System and method for capturing, replaying, and modifying data inputs and methods of use thereof
US-12179102-B1 · Dec 31, 2024 · US
US2018256984A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2018256984-A1 |
| Application number | US-201815976525-A |
| Country | US |
| Kind code | A1 |
| Filing date | May 10, 2018 |
| Priority date | Mar 31, 2014 |
| Publication date | Sep 13, 2018 |
| Grant date | — |
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Systems and methods for online gaming including virtual placeholder items that can be exchanged for virtual items of value based on a quantitative performance of the users relative to other users in events that take place in the online game.
Opening claim text (preview).
What is claimed is: 1 . A system for online gaming including virtual placeholder items in an online game, wherein users can exchange the virtual placeholder items for virtual items of value based on user achievements during gameplay in the online game, wherein the users are associated with client computing platforms, wherein the users include a first user associated with a first client computing platform, the system comprising: one or more physical processors configured by computer-readable instructions to: execute an instance of the online game, and use the instance of the online game to facilitate interaction of the users with the online game through the client computing platforms that are associated with the users; manage inventories associated with the users in the online game, wherein the inventories include a first inventory available to the first user, wherein the first inventory includes a first placeholder item which can be exchanged, based on user achievements in the online game, for a first set of virtual items of value that are usable in the online game, and wherein the first inventory includes a second placeholder item which can be exchanged, based on user achievements in the online game, for a second set of virtual items of value that are usable in the online game; determine a first quantitative measure of performance achieved during gameplay in the online game, wherein the first quantitative measure of performance involved the first user; determine a second quantitative measure of performance achieved during gameplay in the online game, wherein the second quantitative measure of performance involved the first user; and exchange the first placeholder item for the first set of one or more virtual items and exchange the second placeholder item for the second set of one or more virtual items, such that: responsive to the first quantitative measure of performance being greater than the second quantitative measure of performance, the first set of one or more virtual items has greater value than the second set of one or more virtual items, and responsive to the second quantitative measure of performance being greater than the first quantitative measure of performance, the second set of one or more virtual items has greater value than the first set of one or more virtual items. 2 . The system of claim 1 , wherein the one or more processors are further configured to transmit game state information obtained from the instance of the game space over a network to the client computing platforms to facilitate presentation of views of the game space to the users on the client computing platforms. 3 . The system of claim 1 , wherein the users interact with the online game through user input received from the users through the client computing platforms during gameplay. 4 . The system of claim 1 , wherein the first placeholder item is associated with the first quantitative measure of performance, and wherein the second placeholder item is associated with the second quantitative measure of performance. 5 . The system of claim 1 , wherein the one or more processors are further configured to facilitate sales of placeholder items through a shop interface by storing account information associated with the users on electronic storage media. 6 . The system of claim 1 , wherein the one or more physical processors are further configured to host an event taking place in the online game, wherein the first quantitative measure of performance and the second quantitative measure of performance are determined based on gameplay during the event. 7 . The system of claim 5 , wherein the one or more physical processors are further configured such that offers to sell placeholder items are presented to the users via the shop interface during an event taking place in the online game, wherein a first additional quantitative measure of performance and a second additional quantitative measure of performance are determined based on gameplay during the event, and wherein the sold placeholder items are exchanged for additional sets of one or more virtual items based on the first and second additional quantitative measures of performance. 8 . The system of claim 1 , wherein the first quantitative measure of performance and the second quantitative measure of performance are determined based on concurrent gameplay by the first user. 9 . The system of claim 8 , wherein the concurrent gameplay includes one or more of a tournament and a match. 10 . The system of claim 1 , wherein the first quantitative measure of performance and the second quantitative measure of performance are determined based on one or more ranks achieved by the first user within the online game. 11 . A method of online gaming including virtual placeholder items in an online game, wherein users can exchange the virtual placeholder items for virtual items of value based on user achievements during gameplay in the online game, wherein the users are associated with client computing platforms, wherein the users include a first user associated with a first client computing platform, the method being implemented in a computer system including one or more physical processors and storage media storing machine-readable instructions, the method comprising: executing an instance of the online game, and use the instance of the online game to facilitate interaction of the users with the online game through the client computing platforms that are associated with the users; managing inventories associated with the users in the online game, wherein the inventories include a first inventory available to the first user, wherein the first inventory includes a first placeholder item which can be exchanged, based on user achievements in the online game, for a first set of virtual items of value that are usable in the online game, and wherein the first inventory includes a second placeholder item which can be exchanged, based on user achievements in the online game, for a second set of virtual items of value that are usable in the online game; determining a first quantitative measure of performance achieved during gameplay in the online game, wherein the first quantitative measure of performance involved the first user; determine a second quantitative measure of performance achieved during gameplay in the online game, wherein the second quantitative measure of performance involved the first user; and exchanging the first placeholder item for the first set of one or more virtual items and exchanging the second placeholder item for the second set of one or more virtual items, such that: responsive to the first quantitative measure of performance being greater than the second quantitative measure of performance, the first set of one or more virtual items has greater value than the second set of one or more virtual items, and further such that: responsive to the second quantitative measure of performance being greater than the first quantitative measure of performance, the second set of one or more virtual items has greater value than the first set of one or more virtual items. 12 . The method of claim 11 , further comprising: transmitting game state information obtained from the instance of the game space over a network to the client computing platforms to facilitate presentation of views of the game space to the users on the client computing platforms. 13 . The method of claim 11 , wherein the users interact with the online game through user input received from the users through the client computing platforms during gameplay. 14 . The method of claim 11 , wherein the first placeholder item is
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