Systems and methods for distributing geolocation-specific benefits to unique digital articles based on real-world information
US-11338204-B1 · May 24, 2022 · US
US11794115B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11794115-B2 |
| Application number | US-202217978817-A |
| Country | US |
| Kind code | B2 |
| Filing date | Nov 1, 2022 |
| Priority date | Jun 30, 2021 |
| Publication date | Oct 24, 2023 |
| Grant date | Oct 24, 2023 |
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Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.
Opening claim text (preview).
What is claimed is: 1. A system configured to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, the system comprising: an online gaming platform including one or more hardware processors configured by machine-readable instructions to: execute, within the online gaming platform, an instance of a game to facilitate presentation of the game to players, and implement in-game actions in the instance of the game in response to in-game action instructions for the in-game actions by the players, wherein the presentation of the game is based on views of the game that are determined during execution of the instance of the game, wherein the players include a first player; and manage player accounts associated with the players, wherein the player accounts include a first player account associated with the first player, wherein the first player account includes a first unique digital article that is associated with a first in-game player-controllable character; a registry server including one or more processors configured by one or more machine-readable instructions to: implement a permanent registry; record, on the permanent registry, a first set of usage information pertaining to the first unique digital article, wherein the first set of usage information controls whether a first player-configurable sensitivity of the first unique digital article is activated or deactivated regarding a first series of in-game consequences that are based on real-world competitions in the real world, wherein the real-world competitions include a first real-world competition and a second real-world competition, wherein the first series of in-game consequences includes (i) receiving a first distribution of a first benefit and (ii) losing a first stake; and record, on the permanent registry, executable code configured to: (i) obtain real-world information from a real-world information server regarding real-world results of the real-world competitions, and (ii) perform one or more evaluations of the first series of in-game consequences based on the obtained real-world information, wherein the one or more evaluations are further based on whether the first player-configurable sensitivity is activated, and wherein no in-game consequences are performed responsive to the first player-configurable sensitivity being deactivated; based on the one or more evaluations of the first series of in-game consequences, either provide the first distribution of the first benefit to the first unique digital article or seize the first stake; receive user input from the first player to deactivate the first player-configurable sensitivity of the first unique digital article; and based on additional evaluations of the first series of in-game consequences, and further based on the first player-configurable sensitivity being deactivated, neither provide the first distribution of the first benefit to the first unique digital article nor seize the first stake. 2. The system of claim 1 , wherein the real-world competitions in the real world pertain to a particular professional sports team. 3. The system of claim 1 , wherein modifications to the first player-configurable sensitivity of the first unique digital article are recorded on the permanent registry, and wherein the one or more evaluations are further based on whether the first player-configurable sensitivity is recorded as activated or deactivated. 4. The system of claim 1 , wherein the additional evaluations are based on results of the second real-world competition. 5. The system of claim 1 , wherein the one or more hardware processors included in the online gaming platform are configured to provide the first distribution of the first benefit to the first unique digital article. 6. The system of claim 1 , wherein the first set of usage information is specific to the first unique digital article, wherein the first set of usage information include ownership rights that specify which player owns the first unique digital article, and wherein the unique digital articles are tradeable between different users on the permanent registry. 7. The system of claim 1 , wherein, by virtue of ownership, the first in-game player-controllable character is configured to be controlled by the first player in the instance of the game. 8. The system of claim 1 , wherein at least one of the one or more evaluations is specific to the first unique digital article. 9. The system of claim 1 , wherein the first unique digital article is subscribed to the real-world information pertaining to a particular category of competitions in the real world, and wherein transferring the real-world information to at least one of the registry server and the permanent registry includes publishing the real-world information to one or more subscribed unique digital articles. 10. The system of claim 9 , wherein the first unique digital article is part of a limited set of unique digital articles subscribed to the real-world information pertaining to the particular professional sports team. 11. A method of providing in-game consequences for unique digital articles, the in-game consequences being based on real-world information, the method comprising: executing, within an online gaming platform, an instance of a game to facilitate presentation of the game to players, and implementing in-game actions in the instance of the game in response to in-game action instructions for the in-game actions by the players, wherein the presentation of the game is based on views of the game that are determined during execution of the instance of the game, wherein the players include a first player; managing player accounts associated with the players, wherein the player accounts include a first player account associated with the first player, wherein the first player account includes a first unique digital article that is associated with a first in-game player-controllable character; recording, on a permanent registry implemented by a registry server, a first set of usage information pertaining to the first unique digital article, wherein the first set of usage information controls whether a first player-configurable sensitivity of the first unique digital article is activated or deactivated regarding a first series of in-game consequences that are based on real-world competitions in the real world, wherein the real-world competitions include a first real-world competition and a second real-world competition, wherein the first series of in-game consequences includes (i) receiving a first distribution of a first benefit and (ii) losing a first stake; recording, on the permanent registry, executable code configured to (i) obtain real-world information from a real-world information server regarding real-world results of the real-world competitions, and (ii) perform one or more evaluations of the first series of in-game consequences based on the obtained real-world information, wherein the one or more evaluations are further based on whether the first player-configurable sensitivity is activated, and wherein no in-game consequences are performed responsive to the first player-configurable sensitivity being deactivated; based on the one or more evaluations of the first series of in-game consequences, either providing the first distribution of the first benefit to the first unique digital article or seizing the first stake; receiving user input from the first player to deactivate the first player-configurable sensitivity of the first unique digital article; and based on additional evaluations of the first series of in-game consequences, and further based on the first player-configurable sensiti
involving player-related data, e.g. identities, accounts, preferences or play histories · CPC title
Controlling game characters or game objects based on the game progress · CPC title
by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title
Providing additional services to players · CPC title
details of game services offered to the player · CPC title
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