO2007047569A1 (fr) | 2005-10-14 | 2006-10-14 | Environnements virtuels |
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Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2007124599A1 (fr) * | 2006-05-01 | 2007-11-08 | 725105 Bc Ltd. | Jeux d'économie ayant des pièces de jeu pouvant être achetées et obtenues |
| CN111733794A (zh) * | 2020-06-11 | 2020-10-02 | 中铁一局集团第二工程有限公司 | 一种确定基坑岩溶区侧墙安全厚度的方法及注浆装置 |
Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20030062680A1 (en) * | 2001-10-01 | 2003-04-03 | Atlantic City Coin & Slot Service Company, Inc. | Telephone gaming device |
-
2006
- 2006-10-14 WO PCT/US2006/040346 patent/WO2007047569A1/fr not_active Ceased
Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20030062680A1 (en) * | 2001-10-01 | 2003-04-03 | Atlantic City Coin & Slot Service Company, Inc. | Telephone gaming device |
| US6955601B2 (en) * | 2001-10-01 | 2005-10-18 | Atlantic City Coin & Slot Service Company, Inc. | Telephone gaming device |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2007124599A1 (fr) * | 2006-05-01 | 2007-11-08 | 725105 Bc Ltd. | Jeux d'économie ayant des pièces de jeu pouvant être achetées et obtenues |
| CN111733794A (zh) * | 2020-06-11 | 2020-10-02 | 中铁一局集团第二工程有限公司 | 一种确定基坑岩溶区侧墙安全厚度的方法及注浆装置 |
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