Changing a virtual world based on real-world locations of players

US11376504B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11376504-B2
Application numberUS-202016896763-A
CountryUS
Kind codeB2
Filing dateJun 9, 2020
Priority dateJun 30, 2011
Publication dateJul 5, 2022
Grant dateJul 5, 2022

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  1. Title

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  2. Abstract

    A short plain-language summary of the technical disclosure.

  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

    Technology tags used to group this patent with similar filings.

  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location.

First claim

Opening claim text (preview).

What is claimed is: 1. A method comprising: performing operations, using one or more computer processors, to limit illegal trading of real-world items linked to a computer-implemented game, the operations comprising: linking a real-world item of the real-world items to the computer-implemented game, the linking including associating a using of the real-world item with a change to a game state of the computer-implemented game; providing a user of the computer-implemented game with an ability to perform the using of the real-world item to make the change to the game state of the computer-implemented game; performing a verification process to confirm a transfer of the real-world item to an additional user, the performing of the verification process including determining that the user and the additional user are within a same physical location, the determining based on communications received from one or more devices of the user and one or more devices of the additional user; and based on a completion of the verification process, providing the additional user of the computer-implemented game with the ability to perform the using of the real-world item to make the change to the game state of the computer-implemented game. 2. The method of claim 1 , wherein the change to the game state includes transferring one or more virtual items from the user to the additional user. 3. The method of claim 2 , wherein the transferring of the one or more virtual items is temporary. 4. The method of claim 1 , wherein the change to the game state includes unlocking one or more features of one or more virtual items corresponding to the real-world item. 5. The method of claim 1 , wherein the providing of the user of the computer-implemented game with the ability to perform the using of the real-world item to make the change to the game state of the computer-implemented game includes binding the real-world item to a device of the user. 6. The method of claim 5 , wherein the binding includes enabling an asset associated with the computer-implemented game to be used only when the device is accessed by the user prior to the transferring. 7. The method of claim 1 , wherein the verification process includes a determination that the additional user of the computer-implemented game has bound the real-world item to a device of the additional user. 8. The method of claim 1 , the operations further comprising, based on the confirmation of the transferring of the real-world item to the additional user, transferring one or more virtual items to the additional user, the one or more virtual items associated with the real-world item. 9. The method of claim 8 , wherein the transferring of the one or more virtual items is further based on receiving a transaction fee from the additional user. 10. The method of claim 8 , wherein the transferring of the one or more virtual items improves a state of a player character of the additional user. 11. The method of claim 10 , wherein the state of the player character pertains to at least one of levels, ability points, skill points, hit points, mana points, or combat bonuses. 12. The method of claim 8 , wherein at least one of the one or more virtual items represents cash, chattel, precious valuables, personal property, real property, weapons, titles, or jobs. 13. The method of claim 8 , wherein at least one of the one or more virtual items represents mana, magical items, potions, relics, or artifacts. 14. The method of claim 8 , wherein the transferring of the one or more virtual items improves a probability that a player character of the additional user will have a favorable outcome with respect to an encounter within the computer-implemented game. 15. The method of claim 8 , wherein the association between the one or more virtual items and the real-world item is provided as an incentive reward to the user for performing a location-based action. 16. The method of claim 10 , wherein the improving of the state of a player character of the additional user occurs while the additional user is within a predetermined physical distance of the real-world item. 17. The method of claim 16 , wherein the improving of the state of the player character of the additional user includes granting the player character a special ability or power with respect to the computer-implemented game. 18. The method of claim 1 , the operations further comprising: detecting the using of the real-world item; and based on the detecting, causing a player character of the additional user to be weakened within the computer-implemented game. 19. The method of claim 1 , wherein the real-world item represents one or more weapons of a player character of the user. 20. A non-transitory machine-readable medium storing a set of instructions that, when executed by one or more computer processors, configure the one or more computer processors to perform operations, using one or more computer processors, to limit illegal trading of real-world items linked to a computer-implemented game, the operations comprising: linking a real-world item of the real-world items to the computer-implemented game, the linking including associating a using of the real-world item with a change to a game state of the computer-implemented game; providing a user of the computer-implemented game with an ability to perform the using of the real-world item to make the change to the game state of the computer-implemented game; performing a verification process to confirm a transfer of the real-world item to an additional user, the performing of the verification process including determining that the user and the additional user are within a same physical location, the determining based on communications received from one or more devices of the user and one or more devices of the additional user; and based on a completion of the verification process, providing the additional user of the computer-implemented game with the ability to perform the using of the real-world item to make the change to the game state of the computer-implemented game.

Assignees

Inventors

Classifications

  • for finding other players; for building a team; for providing a buddy list · CPC title

  • A63F13/216Primary

    using geographical information, e.g. location of the game device or player using GPS · CPC title

  • for displaying an additional top view, e.g. radar screens or maps · CPC title

  • Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence) · CPC title

  • for trading virtual items · CPC title

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Frequently asked questions

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What does patent US11376504B2 cover?
A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the p…
Who is the assignee on this patent?
Zynga Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/216. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 05 2022 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).