Dynamic spawning of focal point objects within a virtual universe system
US-9299080-B2 · Mar 29, 2016 · US
US11413536B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11413536-B2 |
| Application number | US-202016889321-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jun 1, 2020 |
| Priority date | Dec 22, 2017 |
| Publication date | Aug 16, 2022 |
| Grant date | Aug 16, 2022 |
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The present specification describes a system and method for aggregating user results, rankings and statistical data associated with playing video games across two or more games, normalizing the aggregated data to unified values and presenting the aggregated and unified data via an interface, such that data from one game may be fairly combined and/or compared to data from another game. The present system enables users of one game to trade game-related virtual items with users of another game by providing a normalized score or value for virtual items, thereby permitting virtual items associated with one game to be fairly compared against virtual items of another game.
Opening claim text (preview).
We claim: 1. A method for managing virtual items associated with game environments generated by a plurality of different video games, wherein each of the plurality of different video games is executed by at least one game server and rendered on at least one of a plurality of client devices, the method comprising: accessing data generated by each of the plurality of different video games, wherein the data comprises information about the virtual items; storing the data; normalizing the data such that a value of each of the virtual items can be compared to each other, wherein each of the virtual items is defined by at least one of a rarity of the virtual item, a percentage of video game players possessing the virtual item, a cost of purchasing the virtual item, a gaming level at which the virtual item is available for purchase, or an availability of the virtual item as a reward and wherein the normalizing comprises: grouping the data based on at least one of said rarity, said percentage of video game players possessing the virtual item, the cost of purchasing the virtual item, the gaming level at which the virtual item is available for purchase, or the availability of the virtual item as a reward; assigning one or more scores based upon said grouping; and obtaining a normalized value of each of the virtual items as a function of each of the assigned one or more scores; and generating data representative of a user interface, wherein the user interface is configured to allow multiple users to trade the virtual items based on the normalized values of the virtual items. 2. The method of claim 1 , wherein the grouping is based on at least two of said rarity, said percentage of video game players possessing the virtual item, the cost of purchasing the virtual item, the gaming level at which the virtual item is available for purchase, or the availability of the virtual item as a reward. 3. The method of claim 1 , wherein the grouping is further based on a genre of each of the plurality of different video games. 4. The method of claim 1 , wherein each of the plurality of different video games belong to a different genre. 5. The method of claim 1 , wherein accessing the data comprises acquiring the data from the at least one game server. 6. The method of claim 1 , wherein accessing the data comprises acquiring the data from the database. 7. The method of claim 1 , wherein normalizing the data comprises assessing the value of each of the virtual items based, at least in part, on its rarity. 8. The method of claim 1 , wherein normalizing the data comprises assessing the value of each virtual item based, at least in part, on the percentage of users who have the virtual item. 9. The method of claim 1 , wherein normalizing the data comprises assessing the value of each virtual item based, at least in part, on the cost of purchasing the virtual item. 10. The method of claim 1 , wherein normalizing the data comprises assessing the value of each virtual item based, at least in part, on the level at which the virtual item is available for purchase or as the reward to the player. 11. The method of claim 1 , further comprising using a recommendation module to recommend the virtual item for trade based on the value of the virtual item. 12. A system for managing virtual items associated with game environments generated by a plurality of different video games, each of the plurality of different video games being executed by a plurality of game servers and rendered on a plurality of client devices, said plurality of game servers being in communication with a database, the system comprising: one or more game server interface call modules, wherein the one or more game server interface call modules are configured to generate and transmit interface calls to the plurality of game servers and are configured to receive data from the plurality of game servers based upon the interface calls and wherein the data comprises information about the virtual items; said database in data communication with the one or more game server interface call modules, wherein the database is configured to receive and store the data; a video game content aggregation module in data communication with the database, wherein the video game content aggregation module is configured to acquire data from the database, determine a normalization process to be applied to the data based upon at least one of a rarity of the virtual item, a percentage of video game players possessing the virtual item, a cost of purchasing the virtual item, a gaming level at which the virtual item is available for purchase, or an availability of the virtual item as a reward, and to apply the determined normalization process to the portion of the game data such that a value of a virtual item from one of the plurality of different video games can be compared with a value of a virtual item from another one of the plurality of different video games; and a publication module in data communication with the video game content aggregation module, wherein the publication module is configured to generate data representative of a user interface, wherein the user interface is configured to enable with multiple users to concurrently trade virtual items from different ones of the plurality of different video games based on the normalized values of said virtual items. 13. The system of claim 12 , wherein the normalization process to be applied to the data is based upon at least two of said rarity, said percentage of video game players possessing the virtual item, the cost of purchasing the virtual item, the gaming level at which the virtual item is available for purchase, or the availability of the virtual item as a reward. 14. The system of claim 12 , wherein the normalization process to be applied to the data is further based upon on a genre of each of the plurality of different video games. 15. The system of claim 12 , wherein each of the plurality of different video games belong to a different genre. 16. The system of claim 12 , wherein the normalization process comprises assessing the value of each of the virtual items based, at least in part, on its rarity. 17. The system of claim 12 , wherein the normalization process comprises assessing the value of each virtual item based, at least in part, on the percentage of users who have the virtual item. 18. The system of claim 12 , wherein the normalization process comprises assessing the value of each virtual item based, at least in part, on the cost of purchasing the virtual item. 19. The system of claim 12 , wherein the normalization process comprises assessing the value of each virtual item based, at least in part, on the level at which the virtual item is available for purchase or as the reward to the player. 20. The system of claim 12 , further comprising a recommendation module configured to recommend the virtual item for trade based on the value of the virtual item.
Details of game servers · CPC title
for assessing skills or for ranking players, e.g. for generating a hall of fame · CPC title
by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title
for trading virtual items · CPC title
by computing conditions of game characters, e.g. stamina, strength, motivation or energy level · CPC title
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