WO2007095567A2 - Virtual environment with binding contracts between players - Google Patents

Virtual environment with binding contracts between players Download PDF

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Publication number
WO2007095567A2
WO2007095567A2 PCT/US2007/062119 US2007062119W WO2007095567A2 WO 2007095567 A2 WO2007095567 A2 WO 2007095567A2 US 2007062119 W US2007062119 W US 2007062119W WO 2007095567 A2 WO2007095567 A2 WO 2007095567A2
Authority
WO
WIPO (PCT)
Prior art keywords
player
virtual
game
account
character
Prior art date
Application number
PCT/US2007/062119
Other languages
French (fr)
Other versions
WO2007095567A3 (en
Inventor
Andrew Van Luchene
Ray J. Mueller
Original Assignee
Leviathan Entertainment
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Priority claimed from US11/355,232 external-priority patent/US20070191103A1/en
Priority claimed from US11/428,263 external-priority patent/US20080004116A1/en
Priority claimed from US11/559,158 external-priority patent/US20070087822A1/en
Priority claimed from US11/560,456 external-priority patent/US20070111770A1/en
Priority claimed from US11/567,122 external-priority patent/US7780532B2/en
Priority claimed from US11/611,050 external-priority patent/US20070191104A1/en
Priority claimed from US11/620,563 external-priority patent/US20080046222A1/en
Priority claimed from US11/620,542 external-priority patent/US7686691B2/en
Priority claimed from US11/624,662 external-priority patent/US7666095B2/en
Priority claimed from US11/624,659 external-priority patent/US7677975B2/en
Priority claimed from US11/625,229 external-priority patent/US7651395B2/en
Priority claimed from US11/625,225 external-priority patent/US20070117601A1/en
Priority claimed from US11/670,304 external-priority patent/US20070129126A1/en
Priority claimed from US11/671,373 external-priority patent/US7677979B2/en
Application filed by Leviathan Entertainment filed Critical Leviathan Entertainment
Publication of WO2007095567A2 publication Critical patent/WO2007095567A2/en
Publication of WO2007095567A3 publication Critical patent/WO2007095567A3/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features 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
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video

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.
  • MMOGs massive multi-player online games
  • MMORPGs massive multi-player online role playing games
  • FIG. 1 is a block diagram depicting a network system 10 according to an embodiment of the present disclosure.
  • Fig. 2 is a block diagram of a system 1OA according to one embodiment of the present invention.
  • FIG. 3 is a flow chart showing an exemplary embodiment according to the present disclosure.
  • Fig. 4 is a flowchart depicting a method according to one embodiment of the present disclosure.
  • Fig. 5 is a flowchart depicting a method according to another embodiment of the present disclosure.
  • Fig. 6 is a flowchart depicting a method according to another embodiment of the present disclosure.
  • Fig. 7 is a block diagram of a system 1OB according to another embodiment of the present disclosure.
  • Fig. 8 is a block diagram depicting a system 1OC according to one embodiment of the present invention.
  • Figure 9 illustrates a method of being offered a financing agreement according to one embodiment of the present invention.
  • Figure 10 is a network system 1 OD according to one embodiment of the present invention.
  • FIG. 11 is a block diagram depicting a system 1OE according to one embodiment of the present invention.
  • Figure 12 illustrates a method of applying for a financing option according to one embodiment of the present invention.
  • Fig. 13 is a block diagram depicting a system 1OF according to one of the embodiments of the invention.
  • Fig. 14 illustrates a method of opening an exchange according to one embodiment of the invention.
  • Fig. 15 illustrates a method of creating an account with a seat holder on an exchange according to one embodiment of the invention.
  • Fig. 16 illustrates a method of selling an item on an exchange according to an embodiment of the invention.
  • Fig. 17 is a block diagram depicting a system 1OG according to one embodiment of the present invention.
  • Fig. 18 is a block diagram depicting a system 1OH according to one embodiment of the present invention.
  • Fig. 19 is an embodiment of a method of launching an IPO according to one embodiment of the invention.
  • Fig. 20 is a block diagram depicting a system 101 according to one embodiment of the present invention.
  • Fig. 21 is a block diagram depicting a system 10J according to one embodiment of the present invention.
  • Fig. 22 is a block diagram depicting a system 1OK according to one embodiment of the present invention.
  • Fig. 23 is a block diagram depicting a system 1OL according to one embodiment of the present invention.
  • Fig. 24 is an embodiment of a method of forming a venture capital fund.
  • Fig. 25 is a block diagram depicting a system 1OM according to one embodiment of the present invention.
  • Fig. 26 provides an exemplary system ION according to one embodiment of the present invention.
  • Fig. 27 provides an exemplary system 1OP according to one embodiment of the present invention.
  • Fig. 28 provides an exemplary system 1OQ according to one embodiment of the present invention.
  • Fig. 29 provides an exemplary system 1OR according to one embodiment of the present invention.
  • Fig. 30 provides an exemplary system 1OS according to one embodiment of the present invention.
  • Fig. 31 is a block diagram depicting a system 1OT according to an embodiment of the invention.
  • Fig. 32 is a block diagram depicting a system 1OU according to an embodiment of the invention.
  • Fig. 33 is an embodiment of a method of acquiring natural resources.
  • Fig. 34 is an embodiment of a method of renewing resources.
  • Fig. 35 is a block diagram depicting a system 10V according to an embodiment of the invention.
  • Fig. 36 is a block diagram depicting a system 1OW according to an embodiment of the invention.
  • Fig. 37 is a block diagram depicting a system 1OX according to an embodiment of the invention.
  • Alert - includes the transfer or storage of information or otherwise communicating with, by, between or among any two or more of the following, including, but not limited to any real or virtual: a) players, b) game owners, c) game or other servers, d) player characters, e) NPCs, f) exchanges, g) game devices or controllers, h) cell phone or other communications hardware and/or networks, i) databases, j) software applications, k) legal agencies, 1) governing bodies, m) software interfaces, n) and/or any combination of any of the above, which may be initiated by and/or based upon an alert event or other action.
  • Alert Event - includes any change in, of or to any condition or state, and includes any action or failure to act, and thus Alert Event includes, but is not limited to:
  • step or procedure e.g., of software, a script, a user-defined process
  • a penalty or interest amount is charged to an account, or an action is taken by or within a game.
  • a trend changes e.g., a particular rate of spending increases or decreases.
  • a battle or wager is started, won or lost, or an interim objective is achieved or is not achieved.
  • An object or service is made available for sale or the price changes or is about to change.
  • a marketing offer is generated or presented.
  • a player j oins or retires from a game .
  • a player completes a task, level, challenge, duty, service, mission, etc.
  • a new game or version of an existing game is brought online or is available for play.
  • a game is turned off for servicing or is no longer available for play (temporarily or permanently, to some, certain or all players).
  • a tax amount or rate is created, changed, deleted, reached, falls below or increased or decreased by an amount or percentage or may soon change or is expected to change.
  • An item or object is identified, stolen, found, created, bought, sold, encumbered, used, deployed, returned, compromised, modified or destroyed.
  • One more players and/or servers and/or applications wishes, determines or requests to notify another one or more players and/or servers and/or applications via an alert message or messages.
  • NPCs or any other real or virtual person or item moves from one position to another, or from one position to a specific position, or uses one path vs. an expected or required path, or deviates from one path to another path, or proceeds faster or slower than required or expected.
  • Credit Card - a credit instrument issued by a real or virtual 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.
  • Game Objective or Game Goal - means a desired state, condition, result, action, cessation of action, or a desired outcome and/or change or a delay in change to any of the preceding.
  • 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. Provisional Patent Application Serial No. 60/652,036, which is hereby incorporated by reference in its entirety for all purposes.
  • Virtual - shall mean in a video game environment or other intangible space.
  • Virtual World a world created in an online game such as World of
  • Warcrafit or a virtual community such as Second Life, Eve or There.com.
  • 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.
  • 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 game server. This obligation can be a one time payment, or multiple payment over time. The obligation can specify that payments are due on virtual or real dates.
  • 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.
  • 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 real world 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.
  • CGC Computer Generated
  • NPC Non-Player Character - any character that is controlled by the game system and/or a computer program and/or rules established by the game system and/or a player and not by a player on a continuous basis.
  • 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
  • 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 Game Central
  • Player Profile including personal, billing, and character account information.
  • 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 Xbox, and Sony Playstation.
  • Video Game Central Server - a CPU, memory and permanent or temporary storage that is connected to multiple Video Game Consuls that allows for Massive Multi Player Online Video Games to be played.
  • Game Environment a particular level or area within a virtual world.
  • Each game environment may have its own rules, regulation, currency, government, managers, etc. Game environments may exist within other game environments.
  • 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 and grammatical variants thereof (e.g., to determine a price, determining a value, determine an object which meets a certain criterion) is used in an extremely broad sense.
  • the term “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.
  • determining can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory) and the like.
  • determining can include resolving, selecting, choosing, establishing, and the like. Tt 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.
  • 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.
  • various combinations of hardware and software may be used instead of software only.
  • Nonvolatile 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
  • 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.
  • 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 3 G; 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.
  • an apparatus includes 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 dcvicc(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, or 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 Tntel® 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.
  • the present disclosure provides for contracts between players and/or entities that are able to interact with each other in a virtual environment. Tn general, these contracts allow for the entities to form a wide variety of relationships and enter into various forms of binding agreements with each other.
  • the present disclosure further provides for a number of penalties and other mechanism which may be employed to ensure compliance with the contracts/agreement and/or punish those entities that fail to fulfill their obligations under the contracts/agreements.
  • a network system 10 includes a central server 20 in communication with a plurality of video game playing units 18 (18a-18n).
  • a central server 20 in communication with a plurality of video game playing units 18 (18a-18n).
  • video game playing units 18 18a-18n
  • 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 20 may comprise any computing device (e.g., one or more computers) capable of communicating with other computing devices.
  • the server 20 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 20 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 18 may comprise any device capable of communicating with central server 20, 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).
  • Video game 17 can be stored on central server 20.
  • video game 17 may be stored on the individual video game devices 18.
  • the video game devices are able to communicate with one another. Such communication may or may not be facilitated by central server 20. Accordingly, a player 19a accessing video game 17 via game device 18a may be able to play with a player 19b accessing video game 17 via game device 18b. As shown, it may be possible for multiple players (e.g. 19c, 19d) to access central server 20 via the same game device (e.g. 18c).
  • server 20 is typically configured to facilitate play of the game between multiple game players.
  • 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.
  • Virtual finance options-a player character or entity can choose to pay for an in game item with virtual cash over time rather than up front.
  • 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.
  • Virtual help with solving a mission or other game parameter-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. Tf 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. Tf 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 8.
  • 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.
  • 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 file.
  • 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.
  • 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 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 1OA may include a central server 20 in electronic communication with any number of suitable programs including, for example and without limitation: a Contract Generation Program 22; a Contract Enforcement Program 24; an Asset Liquidation and Redistribution Program 26; a Credit Card Upsell Program 28; and a Virtual Cash to Real Cash Exchange Program 30.
  • suitable programs including, for example and without limitation: a Contract Generation Program 22; a Contract Enforcement Program 24; an Asset Liquidation and Redistribution Program 26; a Credit Card Upsell Program 28; and a Virtual Cash to Real Cash Exchange Program 30.
  • System 1OA may further comprise any number of suitable databases.
  • suitable databases include, but are not limited to, a player database 32, a player character database 34, a contract database 36, and a virtual bank database 38.
  • Player database 32 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 34 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 TD, 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 36 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 obligations). 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 38 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.
  • a request to incur a financial obligation is received by the game server from a player character.
  • the financial obligation may be incurred immediately (i.e. an upfront purchase), or at later time (i.e. a purchase on credit).
  • the player character may be offered the opportunity to opt to pay with either virtual or real world currency.
  • a virtual store may display items available for sale and show prices in virtual and real world currency.
  • the price may also or alternatively include various exchange rates for transfer between virtual and real world currencies, different virtual currencies, and/or different real world currencies.
  • a virtual store may show a price for an item in virtual gold and the conversion rates (or actual prices) if the same item if purchased in virtual Linden Dollars, virtual credits, US dollars, Euros, Yen, etc.
  • the server determines if the player character has a sufficient amount of the specified funds to cover the amount of the financial obligation. Accordingly, if the player opts to pay in virtual funds and the player character has sufficient virtual funds in his player account, the virtual funds are deducted from the player account and the transaction is completed. Similarly, if the player opts to pay in real world funds and the player character's real world financial instrument (i.e. credit card, debit card, bank account etc.) contains sufficient funds to cover the financial obligation, the funds are transferred and the transaction is completed.
  • the player character's real world financial instrument i.e. credit card, debit card, bank account etc.
  • a player may chose to pay with a currency for which he does not have sufficient funds. For example, a player may wish to use virtual funds to pay for an item costing 500 credits, but only have 400 credits in his player account.
  • the server may determine that sufficient virtual funds are not available and automatically ping the players real world financial instrument to determine if sufficient real world funds are available to cover the financial obligation. If sufficient real world funds are available, some or all of the financial obligation may then be satisfied by the available real world funds.
  • the amount of real world funds that are used may the remaining balance (i.e. the unpaid 100 credits) times an exchange rate, with or without the imposition of an additional fee, the entire amount of the transaction (i.e. 500 credits) times an exchange rate, or any other amount, which may or may not be agreed to or determined by the player.
  • the server may first determine if the player character has benefited from the transaction (i.e have any items been transferred to the player character's possession or any services performed?). If not, the transaction can be cancelled.
  • Such penalty may include, but may not be limited to, imposition of a fine, alteration of the character's appearance, demeanor, or other characteristics (including scores, levels, ability to perform or engage in various actions, etc.), freezing of the characters account, and/or liquidation of the character's assets.
  • the server may determine if the character has sufficient virtual assets to cover the financial obligation. If the character has sufficient virtual assets, enough assets are liquidated to cover the financial obligation (this may include, for example, repossession of an item that was the source of the transaction) and the creditor(s) are paid the amount owed. According to some embodiments, one or more additional fees may or may not be imposed. Such fees may be payable to the creditor and or the game server, for example.
  • Cancellation of the transaction may or may not prevent the player character from receiving a penalty. For example, even if the transaction is cancelled, a fee may be imposed, the player character's physical appearance may be altered, or some other penalty may be given to or imposed upon the player character. [0143] The following paragraphs describe various methods and steps therein according to additional embodiments of the present disclosure: [0144] Establishing a Contract a. 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 k. Breaking rules or hacking the game i. 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. Tf 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 [0147] 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.
  • Set up player account with alternate credit card [0152] Providing a choice between virtual cash or credit card charge a. Determine that a virtual obligation of a player character is due b. Determine a virtual and real cash value of the obligation c. Output notification that virtual offer is due, including choice to pay for virtual obligation with real or virtual cash i. Receive indication that virtual obligation will be paid with real cash ii. Charge real cash value to credit card associated with player character account Or iii. Receive indication that virtual obligation will be paid with virtual cash iv. Charge virtual cash value to player character virtual account [0153] Real cash charge to credit card for virtual loan payment or rental a. Determine that a virtual obligation of a player character is due b. Determine real cash value of virtual obligation c.
  • the present disclosure provides for sponsorship contracts between player characters in a virtual environment.
  • 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.
  • central server 12 is further configured to facilitate the formation and management of sponsorship contracts between two or more players.
  • a sponsorship contract is an agreement between two or more players where one player, the "sponsor,” agrees to provide (e.g., upon formation of the agreement, at a predetermined time before or after formation of the agreement, at an agreed-upon time before or after formation of the agreement) an initial benefit, or advantage, to another player, the "sponsoree.”
  • the sponsor receives a deferred benefit that is based on the sponsoree's performance in the game.
  • a sponsorship contract may have more than one sponsor and/or more than one sponsoree, and the same or different benefits may be provided.
  • a player is the person who buys the game and sets up a player account.
  • a player character is a persona created by a player to interact in the game environment.
  • player and player character are used interchangeably in the present disclosure.
  • a player may create and control one or more characters and each character may enter into one or more sponsorship contracts with other player characters. Accordingly, in some embodiments, two characters owned by the same player may enter into a sponsorship contract with each other.
  • sponsorship information may be maintained in a database.
  • Table I shows a non-limiting example of the type of information that could be included in a sponsorship contract database.
  • Sponsorship information may include any information related to past, present, or future sponsorship contracts.
  • the database may include information regarding the terms of a given contract, whether a given player is currently a party to a sponsorship contract, whether a given player is a sponsor or a sponsoree in a given contract, and/or whether a given player has indicated interest in entering into a sponsorship contract.
  • each sponsorship contract may be assigned a unique identifier such as a number or a sequence of alphanumeric characters.
  • the database links the sponsor(s), if any, the sponsoree(s), if any, the contract status, the date the request for a contract was listed, the date the contract was created, and the date the contract expires.
  • the database may also include the terms of the contracts, i.e. what benefits were promised to the sponsor and sponsoree.
  • the database 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, a combination of the foregoing, etc.
  • the unique identifier is a license key number associated with the game license purchased by the player.
  • the unique identifier may be used to link multiple databases related to the same player, as described in greater detail below.
  • contracts can have a status of active, expired or pending.
  • active is intended to mean a contract which has not expired and to which there is both an assigned sponsor and an assigned sponsoree.
  • expired is intended to mean a contract which has been cancelled, has been found invalid, or for which the expiration date has passed, regardless of whether both a sponsor and sponsoree have been assigned.
  • pending is intended to mean an unexpired contract that lacks an assigned sponsor, sponsoree, or both.
  • Some or all of the information in the sponsorship database may be viewable to game players.
  • the sponsorship database may be part of an online forum on which players can browse current pending, active, and/or expired contracts. Players may use the forum to advertise themselves as available for sponsorship, find a sponsor or sponsoree, or help them get ideas for contract terms.
  • two or more players may simply decide between themselves to form a sponsorship contract and then inform the server of the parties to the contract and the terms thereof.
  • the server can take a more active role in contract formation.
  • the server may be configured to receive, from a player, a request to form a sponsorship contract.
  • the request may include or specify contract formation requirements.
  • the request can include data indicating whether the player wishes to be a sponsor or sponsoree.
  • the request may further include specific contract terms or a specifically requested sponsor/sponsoree.
  • the server may then search the contract database to find a potential sponsor/sponsoree that fulfills the requestor's requirements. If such a potential sponsor/sponsoree is found, the contract may be automatically formed.
  • the potential sponsor/sponsoree may be notified that a sponsorship contract has been offered to them and the sponsor/sponsoree may chose to accept or deny the contract request.
  • the server may be configured to conduct an auction during which players bid for the right to become a party to a sponsorship contract.
  • the act of bidding acts essentially as a sponsorship request from the bidding player.
  • the auction may be conducted in a manner such that players submit offers (e.g., including an amount of payment) for the right to become a member to the sponsorship contract.
  • Player A may submit a request to become a sponsoree.
  • Player A may be known among various players in the relevant gaming world as a very competent and successful player.
  • Player A might be known by "word-of-mouth" reputation, or by experiences with others who have played with Player A.
  • the server may also provide details of Player A's historical play.
  • the server may provide details of Player A's past scores, duration of play, opponents killed, opponents saved, past information on Player A as a sponsoree, and the like. Accordingly, many players may want to be Player A's sponsor, believing they are likely to have a positive return on their "investment". Each player who wants to be Player A's sponsor may then submit a bid to the server.
  • the server may automatically select the winning bidder according to a set of predetermined criteria intended to identify the offer that is most advantageous to the sponsoree. For example, initial benefits may be limited to monetary contributions. As such, the server may be configured to automatically select the player offering the highest amount of money as the winner. Alternatively, the bids could be forwarded to Player A, and Player A may select the winning bid.
  • Player B may submit a request to become a sponsor.
  • Player B may have a reputation for being a great sponsor, or may be offering a very advantageous initial benefit.
  • Player B might be known by "word-of-mouth" reputation, or by experiences with others who have played with or been sponsored by Player B.
  • the server may also provide details of Player B's historical play. For example, upon request the server may provide details of Player B's past scores, duration of play, opponents killed, opponents saved, past information on Player B as a sponsor, and the like.
  • Each player who wants to be Player B's sponsoree may then submit a bid to the server.
  • the server may automatically select the winning bidder according to a set of predetermined criteria intended to identify the offer that is most advantageous to the sponsor.
  • deferred benefits may be limited to periodic monetary contributions based on the sponsoree's fixed earnings.
  • the server may be configured to automatically select the player offering the highest percentage of earnings.
  • the bids could be forwarded to Player B, and Player B could select the winning bid.
  • the initial benefit to the sponsoree may be held in escrow and released to a sponsoree once the contract is accepted. If no sponsoree accepts the contract, the item may be released back to the sponsor. Accordingly, server 12 may be configured to hold the initial benefit in an email message which, if the contract is accepted, is sent to the sponsoree's character account. If the contract is not accepted, the initial benefit may be sent back to the sponsor's character account.
  • the formation of a sponsorship contract may be governed by specific restrictions or prerequisites that must be fulfilled before the contract can become active. These prerequisites may be created by one or more of the players entering into the contract or by the rules of the game.
  • An example of a suitable prerequisite is the requirement that a request to enter into a contract be received during a specific time frame.
  • a particular pending contract may expire on a given date.
  • a player wishing to enter into that contract must make a request prior to the expiration date.
  • a player may specify that he or she will only entertain sponsorship requests on Tuesdays or on a specific date, e.g. December 10th, or on a specific holiday, e.g. Veteran's Day or April Fool's Day.
  • Additional prerequisites may include, but are not limited to, having a sponsor game account, having previously been a sponsoree, or having previously been a sponsor.
  • server 20 may be operable to determine whether a player has fulfilled the prerequisite requirements and create an active sponsorship agreement upon the determination that the player has fulfilled the requirements.
  • a further example of a suitable prerequisite is a list of one or more game criteria that must be met by a player before the player can enter into a given sponsorship contract.
  • Suitable game criteria prerequisites include, but are not limited to, attainment of a predetermined level in the game, attainment of a predetermined number of items, attainment of a predetermined item, attainment of a given amount of currency, amount of time spent playing the game, number of experience points accumulated in the game and the like.
  • a sponsorship contract is an agreement between two or more players where a sponsor agrees to provide an initial benefit to a sponsoree in return for a deferred benefit.
  • the initial benefit provided to the sponsoree may take the form of any game element which improves the sponsoree's likelihood of success in the game over that of a non-sponsored player who is otherwise equal to the sponsoree in all respects other than sponsorship status.
  • the initial benefit may take the form of given amount of appropriate game currency.
  • the term "item" is used in the broadest possible sense and includes, but it not limited to, objects (e.g. weapons, charms, spells armor), skills, abilities, information, etc.
  • Other examples of initial benefits include, but are not limited to, items or game strategy.
  • the initial benefit to the sponsoree may alternatively be referred to as an initial detriment to the sponsor.
  • an initial detriment to the sponsor may take place when the sponsor shares with or gives to the sponsoree an item which would have provided a benefit to the sponsor had the sponsor not shared it or given it away.
  • the sponsor receives an initial detriment when the initial benefit to the sponsoree takes the form of something which is transferred from the sponsor's exclusive ownership and/or control to the sponsoree' s exclusive ownership and/or control.
  • the sponsoree in return for receiving the initial benefit, the sponsoree agrees that the sponsor will receive a deferred benefit that is based on the sponsoree' s performance in the game.
  • the deferred benefit may be provided as a plurality of benefits distributed periodically to the sponsor, this may be referred to as a "periodic benefit.”
  • a player who successfully completes one or more predetermined requirements may earn rewards, or spoils.
  • a given task may include, for example, finding an item, killing an enemy, spending a certain amount of time in the game, solving a puzzle, or the like.
  • the rewards earned for completing the task may include, for example, an item, currency, increased skill level, increased strength, access to new areas of the game, or the like.
  • the server may be configured to bestow rewards to a player upon determining that the player has successfully completed one or more predetermined requirements.
  • the periodic benefit distributed to the sponsor represents a portion of the rewards earned by the sponsoree.
  • the distributed portion may be a percentage of the reward earned, if the reward is apportionable.
  • Apportionable rewards may include, for example and without limitation, currency and point-based items, such as experience points, health points, etc.
  • an appropriate alternate benefit may be provided to the sponsor. For example, if the sponsoree receives an item as a reward, the sponsor may be given the item, the right to take or borrow the item, or a benefit that is not the item, such as currency, experience points, health points, or the like.
  • the benefit to the sponsor may take the form of a discount on the subscription price the sponsor is required to pay in order to gain continued access to the game. It will be appreciated that the number and type of appropriate benefit that could be provided to the sponsor is nearly limitless. It should further be appreciated that many such benefits are game-dependant and that such benefits, while not specifically described, are considered to be part of the present disclosure.
  • the benefit that is provided to the sponsor may represent a negative benefit or detriment to the sponsoree.
  • the sponsoree may, in various manners, earn 50 health points, but the terms of the sponsorship agreement may require the sponsoree to forfeit 10% of any health points earned to the sponsor.
  • the sponsoree in effect, loses 5 (10% of 50) health points for being a party to the sponsorship agreement.
  • the sponsor may receive a negative benefit for poor performance on the part of the sponsoree. For example, if a sponsoree loses currency or points by failing to complete a task, e.g. by being injured or killed in a fight, the sponsor may share in the loss by also losing currency or points.
  • the server may be configured to calculate and allocate the periodic benefit (positive and/or negative) to the sponsor.
  • Server 20 may be configured to maintain a player session database in order to track a player's progress through the game and allocate benefits accordingly.
  • the information from the player session database can be cross referenced with the contract requirements stored in the sponsorship database in order to calculate any benefits due to the contracting parties and determine how benefits should be allocated.
  • Table II depicts a non-limiting example of the type of data that might be maintained in a player session database.
  • the calculation and/or allocation of benefits may be conducted in real time, as the sponsoree is playing. In this case, each time a sponsoree earns (or loses) a reward, a sponsor benefit (positive or negative) is calculated. The benefit may then be allocated immediately to the sponsor or allocated at a later time.
  • the calculation and/or allocation may be conducted at regular or irregular intervals, or upon occurrence of predetermined events. For example, the net total rewards earned (or lost) by the sponsoree during a sponsoree's player session may be identified at the end of the session and the sponsor's benefit calculated based on the net total. The sponsor's benefit may then be distributed to the sponsor immediately upon calculation of the benefit or at a later time.
  • whether or not benefits arc transferred to the sponsor in real time is dependant upon one or more predetermined conditions.
  • the predetermined conditions may comprise, for example, the game parameters in which the sponsor is currently playing, the game parameters in which the sponsoree is currently playing, the game environment in which the sponsor is playing, the game environment in which the sponsoree is playing, or any combination thereof.
  • a real time benefit may only be transferred to the sponsor if the sponsor and/or the sponsoree are in a certain game state, such as a battle or mission.
  • Each player may be associated with a player account.
  • Player account information may be maintained (e.g., by the server) in a registered player database.
  • Table III depicts a non-limiting example of the type of data that might be maintained in a registered player database. Table III
  • earned rewards and allocated benefits may be reflected in the player's player accounts.
  • Jack Smith above, may be a sponsor for player C. If player C earns $500 during a playing session, and the sponsorship agreement between Jack and player C states that Jack is to receive 10% of player Cs earnings, Jack's player account will be credited with an additional $50 in character wealth. This credit may be reflected immediately, even if Jack is not logged onto the game server. Alternatively, the credit may be posted upon Jack logging into the server or after completion of a certain predetermined event, e.g. benefits may be allocated every day at noon, or once a month after a player pays his or her monthly usage fee.
  • the player account may also include information regarding the monthly usage fee, or subscription price paid by the player.
  • the subscription price may differ from player to player.
  • players may choose between a player account that allows them to enter into sponsorship agreements, the "sponsor" account type, and a player account that does not allow them to enter into sponsorship agreements, the "regular" account type.
  • players who opt for the sponsor account type pay a higher usage fee than players who opt for the regular account type.
  • players who opt for a sponsor account could pay a lower usage fee than players who opt for the regular account type.
  • some or all of the usage fee could be based on the player's sponsorship status.
  • the usage fee could be increased (or decreased) if the player is a sponsor or sponsoree.
  • the present disclosure provides a server configured to receive a player's registration request.
  • the server may further receive a player's account information.
  • the server may then offer the player his or her choice of a regular account or a sponsor account and receive the player's response to the offer.
  • the server may then retrieve the appropriate price of the account type that is dictated by the account type selected by the player.
  • the account price may then be stored on the server.
  • the information may be stored on the player's game device.
  • the present disclosure provides a server that is operable to provide a video game that is accessible by a plurality of players, receive session data from a first player having a player account, and determine if the player is a sponsoree in an active sponsor agreement. If the sponsoree is in an active sponsor agreement, the server is operable to retrieve the conditions of the sponsor agreement, apply the conditions of the sponsor agreement to the session data, and adjust the sponsoree's playing account. The server may be further operable to identify the sponsor in the sponsor agreement and adjust the sponsor's playing account in accordance with the sponsor agreement.
  • each sponsorship contract may have a contract value.
  • the contract value may be based, for example, on the sponsor's expected earnings from the sponsoree, based on the sponsoree's past performance and the actual earnings received from other, similarly positioned, sponsorees.
  • the contract value may be calculated periodically and the calculated values tracked over time.
  • server 12 may be configured to calculate and/or track a contract value for active sponsorship contracts. This information could then be stored in the sponsorship database or any other suitable database.
  • the contract value information could be made available to the contracting parties, players having sponsor game accounts, or to the game playing community as a whole.
  • a player may be able to buy and sell active sponsorship contracts to which he or she is a party, or contracts to which he or she is not a party.
  • the sale price of an active sponsorship contract may be based on the contract value.
  • a bidding system may be used similar to that described earlier with respect to the formation of sponsorship contracts.
  • Other systems may be provided for selling and offering for sale such contracts.
  • the sale price of an active sponsorship contract may be dependent upon the status of the purchaser. For example, if the purchaser is the sponsoree in the sponsorship contract, and the sponsoree wishes to buy out the contract, the purchase price for the sponsoree (i.e. the "buy out price") may be different, higher or lower, than that offered to a third-party purchaser.
  • the present disclosure also provides methods for playing video games incorporating elements of the system described above.
  • Fig. 4 is a flowchart depicting a method according to one embodiment of the present disclosure.
  • the method comprises providing a video game that is accessible to a plurality of game players.
  • the video game may be located on a central server that is accessible to the plurality of players via a plurality of game devices.
  • the video game may be located on one or more of the video game devices.
  • the method further comprises identifying a first game player as desirous of becoming a sponsor and identifying a second game player as becoming a sponsoree.
  • the players may identify themselves by submitting a sponsorship request to a server including any contract terms or requirements they desire.
  • players may identify themselves by posting an ad in a game-related forum or chat room or in any other suitable manner.
  • the method further comprises the steps of forming a sponsorship contract between the first and second player, identifying the first player as a sponsor, and identifying the second player as a sponsoree.
  • the method further comprises providing an initial benefit to the sponsoree.
  • the method further comprises allocating one or more deferred benefits to the sponsor based on the contract and on the sponsoree' s performance in play of the game.
  • the method shown in Fig. 4 may further comprise monitoring the game play of the sponsor and sponsoree and altering the game accounts of the sponsor and sponsoree according to the terms of the sponsorship contract.
  • contracts may be provided by one or more parties to the contract prior to entering into the contract.
  • contracts may be available in which some or all of the contract terms are dictated by the rules of the game or the server.
  • some or all of the contract terms may be provided by players who are not parties to the contract.
  • the performance by the sponsoree that triggers payment of a deferred benefit to the sponsor may be any suitable performance in the game.
  • suitable payment triggers include, but are not limited to, accessing a new or more difficult level or area of the game, the accumulation of a predetermined amount of game time, the accumulation of one or more items, the accumulation of a given amount of wealth, the accumulation of a given amount or level of health or experience points, etc.
  • the method shown in Fig. 4 may further comprise determining whether the first player has met one or more requirements before forming the sponsorship contract.
  • Suitable requirements may include, but arc not limited to, attainment of a predetermined level in the game, attainment of a given amount of game currency, and/or attainment of a given item. For example, a player may have to reach level 5, accumulate $5000 cash, and/or obtain certain weapons before being eligible to be another player's sponsor.
  • some or all of the requirements may be dependant upon the position of the other party to the sponsorship agreement. For example, a sponsor may be required to be 3 levels higher, have 10 times as much wealth, or have 200 hours more playing time, than his or her sponsoree.
  • the method shown in Fig. 4 may further comprise creating a sponsorship database.
  • the sponsorship database may include sponsorship status identifiers for one or more game players.
  • the sponsorship status identifiers may indicate, for example, whether the identified player is a sponsor, sponsoree, desirous of becoming a sponsor, or desirous of becoming a sponsoree.
  • the method shown in Fig. 2 may further comprise altering the sponsorship status identifier of a player upon the occurrence of a sponsorship event affecting the player.
  • Suitable sponsorship events may include, without limitation, the formation of a new sponsorship contract to which the player is a party, the dissolution of a sponsorship contract to which the player is a party, receipt of a sponsorship request, or the offering of a sponsorship request.
  • the sponsorship database may further include requirements and prerequisites for entering into a sponsorship contract with a given player.
  • the method shown in Fig. 4 may further comprise providing a forum for players to view at least some of the information in the sponsorship database.
  • the forum may take the form of a virtual marketplace through which players can view pending, expired and/or active sponsorship contracts.
  • Fig. 5 is a flowchart depicting a method according to another embodiment of the present disclosure.
  • the method comprises providing a video game accessible by a plurality of players.
  • the video game may be located on a central server that is accessible to the plurality of players via a plurality of game devices.
  • the video game may be located on one or more of the video game devices.
  • the method further comprises forming a sponsorship contract between a sponsor and a sponsoree. Methods for forming a sponsorship contract are described in detail above.
  • the method further comprises the steps of providing an initial benefit to the sponsoree, providing an initial detriment to the sponsor, and providing a periodic benefit to the sponsor based on the sponsorship contract and the sponsoree's performance in the game.
  • the method shown in Fig. 5 may further comprise allowing another player to replace the sponsor or sponsoree in the sponsorship contract upon fulfillment of a condition.
  • the condition may be, for example, payment of a contract price, if the purchaser is not already a party to the contract. One or both parties to the contract may or may not be allowed to reject the purchase.
  • the contract price may be determined by the game server, by the game rules, by the parties to the contract, or by an auction-style bidding system.
  • the condition may be, for example, payment of a buyout price, if the purchaser is currently a party to the current contract.
  • the sponsoree may be able to terminate the sponsorship contract by paying the buyout price to the sponsor.
  • the sponsor may or may not be allowed to reject the purchase. If an auction-style bidding system is used, the server may be configured to identify the winning bidder. Alternatively, the bids may be submitted to one or more parties to the contract and one or more of the parties may select the winning bid.
  • Fig. 6 is a flowchart depicting a method according to another embodiment of the present disclosure.
  • the method comprises accessing a video game.
  • the video game may be stored on a central server and accessible via a game device in electronic communication with the central server.
  • the video game may be stored on the video game device and the central server may facilitate game play and player to player interactions.
  • the method further comprises identifying as either a sponsor or a sponsoree. Methods for players to identify themselves as either a sponsor or sponsoree are described in detail above.
  • the method further comprises requesting formation of a sponsorship contract with another player. This request may be submitted, for example, to the central server and may be made with or without the knowledge of the other player.
  • the method further comprises entering into a sponsorship agreement with another player and either: receiving an initial benefit upon entering into the sponsorship agreement and receiving a periodic detriment during the course of the game; or, receiving an initial detriment upon entering into the sponsorship agreement and receiving a periodic benefit during the course of the game.
  • the method of Fig. 6 may further comprise accessing a database containing information regarding players wishing to enter into a sponsorship agreement and selecting a player with whom to enter into a sponsorship agreement.
  • the step of selecting a player may be performed by offering a bid including at least one desired term for the sponsorship agreement.
  • the method of Fig. 6 may further comprise requesting termination of a sponsorship agreement.
  • the request to terminate the sponsorship agreement may take the form of an offer to purchase the agreement.
  • Another method comprises the steps of providing a video game, identifying a first video game player as desirous of becoming a sponsoree, and receiving bids form other video game players for the right to become a sponsor for the first player.
  • the method may further comprise each bidding player needing to fulfill at least one condition before bidding on the right to become a sponsor.
  • the at least one condition may comprise, for example and without limitation, ownership of a predetermined amount of wealth or offering the bid during a given time frame.
  • the disclosure provides a server that is operable to: communicate with a plurality of game devices, wherein each game device allows at least one respective player to access the server; facilitate play of a game between the plurality of players; identify a first player as a sponsor; identify a second player as a sponsoree; create a contract between the sponsor and the sponsoree; provide, to the sponsoree, an initial benefit from the sponsor based on the contract; and allocate, to the sponsor, a plurality of periodic benefits based on the contract and on the sponsoree's performance in play of the game.
  • the game may, for example be a massive multiplayer video game.
  • the server may be further operable to receive a sponsorship request from a first player.
  • the server may be further operable to conduct an auction wherein players bid for the right to become a party to a sponsorship contract.
  • the sponsorship request may be in the form of a bid during the auction.
  • the server may be further operable to: maintain a database including sponsorship information and/or create and maintain a player account for each player.
  • the player account may include, as a non-limiting example, information regarding the usage fee paid by the player for playing the game.
  • the server is further operable to alter the usage fee for a player based on the player's sponsorship status.
  • the server may be further operable to increase or decrease the usage fee if the player is a sponsor, or increase or decrease the usage fee if the player is a sponsoree.
  • the server may be further operable to identify one or more prerequisites for entering into a given sponsorship contract.
  • the prerequisite may include, for example, a timeframe during which a request to enter into the contract must be received in order for the contract to be accepted, or one or more game criteria that must be met by a player before entering into the given sponsorship contract.
  • game criteria include: attainment of a predetermined level in the game, attainment of a predetermined number of items, attainment of a predetermined type of item, and/or attainment of a given amount of game currency.
  • the server may be further operable to determine whether a player has fulfilled the requirements and create the sponsorship contract upon a determination that the player has fulfilled the requirements.
  • the server may be further operable to calculate a contract value for an active sponsorship contract.
  • the contract value may, for example, be calculated periodically.
  • the server may be further operable to track the contract value over time.
  • the server may be further operable to facilitate the sale of an active sponsorship contract.
  • the contract value may, at least in part, be dependent upon the status of the purchaser.
  • a first contract value may be calculated if the purchaser is a current party to the contract and a second contract value may be calculated if the purchaser is not a current party to the contract.
  • the current disclosure provides a method comprising: providing a video game accessible to a plurality of game players; identifying a first game player as desirous of becoming a sponsor; identifying a second game player as desirous of becoming a sponsoree; forming a sponsorship contract between the first and second player; identifying the first player as having a sponsorship status of sponsor; identifying the second player as having a sponsorship status of sponsoree; providing an initial benefit to the sponsoree; and allocating one or more deferred benefits to the sponsor based on the contract and on the sponsorcc's performance in play of the game.
  • the performance that triggers a periodic benefit to the sponsor may be the accumulation of a predetermined amount of game time.
  • the method may include determining whether the first player has met one or more requirements before forming the sponsorship contract.
  • appropriate requirements include: attainment of a predetermined level in the game, attainment of a given amount of game currency, and/or attainment of a given item.
  • the predetermined level may be calculated, at least in part, on the level of the second player.
  • the method may further comprise creating a sponsorship database.
  • the sponsorship database may include, for example, sponsorship status identifiers for one or more game players.
  • the method may include altering the sponsorship status identifier of a player upon the occurrence of a sponsorship event affecting the player.
  • sponsorship events include: the formation of a new sponsorship contract to which the player is a party, the dissolution of a sponsorship contract to which the player was a party, a sponsorship request offered by the player and/or, a sponsorship request offered to the player.
  • the sponsorship database may include requirements for entering into a sponsorship contract with a given player.
  • a forum may be provided for players to view at least some of the information in the sponsorship database.
  • the method may further provide a virtual marketplace through which players can view unactive sponsorship contracts.
  • the present disclosure may provide a method comprising: providing a video game accessible to a plurality of players; forming a sponsorship contract between a sponsor and a sponsoree; providing an initial benefit to the sponsoree; providing an initial detriment to the sponsor; and providing a periodic benefit to the sponsor based on the sponsorship contract and the sponsoree's performance in the game.
  • the method may further comprise one or more of the steps of: receiving a first offer from a first player desirous of becoming the sponsor in the sponsorship contract; receiving a second offer from a second player desirous of becoming the sponsor in the sponsorship contract; awarding the sponsorship contract to the player submitting the offer that is most advantageous to the sponsoree; or allowing the sponsoree to determine to which player the sponsorship contract is to be awarded.
  • the method may further comprise one or more of the steps of: receiving a first offer from a first player desirous of becoming the sponsoree in the sponsorship contract; receiving a second offer form a second player desirous of becoming the sponsoree in the sponsorship contract; awarding the sponsorship contract to the player submitting the offer that is most advantageous to the sponsor; or allowing the sponsor to determine to which player the sponsorship contract is to be awarded.
  • FIG. 7 Another exemplary system 1OB is shown in Fig. 7.
  • the system may include a server 20 in communication with a game device or console 18, through which a player 19, may access an online video game 18 hosted on (or otherwise controlled by) the server.
  • Server 20 may further comprise a plurality of databases and/or modules which facilitate game play. These databases or modules may be provided as part of video game 18, or may be provided separately. It will be appreciated, that, while shown being hosted on the same server, these databases or modules may, in fact, be hosted separately or together on any combination of servers and or game consoles. Examples of suitable databases and modules include, for example, contracts database 40, which may include data related to sponsorship contracts in the online game environment.
  • Suitable information includes, but is not limited to information related to the creation, status, terms, parties, etc., associated with any pending, active, or expired contracts. Some or all of the information maintained by the contracts database may be available to players. Accordingly, the system may include a contracts database user- interface 42.
  • a sponsorship contract is an agreement between two players in which the sponsoree receives an initial benefit from the sponsor in return for an agreement that the sponsor will receive a plurality of periodic benefits based on the terms of the contract and the sponsoree's performance in play of the game.
  • system 1OB may further include a benefit calculation module configured to identify when a benefit is owed to the sponsor based on the terms of the contract and bestow the benefit to the sponsor.
  • System 1OB may further include a player database 46, which may track and maintain information related to player accounts. Examples of the types of player account-related information that could be maintained in player database 46 is described above and shown in table III.
  • system 1OB may be configured to calculate a value for a sponsorship contract and allow for the selling and purchasing of sponsorship contracts based on the calculated values.
  • system 1OB may include a contract value calculation module 48, and a contract market 50. Tf the system allows for auction style sales of sponsorship contracts, system 1OB may further include an auction module 52.
  • the present disclosure provides for a virtual environment in which players are able to form virtual contracts and guarantee their performance of obligations in a contract by securing such performance with a real world financial instrument such as a credit card.
  • This type of performance guarantee allows for the formation of various financial institutions and arrangements in the virtual world.
  • the present disclosure provides systems and methods for providing various finance options to players accessing a virtual environment.
  • 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.
  • Various embodiments of the invention address this issue by providing easy to use, yet sophisticated means for acquiring goods and services in a virtual environment. Such means allow for complex transactions by players and increase the complexity or richness of interactions between players thereby increasing the enjoyment and longevity of the game.
  • Characters in a virtual environment are frequently desirous of goods or services including game aspects, virtual items, virtual services such as assistance with solving missions, and virtual attributes to facilitate their play and increase their enjoyment of the game.
  • goods or services can be offered by any means generally used in the real world to provide goods or services such as through a virtual store or business, an auction, advertisements, listings, postings, mailings whether virtual or real, solicitations, individual character offerings, etc.
  • Real representations of virtual items may also be acquired both in the virtual environment and the real world.
  • a shopping character may browse available goods and services and/or all possible goods and services.
  • the shopping character may be able to view the item through a screen or pop up window, or other means of viewing virtual items, may view a description of the item, may purchase the item based on the name, or may randomly purchase items that may or may not be of value.
  • the purchase price of an item may be displayed to the user in one or more real or virtual currencies.
  • the player may indicate which currencies he would like to see displayed.
  • the player may make a currency display selection at any suitable time including, but not limited to, the time of purchase, or during an initial character set up period.
  • the game system may employ certain default currency display settings. For example, the game system may identify a default real world currency for display based on the billing address supplied by the player. For example, the player's real world billing address is listed as being in France, the price of any items the player considers purchasing may be displayed in Euros.
  • the shopping character may opt to acquire the item.
  • the good or service may be purchased outright, obtained through trade or barter, or acquired through a financing agreement. Once the good or service is purchased, regardless of means, it may then be transferred to the virtual inventory of the character. In some embodiments, for example in a layaway type purchase, there may be a delay in the transfer of the item to the character's inventory. A single transaction may take place between two or more characters.
  • the good or service is purchased outright. Such a purchase may be accomplished using real and/or virtual currency.
  • the price of the good or service may be fixed, negotiable, or subject to market forces. For example, in an auction, the price of the good is variable depending on the number of characters who are interested in the item. In most stores, the price of an item may be fixed based on the calculations of the store owner. In sales such as garage sales, second hand transactions, or direct character to character transactions, the price may be negotiable.
  • the good or service is acquired through a trade or barter transaction.
  • Such transactions may take place according to any means used to exchange goods and services.
  • one party may directly trade or barter with another party.
  • the barter or trade may take place through an exchange intermediary.
  • multi-way barter transactions are facilitated.
  • An exchange intermediary may be, for example, a local exchange trading system.
  • a local exchange trading system uses a local credit unique to the exchange trading system so that direct swaps do not need to be made. For instance, a character may earn local credit by performing a service for one character and spend the local credit later by buying a good from a different character in the same network. Transactions are recorded in a central location open to all members such as in Exchange Trading Database 120 in Figure 8.
  • Exchange trading systems may also extend between virtual worlds, such that the local credit of the exchange trading system can be earned in one game and used in another game.
  • an exchange trading system is managed by the game server, a group of two or more player characters, or a third party facilitator.
  • the game server may accept any items offered by the purchaser. In one embodiment, the game server may only accept items from the player character that are in demand.
  • a database such as item database 118 maybe created listing all items or services available for use within the virtual environment. Another database may be created listing all goods or services that characters are seeking. Alternatively, or jointly, a database may be created listing items that characters are willing to sell. Such databases may exist independently or may be cross-referenced to each other.
  • such database(s) may reside in whole or in part at the game server or game consuls or a combination of these, e.g., each player may maintain a local database or a local database of pointers to yet another database. Characters or players may view such listings, or may be notified when a match or a near match occurs. Such notification may occur through electronic mail, virtual mail, regular mail, instant messaging, screen alerts, cell or regular phone messages, pager or any other type of notification commonly used in a real or virtual environment.
  • Exchange Trading Database 120 may be configured to create transactions using some or all of the following method steps:
  • a seller may have a list of items which are acceptable for trade.
  • the particular goods or services in which the seller is interested may be stored by any means applicable, for example in Exchange Trading Database 120.
  • Such information may be stored using some or all of the following method steps:
  • the game server, exchange server or other database server may fulfill an exchange offer using all or some of the following steps:
  • items stored may have a virtual or real currency value associated with it.
  • Players may search listings of items by name, type, or other identifiers or by such valuation.
  • a valuation may be stored that is determined by the game server, another value may be assigned by the owner of the item, while yet a third value might be determined based upon a free market or exchange.
  • currency equivalents may be established so as to speed negotiations, exchange, bartering, bartering among multiple parties and/or with transactions with multiple otherwise dissimilar items and/or any combination of these, e.g., multiple dissimilar items being partially bartered, partially traded for currency among multiple unrelated players.
  • Such transactions can be conducted between any number of characters, for example a first character may have an item a second character wants and a second character may have an item a third character wants while the third character may have an item the first character wants.
  • a transaction such as that outlined above could be conducted between all three players so that each player obtains the item(s) they desire.
  • each item could be held by a server and the value of the item converted to a virtual currency which could be used to purchase goods and services on that server.
  • players can trade items using a mix of bartered items, currencies, promises to pay, promises to perform services, etc.
  • the server or exchange trade facilitator may convert the item to a common currency at a fixed price, or the price/local credit may fluctuate based on the demand.
  • the game server or other facilitator may auction the item and credit the offering player with the amount acquired from the auction.
  • Such an auction may have a reserve price or may not include a reserve.
  • All barter and trade transactions including those mediated by exchange trading systems may be used alone, or in combination with other forms of payment.
  • an exchange, trading post, or bartering system is used and hosted or provided by a third party or the game server or any other player(s)
  • Such fees may be paid in real or virtual currency.
  • Such fees may be collected before, during, or after the transaction. Fees may be based upon the value of the items exchanged, or a percentage of the total transaction, or may be a fixed fee. Such fees themselves may be paid through barter or other methods as described herein.
  • player characters and other in-game entities may have access to one or more virtual financial institutions such as a virtual bank.
  • Virtual banks are described, for example, in co-pending U.S. Patent Application Serial Nos. 1 1/535,585, "Financial Institutions and Instruments in a Virtual Environment,” filed September 27, 2006 and 11/421,025 "Financial Institutions and Instruments in a Virtual Environment” filed May 30, 2006, each of which is hereby incorporated by reference.
  • Such virtual banks may be able to provide characters access to currency in one or more different virtual or real world denominations.
  • a virtual bank, financial institution, or other entity may be capable of converting currency from one denomination to another. One or more fees may be charged for such currency denomination conversions.
  • a financing option may be used.
  • Financing options may be any type of financing used in the real world, including, but not limited to, rentals, leases, installment plans, rent to own agreements, lease purchase agreements, hire purchase agreements, closed-end lease agreements, credit purchases including credit cards or other credit instruments, any means generally used to finance goods or services in the real world, or any combination thereof.
  • Financing options may be requested or offered at any time during the game. They may be established prior to making purchases such as through virtual or real credit cards, debit cards, lines of credit, etc. or offered during or after a purchase is initiated in the form of installment plans, hire purchase plans, rentals, leases, installment plans, rent to own agreements, lease purchase agreements, closed-end lease agreements, "store" credit cards or other credit arrangements.
  • a finance option may be dynamically calculated based on, for example, factors such as the price of item the character wishes to purchase, characteristics of the character wishing to make the purchase, the availability of the item the character wishes to purchase, etc. Accordingly, as these factors may well fluctuate from transaction to transaction, the finance options offered may similarly fluctuate.
  • the game server may control which entities are allowed to offer and arrange financing agreements.
  • an entity may be required to have a license in order to offer financing agreements.
  • Licensing may be controlled, for example, by the game server, game manufacturer, one or more players, or any other real or virtual entity or group of entities. Licenses may or may not be available for purchase and/or resale. The number of licenses in a given virtual environment may or may not be limited or controlled.
  • the game server or other intra- or extra-game entity may control which characters or entities in the virtual environment may receive financing offers and/or enter into financing agreements.
  • a character may be required to have a real world credit card on file and may further be required to authorize that the real world credit card can be used as a guarantee against any financing agreements entered into by the character before the character is allowed to receive financing offers or enter into a financing agreement.
  • system 1OC configured to provide the virtual environment described above is shown in Fig. 8.
  • system 1OC may include a game server 102, a financial agreement server 104 and a Credit Server 106.
  • Game server 102 may include multiple databases, including, for example, a Player Database 110, Player Character Database 112, Financing Agreement Database 1 14, Market Database 1 16, Ttem Database 1 18, and Exchange Trading Database 120.
  • Financial Agreement Server 104 may include a Financial Agreement Database 122, an Interest Rate Determination Program 124, a Financing Offer Database 126, an Exchange Rate Determination Program 128, a Fee Determination Program 130, a Collateral Database 132, and an Insurance program 154.
  • Credit Server 106 may include a Lock Credit Line Program 140, a Ping Credit Line Program 142, a Release Credit Line Program 144, an Account Database 146, an Escrow Database 148, a Margin Database 150, and a prohibit Sale of Virtual Assets Program 152.
  • the financing module is integrated, embedded or is otherwise in communication with anything that is or can promote or offer such financing, including, but not limited to the game server or game consul and/or any one or more players or characters or NPCs that serves as a/an: a) banker b) lender, c) broker, d) salesman, e) wholesale or retail business, f) financing agency, g) online or virtual business, or any other entity or application that provides or can provide a financing option.
  • a financing module is integrated or embedded in the virtual shopping cart of a virtual environment.
  • Such a module may be activated automatically when an item is placed in the shopping cart as seen in Figure 12, or may be turned on or off by the character making the purchase, the seller, or third party providing the service. For example, some characters may opt not to be offered financing agreements or certain financing agreements. In another embodiment, financing agreements may be separately applied for by the purchaser as in Figure 6 or offered prior to the placement of a good or service in a virtual shopping cart, for example when a character account is created.
  • a financial agreement may be generated using exemplary system 1OD in Figure 10.
  • a system may include a central server 320, a Finance Agreement Generating Program 312, a Finance Agreement Enforcement Program 314, an Asset Liquidation and Redistribution Program 316, a Credit Card upsell program 318, and a Virtual Cash to Real Cash Exchange Program 320.
  • Finance Agreements may be generated using Finance Agreement Generating Program 312 which may use some or all of the following steps:
  • the finance module calculates and presents one or more finance agreement offers to the buyer: 40LD a month for 6 months, 25LD a month for 12 months or 15LD a month for 24 months. If the buyer accepts one of the offers, the credit card associated with the player account is "pinged" to ensure there is an adequate balance and a virtual financial agreement is created. The seller is paid 200LD plus a IOLD fee and the buyer is given the virtual product. On a specific date of each month, the player character is notified that a payment is due. If the payment is not made, the player may be given the option to pay the obligation with real or virtual cash or the credit card associated with the account is charged the real cash value of the payment plus an optional processing fee and/or penalties. In addition or in the alternate, the player may establish that payments be made automatically so as to avoid any such processing, late or other fees and penalties.
  • multiple entities may offer competing financing terms to a buyer.
  • the offers may vary on terms and include any number of incentives.
  • the buyer may then accept any offer or reject all of them.
  • the buyer may be presented with a pop-up window or other user-interface that allows the buyer to review any and all financing offers and then accept or reject them as desired.
  • the user-interface may be provided to the buyer at any suitable time including, for example, when a character enters a store, accesses a list of available items, signs into the virtual environment, places an item in a shopping cart, in response to a request from the buyer, etc.
  • the buyer may be allowed to make a counter offer in response to an initial or subsequent financing offer.
  • the buyer and financing entity may then engage in negotiations in order to reach a satisfactory agreement.
  • either the buyer or the financing entity may be provided with a means by which they can automatically accept or reject offers or counter offers based on identified criteria.
  • additional fees may be payable, for example, to an entity offering the financing option, such as the game manufacturer or a real world third party that has created a financing module that is compatible with and/or accessible to characters within the virtual environment.
  • Such fees may be charged on a per transaction basis, as a percentage of the finance option agreed upon, or using any other means.
  • financing agreement-related fees may be paid to the seller of the goods or services. Again, such fees may be charged on a per transaction basis, as a percentage of the finance option agreed upon, or using any other means. In this case, the seller may or may not be the originator of the finance offer.
  • financing companies may offer various incentives to sellers to encourage the sellers to provide financing offers to buyers.
  • Incentives may include, for example, different up front and/or revenue share fees or other virtual or real world benefits.
  • Such a system 1OD may further include any number of suitable databases.
  • it may include a Player Database 322, a Player Character Database 324, a Finance Agreement Database 326, and a Virtual Financial Intermediary Database 328.
  • Financing agreements may provide financing for part, or all, of the amount due.
  • the financing offered may include virtual cash, real cash, or combinations thereof. Regardless of when they are offered or how they are generated, sellers or third parties offering financing agreements may offer such agreements to some or all purchasers.
  • financing agreements, or particular types of financing agreements, or particular terms in financing agreement may be only offered to characters who meet particular criteria, including, but not limited to, 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; the assets (tangible or intangible) 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 (real or virtual), the growth rate of the game, the type of player account, inflation rates, the purpose of the financing, or other financial evaluators.
  • the bank may verify the character's virtual credit score.
  • the lender may verify the player's real world credit score or a combination or real and virtual credit scores.
  • 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, information regarding creditworthiness, or any combination of the above.
  • financing agreements may be offered to every character.
  • Information regarding the players or the player character for use in determining offers may be stored by any means applicable including, for example in player database 322 and player character database 324.
  • Player database 322 may include information about each player who accesses the game. This information may be provided to the game sever by a player when the player registers to play the game, or at any other suitable time or using any suitable means. Examples of player information include, but are not limited to: player character ID, character personal information, player character billing or financial information, character real currency account information, and player characters).
  • Player character database 324 may include information about each player character that participates, or is able to participate in a game. Accordingly, it is understood that a 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, character nickname or handle, virtual cash currency preferences, virtual cash account, account number, account balance, and virtual inventory. Of course it will be understood that for many of these information categories, a given player character may have multiple entries. For example, each character may have multiple accounts and/or attributes.
  • the terms of the financing agreement may be determined by the lender, including the seller, 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 to be financed, the type of collateral or other guarantee that will be required, the interest rate for the agreement, the term of the agreement, the payment schedule for the agreement, any fees or penalties that may be incurred, an annual percentage rate, or any combination thereof.
  • the character may be able to vary one or more of the terms of the financing agreement such as interest rate, due date, grace period, penalties, service charge, transferability, fees, automatic repayment, payment of other obligations, and. exchange value.
  • the system may adjust certain or all of the other unmodified terms. For example, if the character requests or otherwise changes the due date, the lender or the system may change the interest rate accordingly. In another embodiment, the terms are dictated by the lender or game server.
  • Finance Agreement Database 326 may include information about any virtual agreements entered into by player characters. Examples of information the database may maintain include, but are not limited to: agreement ID, player character ID, Player character type, agreement type, collateral, and finance agreement obligation(s). Of course it will be understood that for many of these information categories, a given finance agreement may have multiple entries. For example, a given agreement entered into by a given player character may have numerous obligations which can be tracked and maintained, by the finance agreement database. Examples of finance agreement 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 security item(s) or amounts, obligation grace period, obligation warning message, and default rules.
  • a limit on the amount that may be financed 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 character's 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, 1) the player character's real or virtual income, or m) any other player character attribute, or n) any combination thereof.
  • Such limits may apply to the borrower, the lender, or both.
  • one or more options of financing agreements or terms of financing agreements may be presented to the character. If the character accepts a virtual finance option, the selling entity is credited the full amount of the purchase or as otherwise agreed by the parties to the negotiation. Additionally, the seller may receive a portion of the fees and interest charged by the financing module or other lending agent. Such fees may be a flat fee, and/or a percentage of the fees and/or interest charged by the financing module. The fees and interest may be paid to the seller at any time determined by the agreement between the seller and the owner of the financing module. For example, the fees and interest may be awarded when the financing agreement is executed, periodically as they are paid by the purchaser, or after completion of the financing agreement.
  • the financing agreement offered is an installment plan. Payments may be made at regular intervals until the principal and interest are paid in full. In one embodiment, a deposit may be required along with an initial payment. In another embodiment, a deposit may not be required. The intervals at which payments occur may be dictated by the seller or may be chosen by the purchaser. In one embodiment, the intervals may be altered during the term of the agreement. In another embodiment, the intervals are fixed for the duration of the agreement. In one embodiment, the seller retains the item until all installments are paid, for example, as in a "layaway" plan. In another embodiment, the goods or services are immediately transferred to the buyer.
  • the item may be rented.
  • the rental agreement may be explicit, implied, or written.
  • the rental agreement includes the parties, the property, the term of the rental, and the amount of rent for the term, the type and frequency of payments.
  • a rental may or may not require a deposit to be held pending the return of the item. Such a deposit may or may not earn interest which may be awarded to the renter upon completion of the rental or retained by the rental agent.
  • the financing option may be a rent to own agreement.
  • a "rent to own agreement" is a means for acquiring ownership over time without acquiring debt. In such an agreement, the item will be owned by the buyer when the rental term is completed. The item may also be returned by the buyer at any time.
  • Such agreements may require down payments, credit verification, or other form of security to guarantee the agreement.
  • a final payment (e.g., $1 or 10% of the original sales price) may be required to effect transfer title from the owner to the buyer.
  • the financing option may be a hire purchase agreement.
  • a "hire purchase agreement” the contract allows the buyer to hire the goods for a monthly rent.
  • a sum equal to the original full price plus interest has been paid in equal installments, the buyer may then exercise an option to buy the goods at a predetermined price (usually a nominal sum) or return the goods to the seller.
  • Such agreements may require down payments, credit verification, or other form of security to guarantee the agreement.
  • the financing option may be a closed-end lease agreement.
  • a closcd-cnd lease allows a person the use of property for a fixed term,, and the right to buy that property for the agreed residual value when the term expires.
  • the item being leased may not be owned by the lessor, the lessor may acquire the property from a third party for a certain amount with the lessee providing an offset amount against the capitalized cost and the lessor's cost of financing the purchase.
  • the total lease cost may then be paid in a lump sum or amortized over the term of the lease with periodic payments.
  • the owner of the good or service may further permit a purchase to be made on credit.
  • the owner may delay payment for the particular good or service until a later date. Payment may be made in combination with other types of financing, such as delaying the start date of an installment plan, or payment may be due in full upon the later date, or any combination thereof.
  • the seller, game server or third party may allow the buyer to apply for a credit card to secure the financing agreement or to be used instead of an alternate financing agreement.
  • a credit card may be provided similarly to real world store credit cards, where an application is completed and may be granted on the spot.
  • such a credit card may be a "secured credit card.” Offers may be generated by any means applicable, for example by credit card upsell program 318 using some or all of the following steps:
  • such credit cards may be offered upon creation of a game account using some or all of the following steps:
  • financing option or agreement may also provide for certain charges or fees for currency conversion.
  • certain charges or fees for currency conversion For example, in the event that an amount of virtual currency is loaned, if the value of the virtual currency changes during the term of the loan, the total loan amount due or each payment due may be modified to reflect such changes in the value of the virtual currency as compared with another virtual or real currency as required by the financing agreement.
  • Incentives or virtual benefits to open an account can take any form designed to entice a player or character to apply for an in game credit card.
  • the incentive could be in the form of a preferred interest rate, an extended grace period, virtual cash back, reduced or no fees for the credit card or for game play for a prescribed period, or points towards or useful for the purchase or to acquire game parameters or attributes.
  • 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 amount along with any applicable fees or penalties. As long as that amount is less than $50, then the player is not obligated to pay off the balance on the credit card.
  • Financing agreements may include fees for the financing options including, but not limited to, interest payments, exchange fees, servicing fees, credit verification fees, processing fees, insurance fees, application fees, late payment fees, prepayment fees, penalties, taxes, currency conversion, etc. Fees may also be levied for the right to offer or use or assign financing agreements. For example, a player or business interested in providing financing options may be required to have a premium account or may be required to pay a one time or recurring flat fee, per transaction fee, a fee based on a percentage of the transaction, the current or estimated depreciated value of the purchased item or good, or any combination of the above.
  • Fees such as interest rates may be fixed in that the rate does not change for the duration of the game or segment of the game.
  • the interest rate may be 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%).
  • interest rates may be determined in whole or in part by a currency exchange rate, e.g., during the term of a loan, any change in the exchange rate of two or more related virtual currencies and/or between a real and the loan virtual currency may cause a change in the interest rate.
  • An exemplary real world interest rate would be the three month U.S. Treasury bill yield to maturity.
  • the interest rate may be 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, 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.
  • Interest rate calculations and interest rates for a particular agreement may be calculated by any means applicable, for example using Interest Rate Program 124.
  • Financing options may require collateral or some other form of guarantee.
  • the guarantee may be any form of asset or financial instrument, whether real or virtual that can be used to underwrite a default or otherwise secure or guarantee the financing option.
  • Such guarantees may include a real or virtual credit card number, bank account number, brokerage account number, PayPal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account, e.g., a stock, mutual fund or other financial accounts.
  • collateral may be provided by permitting billing to an account owed to a third party, for example, a cell phone account such as one offered by Cingular Wireless, a standard telephone account such as one offered by Qwest Communications, an Internet Service Provider Account such as one offered by Earthlink, a cable account such as one offered by Comcast, or a DSL account such as one offered by Qwest Communications.
  • the collateral or guarantee may be provided by the buyer or by a third party for example, a co-signor, or the third party may be independent of the transaction.
  • Collateral may be an item, which the game or other entity may prevent or forbid the sale, destruction, encumbrance, or transfer of said collateral until such time as the loan is partially or fully repaid.
  • Virtual Financial Intermediary Database 328 may include information related to the methods and financial instruments used to guarantee Financial 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 Financing Agreement number.
  • 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 finance agreement information may include sub- categories of information including character TD, finance agreement amount, payment(s), interest rate, and credit card number.
  • the guarantee is an escrow account.
  • the buyer or provider of the guarantee delivers an asset(s) to a third party to be held in trust pending a contingency or the fulfillment of a condition or conditions in a financing agreement such as the payment of a purchase price.
  • the third party holding the asset(s) will deliver the asset to the proper recipient.
  • assets of the purchaser may be held in escrow to guarantee payment.
  • the assets are released back to the purchaser. If the purchaser fails to make the payments, the assets may be liquidated to compensate the buyer.
  • the asset being purchased and the purchase payment may both be put in escrow to be released at some mutually agreed upon time or condition.
  • items held in escrow can be exchanged for other items of similar or greater value.
  • items placed in escrow must remain in escrow until completion of the financing agreement.
  • the guarantee may be provided by a margin account.
  • Margin is collateral deposited to cover the credit risk of a counter party.
  • Such an account may be opened by the purchasing character, a financial entity, the game server, or a third party character.
  • such an account is provided to a character once certain game attributes, skills or a particular level have been obtained.
  • a third party character may "vouch" for another character, providing virtual credit or some other form of collateral to guarantee the payments of the buyer.
  • the collateral is a real world credit line, credit card, or bank account.
  • the real world credit line, credit card, or bank account may be associated with the player account for that particular character, or the character may opt to enter a different credit line, credit card, or bank account.
  • the player may indicate the amount of collateral in the form of the real world credit line, credit card, or bank account he is willing to allocate to secure the financing agreement.
  • real world credit lines, credit cards, or bank accounts can be frozen by the virtual business, game server or financial intermediary and/or just periodically "pinged" to ensure their validity and that sufficient credit or cash is available to underwrite the financing agreement.
  • the continuing availability of the real world credit line, credit card, or bank account may be determined by any means applicable.
  • Ping Credit Line program 142 may be configured to complete some or all of the following steps:
  • the system could receive notification that the real world credit line, credit card, or bank account is no longer valid.
  • the financial intermediary, system, game owner, server owner, or other debt holder may require payment in full of the remaining amount in the financing agreement, require the player to provide a new credit line, require additional collateral to secure the financing agreement, secure a secondary line of credit which was previously provided or may be secured from other player characters, notify other characters of the opportunity to purchase a financing agreement, foreclose on virtual assets held by the defaulting character, freeze the virtual accounts of the character or player, or any combination thereof.
  • Release Credit Line program 144 may be configured to:
  • Release Credit Line program 144 may be configured to:
  • Such programs could also be used on virtual credit cards or other monetary accounts.
  • a player may be able to opt in to using the credit card to which monthly player fees are charged as security for any virtual obligations incurred in the virtual environment.
  • only those characters whose players have opted in with a credit card on file are eligible to receive virtual financing offers and/or enter into virtual financing agreements.
  • factors such as game growth rates, taxes, inflation and/or exchange rates, credit worthiness of the character or player, purpose of the financing agreement, 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.
  • Such 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) the seller, g) 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 financing agreement. 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 financing agreement.
  • a player can purchase a play time card that allows them to play for a specific period of time.
  • a portion of the credit on the card may be frozen to secure virtual obligations in the game environment.
  • said play time card may be replenished or reinstated, i.e., when the card has an amount less than the original amount, an amount may be added to the balance to bring the balance back to the original amount or some other amount.
  • a character may agree to perform services in exchange for other goods or services.
  • a good or service may be paid for with a combination of other goods, services, currency and/or financing agreement.
  • payment for a good or service may be made in virtual cash.
  • payment may be made in real cash. Payment may also be made by transferring money from an account whether virtual or real.
  • Such an account may be a bank account such as a checking of savings account, a money market account, a brokerage account, a prepaid card, an account with a third party facilitator such as PayPal, a credit card account, from a credit line with a bank or other lending institution, or other monetary account.
  • the account may belong to the player, player character, or a third party. Payments may also be made using any combination of two or more of the forgoing payment options.
  • Transfers may be made by any means generally used to transfer funds between accounts including real or virtual checks, debit cards, credit cards, pre-paid cards such as play time cards or smart cards, real or virtual wire transfers, electronic transfers, bill payment services, third party facilitators such as PayPal, financial transfer companies such as Western Union, or any combination of these.
  • Payment may be due up front, or may be made periodically. Payment may be made manually, in which case the character submits each payment individually, or automatically, in which the game, bank server, store server, or other facilitator automatically removes funds from the character's account or charges the player's real world credit line when payments are due. For example, payments can be made automatically using some or all of the following steps:
  • the character can elect to make payments with a fixed real cash value amount that may or may not be guaranteed against currency fluctuation. If either (i) the player account does not have adequate funds for the payment amount or (ii) the player character does not pay the invoice sent by seller or payment facilitator, then a real cash value can be determined for the virtual payment amount and charged to the credit card or other credit line associated with the player character. Additionally, characters may be notified when payments are due. Such notification may take the place of email or other mail, instant messaging, screen alerts, or any other type of notification generally used within the parameters of the virtual world. Such notification may be made to either the character or the player.
  • Payment information may be stored by any means applicable, for example in virtual item payment database 246.
  • the game server, or other database can itself advance credit such that purchases are aggregated to a fixed amount and then charged to a real world credit card, debit card, third party facilitator, real world bank account or other monetary account or any combination of these in a lump sum.
  • a real world credit card, debit card, third party facilitator, real world bank account or other monetary account may be charged a set amount and the amount may be held either in a virtual bank or other database and drawn upon for purchases within the virtual world until such time as the fixed amount is depleted. Once the amount is depleted, the credit card, debit card, third party facilitator, real world bank account or other monetary account may be charged an additional fixed amount which may be drawn upon by the character.
  • the seller may provide a list of acceptable currencies.
  • the server may receive a request to set up currency options from a character, retrieve available virtual and real cash options, output options, receive option selection, and store option selection with player character account for future transactions.
  • a character may request that all prices be displayed in a particular currency. Such a preference may be enacted by any means applicable, for example using Currency Selection Preference program 248.
  • 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. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof.
  • 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, c) law or regulation of the game or within the real world, f) negotiation among the affected parties, or g) any combination of the above.
  • Information regarding the exchange rates may be stored by any means applicable. In one embodiment, they may be stored in currency exchange database 254. In another embodiment, they may be stored in Exchange Rate Database 126. In yet another embodiment, the rates may be retrieved from existing systems or networks or via third parties that maintain such conversion information.
  • FIG. 11 An exemplary payment system 240 configured to provide the virtual environment described above is shown in Figure 11.
  • Such as system may include a Central Server 220, a Currency Exchange Program 244, Virtual Ttem Payment Program 246, Currency Selection Preference Program 248.
  • Such a system may further include any number of possible databases including, but not limited to, Player Database 250, Character Database 252, Currency Exchange Database 254, Item Database 256 and Market Database 258.
  • Player database 250 may include information about each player who accesses the game or links to such information residing in third party databases. 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 billing 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. 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: character name, virtual cash currency preferences, real cash currency preferences, virtual cash account, account number, account balance, and virtual item ID. 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.
  • Currency exchange database 254 may include information or links to such 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.
  • characters may create their own exchanges such that currency is exchanged at a rate that differs from the posted or other exchange rate(s). 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. This may occur for a variety of reasons including when a character desires to avoid transaction fees or when a character does not want to go through a financial intermediary. Certain currencies may also be at a premium i.e. the use of U.S. dollars as hard currency vis-avis a currency that fluctuates wildly.
  • the game may control the use of the proceeds of the financing agreement.
  • the game server, bank server, or business server could prohibit the player character from converting an amount of virtual cash or assets equal to, or greater or less than, the financing agreement amount into real cash.
  • the game server, bank server or business server could prohibit the player character from reselling or otherwise encumbering the virtual assets purchased with the financing agreement until such time as the virtual financing agreement is repaid.
  • the server could block the sale of assets below a minimum level using some or all of the following steps:
  • Control of the use of proceeds could be maintained by any means applicable, for example through Finance agreement Enforcement Program 314.
  • a warning may be issued.
  • a grace period may be granted if a payment is not made on the specified date or sufficient funds are not available in an account from, which a withdrawal is to be made.
  • Warnings may be delivered by any means that would notify a player and/or character, including, but not limited to, in game or real world a) alerts, b) instant messaging, c) e-mail, d) voice mail, e) postal mail, or f) text messages.
  • some or all of the following method steps could be used to generate a warning if an account cannot be charged as required:
  • the character and/or player may have one or more limitations imposed upon his actions in the virtual world 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 e) the seller, f) any related or affected parties, or g) any combination thereof.
  • the delinquent player may be prevented from obtaining any further financing whether from a bank, a business or another player.
  • the delinquent player may be blocked from converting virtual currency to real currency.
  • a lien may be imposed upon the assets of the character or player.
  • the delinquent character may be excluded from transacting certain types or all business, owning certain types or any land, or engaging in other contracts within the virtual world, or may suffer other penalties in addition to or in lieu of the forgoing, penalties may include, but are not limited to, loss of play time, damage or hit points, loss of an avatar or clothing or a name, loss of an attribute or item, virtual illness, visible affliction, higher prices to purchase goods, services or items in the future (forever or for some prescribed period), etc.
  • the visual or audible appearance or behavior of a player's avatar may be altered if a player fails to fulfill his virtual financial obligations. For example, the avatar may have to wear certain items like a ball and chain or begin any conversation with the phrase, "I don't pay my bills.”
  • the assets of the delinquent player may be seized and sold to cover the debt.
  • the financed asset is merely returned to the seller.
  • the character or player is additionally assessed a penalty.
  • more than the asset financed is seized.
  • 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 real world credit line or other guarantee used to secure the debt may also be charged in real world currency to cover the amount due.
  • the entire amount of the financing agreement may become immediately due.
  • some or all of the assets could be liquidated using Asset Liquidation and Redistribution Program 316.
  • Such a program may use some or all of the following steps:
  • the virtual representation of the character such as an avatar can be altered to indicate that the character has a delinquent account.
  • a virtual collection agent could trail the avatar around, or a ball and chain could be attached to the foot of the avatar, or a warning could float over the head of the avatar, or the color or other characteristic of the avatar could change, e.g., the avatar's clothing may partially or completely disappear, or the avatar could start leaving footprints wherever it goes, making it easier for the lending company or enemies to track down the avatar, etc.
  • any preferential terms may be subject to change.
  • the interest rate could increase, payment terms could accelerate, guaranteed exchange rates could become variable, caps on interest or exchange rates could be removed, additional collateral may be required, part of the debt may need to be settled with a payment or through a complete or partial liquidation of assets, etc.
  • Such changes could be controlled by any means applicable, for example through Finance Agreement Enforcement Program 314. Such changes may be made immediately or only after providing a notice or warning to the delinquent player.
  • debts such as financial agreements may be insured by the seller or the buyer.
  • Payment protection insurance provides an income to maintain a borrower's debt repayments in the event of an accident, sickness, death or any other cause for default that prevents them from working, or paying their debts when due, e.g., due to unemployment.
  • Such insurance typically pays debts for a specific amount of time.
  • the insurance policy pays the debt; however the defaulting character's rating would be lowered and/or future policies rejected outright and/or other penalties as hereinabove defined.
  • insurance company real or virtual
  • the insurance company could seek restitution from the defaulting player character and/or impose or cause to be imposed any penalties as provided herein above or as otherwise provided by the game server, game owner, lending entity, etc.
  • Such information may be stored by any means applicable.
  • insurance agreements are generated by insurance program 134. Such a program may use some or all of the following steps:
  • a secondary market for finance agreements may also be created. In the secondary market, groups of finance agreements can be bundled and sold to other entities. Such transactions may be for the remaining amounts owing or any other amount as agreed to by the parties.
  • 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, attributes, items owned by the player and/or 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.
  • various embodiments of the invention provide mediums for engaging in complicated financial or other transactions and for allowing these transactions across virtual environments, game environments, game servers, games and gaming locations. This increases the complexity of interactions between players thereby increasing the enjoyment and longevity of the game(s).
  • Mediums for engaging in more complicated transactions may take the form of an exchange.
  • Such exchanges may be limited to a single location, or may exist across game environments and/or between virtual worlds and games. They may be entirely virtual in that there is no physical representation of a building or other facility where the exchanges take place, or they may have one or more physical presences in a virtual environment.
  • the location of the exchange may change periodically based on predetermined criteria.
  • the virtual location of an exchange may move from one virtual city to another virtual city on a periodic basis, may move based on which city has the highest population, may move based on the amount of wealth accumulated in a particular environment, or may move according to any other criteria as determined by the parameters of the game, the game server, game owner, exchange owner or any combination thereof.
  • exchanges may be accessed or exist outside of the virtual worlds in which they trade, i.e. while not actively engaged in playing a game.
  • Exchanges are mediums for buying and selling.
  • the exchange may be a primary market.
  • a primary market is a market for the initial offering of any kind of good including a security.
  • Tssuers of securities include commercial companies, government agencies, local authorities and international and supranational organizations (such as the World Bank or a virtual equivalent), and governing entities.
  • Through securities capital is provided to the issuing entity by investors who purchase the securities.
  • the securities themselves may then be traded between investors and speculators on a secondary market.
  • a secondary market is a market for any kind of used goods and may exist for all types of assets in a virtual environments. Secondary markets improve the liquidity of investments, increasing the likelihood that investments will occur and thereby adding to the growth of the virtual economy.
  • an exchange may trade both primary and secondary assets.
  • Exchanges may function by any means useful in exchanging assets.
  • an exchange may function as an auction market in which all characters and institutions wishing to trade must congregate in one area of a game environment and announce the prices at which they are willing to buy or sell. Such announcements may take place using instant messaging, screen alerts, or any other type of localized announcement.
  • an exchange is a dealer market. In a dealer market, the dealers hold an inventory of the asset and are then ready to buy or sell with market participants. Transactions may be conducted through instant messaging, electronic mail, order matching systems, or other electronic systems.
  • An exchange may also be a Dutch auction or descending price auction, in which an asset is initially offered at a high price and then the price is lowered in increments until a buyer is found.
  • the laws, rules, regulations and precedence of a virtual exchange(s) may be based, solely or in part upon any one or more or a combination of the laws, rules, regulations and precedence of the United States of America and/or any foreign country, and or those of the American Stock Exchange, New York Stock Exchange, NASDAQ, London Stock Exchange, Tokyo Stock Exchange, Euronext, Toronto Stock Exchange, Frankfurt Stock Exchange, Hong Kong Stock Exchange, Madrid Stock Exchange (BME Spanish Exchanges), SWX Swiss Exchange, Milan Stock Exchange (Borsa Ttaliana), Australian Stock Exchange, Bombay Stock Exchange, Shanghai Stock Exchange, Africa Securities Exchange, and/or Bovespa, Brazil. Additionally, there may be a central governing authority within the virtual world or between virtual worlds which is responsible for governing formation and management of exchanges. Tn another embodiment, the laws, rules, and regulations of an exchange are composed by the founders of the exchange.
  • An exchange may sell all types of assets real or virtual, including securities, commodities or derivatives belonging to one or more virtual environments, game environments, worlds or games; or may require that the assets meet particular criteria before they can be listed on the exchange.
  • an exchange provides a means for trading real and/or virtual goods and services. Such trades may take the form of real and/or virtual barter, trade, or currency.
  • real currency or virtual currency could be used to purchase real or virtual items listed on an exchange.
  • a player could list a real computer they are willing to trade for virtual assets such as, for example, 100 planks of virtual wood.
  • an exchange could specialize in financial products. Such financial products may be virtual securities, commodities, and derivative products such as options and futures.
  • Some exchanges may trade stocks in virtual companies. Other exchanges may trade virtual stocks in real companies. Another exchange may trade virtual commodities.
  • an exchange may sell virtual game attributes. Additionally, an exchange may limit transactions to the assets of a particular world, game or environment.
  • exchanges may be limited to a particular type or group of types of asset(s), for example, player characters or avatars, in game resources or attributes, player created game items, stock of a virtual business including preferred and convertible stock, in game currency, bonds of a virtual business, bonds of a virtual government, virtual currency, game attributes created by player characters, game attributes created by the game server or NPCs, virtual natural resources, virtual exchange seats, virtual stock of in game businesses, virtual stock of in game environments, virtual securitized obligations, contracts between player characters, labor of certain skill types and levels, blueprint licenses, blueprint assignments, songs, videos, images, products, software applications and/or libraries, languages, SDKs, tools, objects or portions thereof, interface specifications, assistance with missions, personal services, or any other type of asset including services that may be created or used within a virtual environment.
  • asset(s) for example, player characters or avatars, in game resources or attributes, player created game items, stock of a virtual business including preferred and convertible stock, in game currency, bonds of a virtual business, bonds of a virtual government,
  • Securities may be traded on a stock exchange, share exchange or both.
  • Stock exchanges are effective in raising capital for businesses, mobilizing savings for investment, facilitating company growth, redistributing wealth, corporate governance, creating investment opportunities for small investors, allowing governments to raise capital for development projects and are a barometer of the economy of a particular virtual environment.
  • Commodities and derivatives such as options and futures may be traded on a commodity or futures exchange.
  • a commodity or futures exchange may trade derivatives including, but not limited to, futures, forwards, options and swaps on items such as commodities, equities or bonds, interest rates, exchange rates, or indices. Derivatives may also be traded on a derivative exchange or over-the-counter.
  • the exchanges may have additional criteria for listing an asset beyond the type of asset. For example, an exchange may require a certain amount of an asset be available, or have a certain monetary value, that a business be of a particular size, have a particular number of shareholders, a particular trading volume, a particular market value, particular earnings, a particular volume, particular valuation, particular cash flow, particular shareholder equity, or any other criteria the exchange(s) wishes to establish for assets to be traded. Tn addition, there may be standards that are required to be maintained in order for the assets to continue being listed on an exchange. In another embodiment, an exchange may trade everything.
  • the exchanges for use within and between virtual worlds, game environments, and games 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, real world exchanges or other legal entities. Moreover, the exchanges may be run by the game manufacturer, the owner(s) of the server upon which the game resides, player characters, other real or virtual legal entities, any other duly authorized or un-authorized third parties or a combination of these. There may additionally be a governing entity responsible for overseeing the exchanges.
  • Exchanges may be formed by any means suitable for providing exchanges. Such exchanges may be established and accessible both within and outside of virtual environments and may be formed by the game server, game owner, a character ' or group of characters, a player or group of players, real world financial institutions, real world exchanges or other legal entities, a third party or any combination thereof. Tn one embodiment, the exchange is organized as a mutual organization owned by members. In another embodiment, the exchange is a corporation.
  • the rules for forming an exchange 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 exchanges or the types of exchanges in existence at any one time or the requirements for formation and/or dissolution.
  • These regulations may impose certain requirements that must be met prior to the formation of an exchange.
  • requirements may include, for example, the ability to pay a given fee, holding requirements, asset requirements in the virtual environment, procurement of various suitable skills by the requesting group, character type limitations, size of guild, age of avatar, experience level of avatar, virtual or real net worth of an avatar or player, 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 permit, if one is available, as explained in further detail below.
  • the virtual environment, game environment, a particular government, or a virtual land area governed by the game environment or by player characters may limit the number of exchanges that can exist in that environment or that may trade assets from that environment or for use in that environment. Accordingly, an exchange may be required to apply for a permit to operate in a particular location or in a particular virtual environment. There may be a limit on the number of exchange permits that can be given out at any particular time in a virtual environment.
  • the exchange permit may be forfeited and revert to the governing entity such that it is available to a new entity desirous of forming an exchange, or it may be sold by the player character(s) or other entity that owns 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 permit is issued or resold. Such fees could be up front, periodic, a percentage of transactions, or any combination thereof.
  • the amount of the exchange permit fee may be determined using any method suitable for the virtual environment. It may be established by the game itself, the owners or manufacturers 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 permit, by real and/or virtual law, or any combination thereof. In one embodiment, fees may be based on a portion of the virtual fees generated on the exchange.
  • a game server may be configured to create a virtual exchange using some or all of the following method steps:
  • a certain minimum number of players decide to form Exchange.
  • the game server 270 verifies that the requisite number of players would like to form an exchange.
  • the organizing committee may solicit additional members.
  • the solicitation of members may take place in any type of forum useful for disseminating such information/requests.
  • the organizers may send out a mass e-mail, post an advertisement, directly contact 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 members of an exchange and may or may not choose to specify the type of exchange they are interested in supporting.
  • the minimum number of members, the type of assets, structure, qualification of members, qualification of traders, or number of seats on an exchange 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) the organizing committee, e) charter, f) law or regulation, and/or g) any combination of the above.
  • Information regarding the formation of an exchange may be stored by any means desired, for example on Exchange database 262 and may comprise information such as, for example:
  • 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.
  • an exchange is formed outside of a game.
  • Such an exchange may be formed on a network, or as a separate entity for exchanging virtual assets.
  • Such exchanges may use real or virtual world currency in order to buy and sell virtual assets. They may be represented in virtual environments, or exist solely outside of the game.
  • Exchanges may also be established between game environments.
  • Such game environments can be different geographical locations in the same virtual environment, or may be located in entirely different virtual environments or games.
  • a character may buy a game environment and configure rules for other player characters to play in that game environment.
  • every character in a game environment may have created a certain amount of measurable virtual wealth. The value created in the game environment could be traded on an exchange.
  • game environments with healthier economies can trade for more value than game environments with weaker economies.
  • a game environment may issue and offer shares in the game environment.
  • Game environments may be registered on an exchange using any means applicable.
  • game environments may be registered using some or all of the following method steps:
  • the founding members of an exchange may have seats on the exchange or may allow the seats to be offered to other characters or third parties.
  • the number of seats available may be included in the charter or may be determined by other factors such as the size of the exchange, the volume of trading, the number of listings on the exchange, or any combination thereof.
  • a seat on an exchange may be granted when a character attains certain goals, levels, skills or other parameters established by a) the game owner, b) the game server, c) the charter of the Exchange, d) any other governing rules or regulations for the Exchange.
  • exchange seats may be randomly allocated to players once a game server or game environment has reached certain predetermined criteria, for example a certain population.
  • seats on an exchange may be bought and sold. For example, seats on an Exchange may be bought or sold using some or all of the following steps.
  • seats on an exchange may be traded on the
  • exchange seats could be auctioned.
  • owners of exchange seats may be forced to sell their seat. Such a forced sale, could for example, take place if the owner commits fraud or violates rules governing the exchange.
  • Information regarding owners of seats may be stored by any means applicable.
  • such information may be stored in player character database 274 and include information such as character ID, player ID, character assets, exchange seat owner account number, and exchange seat number.
  • Corresponding player information may be stored by any means applicable including player database 272 and may include information such as, but not limited to, player TD, player billing information, player personal information, player exchange seat ID.
  • the possession of a seat on an exchange allows the holder to buy and sell on that particular exchange.
  • the seat holder may buy or sell assets on the exchange directly, or may lease the seat to another party.
  • a seat holder may hire a NPC or another character such as a contractor or financial services consultant to manage his seat on the exchange.
  • An exchange member may also act as a broker for other characters. In order to act as a broker, an exchange member may be required to meet certain qualifying criteria.
  • the rules and regulations governing such an account may be dictated by the broker holding the account, or may be regulated by the rules of the exchange, the game server, game owner, charter, local governing entity, overseeing governing entity or any other applicable rules and regulations.
  • a seat holder or other broker may institute regulations regarding accounts as well.
  • a broker may only open accounts for characters who meet particular criteria such as, for example, 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 account, the real world credit lines available to the requestor; the length of time the character has spent or been in existence in the virtual environment; the skill level of the character and/or player; the assets held by the character; as well as any other type of information typically used in evaluating credit worthiness.
  • the broker may verify the character's virtual credit score.
  • the broker 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, character type, information regarding creditworthiness, or any combination of the above.
  • One embodiment of a method of opening an account with an exchange seat owner is shown in Figure 15.
  • a broker may charge fees for trading. Such fees may be a monthly fee, a per transaction fee, fees generated by the spread between the buy and sell, a percentage fee based on the total transaction, amount, fees based on the type of transaction, or any combination thereof. Additionally, there may be taxes or other government fees that may be charged to an account. Fees may also be charged for the right to own a seat on an exchange, to have an exchange account or to conduct transactions on an exchange. For example, only premium accounts may be able to trade on an exchange.
  • accounts may permit the trading of particular types of assets.
  • Other accounts may permit the trading of all types of assets.
  • There may be limits placed on the amount of a particular asset that can be bought or sold during a specified time period, or no limits at all.
  • accounts may have limits on the types of transactions that can occur.
  • some exchanges may not permit trading in futures and options.
  • Other exchanges may not permit margin trading or margin accounts.
  • some exchanges may permit the trading of real world goods and services for virtual goods and services.
  • accounts may increase the type or variety of transactions available based on the skill level or other criteria of the character holding the account.
  • the types of accounts available in a particular virtual environment or on a particular exchange or with a particular broker may include cash, margin, option, and discretionary accounts.
  • a cash account requires all purchases to be paid for by the settlement date. In one embodiment, funds must be in the account before a buy order is placed. In another embodiment, payment may be made within a specified time period, i.e. by the settlement date. Such accounts may be opened with no deposit, or may require a certain amount of goods or currency be placed in the account prior to the execution of trade orders.
  • a margin account a character is lent cash to make the purchase on the exchange. The loan is collaterized by the assets in the account held by the broker or exchange.
  • the owner of the account may be required to deposit more cash or sell asset positions in order to bring the collateral to a specified level. Tf the owner of the account is unable to meet the cash requirements, the account may be liquidated, collateral seized, or a credit line associated with the account such as a credit card or a third party facilitator such as a paypal account can be charged.
  • An option account is a type of brokerage account that allows you to trade options (i.e., puts and calls on stocks, bonds, commodities, futures, etc.). To open this type of account, acknowledgment of the risks associated with derivative instruments may be required.
  • an option account or option trading may require additional security to support the account such as a higher credit limit on the credit line securing the account or an additional credit line including, but not limited to, a credit card or third party facilitator account such as a paypal account that could be charged in the event of a default.
  • a broker may make trades without notifying the character who owns the account.
  • the broker may pool virtual assets of account holders and make trades on their collective behalf.
  • Accounts may be funded using real or virtual assets from one or more virtual environments, game environments, or games. Assets may be valued using conversion tables, rates or factors. Such conversion mechanisms permit the valuation of items between games, between time periods within games, between game environments, or between different geographic areas in the same game. Conversion rates may include currency exchange rates as well as trade exchanges. Currency exchanges may include the exchange of real currency for virtual currency and vice versa as well as the exchange of different types of virtual currency for each other both within a particular virtual environment, game environment, game or locations within a game and between virtual environments, game environments, games and/or locations within games. There may also be a universal currency for which local currencies can be traded. Such universal currency may be universal to a particular game environment, virtual environment, or multiple game environments or virtual environments. Accounts may additionally need to be secured by a 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.
  • the exchange rates for virtual-for-virtual currency, virtual-for-real currency, virtual assets for real assets, real currency for virtual currency, virtual assets for virtual assets, or real assets for virtual assets may be fixed in that the rate does not change for the duration of the game or segment of the game.
  • the exchange rates may be variable.
  • Such a variable exchange rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof.
  • 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 owncr(s) of the scrvcr(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.
  • the exchange rate received by a player or character may depend on the rating such as the credit rating of the player or character.
  • transactions may include, but are not limited to, market orders including, but not limited to, market with protection orders, bracketed buy order, bracketed sell order, sweep to fill order; contingency order, not held order, stop loss orders, stop limit orders, limit orders, stop orders, fill or kill orders; short selling, options including puts and calls, futures.
  • a market order is an order to buy or sell a stock immediately at the best available current price.
  • a market order may be modified to decrease the volatility or otherwise limit the transaction.
  • a market order may be placed as a "market with protection order" in which a market order is canceled and resubmitted as a limit order if the price of the asset moves dramatically after the character places the order.
  • the limit on the limit order is placed at around the current market price as determined by a broker. This type of order adds a protective measure, helping the character ensure his or her market order will not be completed at a price that is far off from the market price at the time of the order.
  • the order may also be placed as a "bracketed buy” order in which a buy order is accompanied by a “sell limit” order above the buy order's price and a “sell stop” order below the buy order's price. These three component orders will all be set at a price determined by the character entering the order.
  • the "bracketed buy” order allows the character to lock in profits with an upside movement and prevent a downside loss over a certain size.
  • the order may also be a "bracketed sell” order in which a sell order on a short sale is accompanied by a "buy stop” order above the entry price of the sell order and a "buy limit” order below the entry price of the sell order.
  • a “Box Top” order may also be placed.
  • a buy or sell order is made at the best market price. If the order cannot be completely filled, a limit order is placed for the remaining shares at the price at which the filled portion was executed.
  • An order may be placed as a "Sweep to fill” order in which the broker splits an order into numerous parts comprising the best prices and amounts at that price currently offered on the market for speedier order execution.
  • a "Fill or kill” order may be placed. In a "Fill or kill” order, a transaction must be executed immediately and completely or not at all. An order may also be placed as an "All or None" order. An “All or None” order ensures that a character obtains the entire requested quantity of the asset or none at all.
  • a "Good Till Cancelled” order may be placed.
  • a "Good Till Cancelled” order remains active until cancelled.
  • Orders may also be set to expire at the end of the trading day. If it is not filled by the end of the day, it will be cancelled.
  • Orders may also be placed as contingency orders in which the order is executed only when certain conditions are met.
  • a contingency order may depend on the potential purchaser's ability to sell a different security in his or her portfolio to free the funds to make the purchase.
  • an options contingency order's execution may depend on the price of the options' underlying asset.
  • a "not held” order may be placed. With a not held order, a market or limit order gives the broker or trader both time and price discretion to attempt to get the best possible price.
  • a limit order is an order to buy or sell a certain amount of assets at a particular price or better. There may or may not be time limit placed on the order. Tf the time limit is exceeded, the order may expire.
  • the order may be placed as a "Limit on open” order in which a limit order to buy or sell shares at the market open if the ' market price meets the limit condition.
  • the order may be placed as a "Limit on close" order in which a limit order is placed to buy or sell shares near the market close only if the closing price is trading better than the limit price.
  • a "stop loss” order may be placed.
  • a "stop loss” order an order placed with a broker to sell a security when it falls to a certain price.
  • An order may also be placed as a "stop limit" order.
  • a “stop limit” order the order will be executed at a specified price (or better) after a given stop price has been reached. Once the stop price is reached, the "stop limit” order becomes a limit order to buy (or sell) at the limit price or better.
  • a stop order may be placed. With a stop order, the order is executable once a set price has been reached and it is then filled at the current market price.
  • Some accounts or exchanges may permit short selling.
  • a short sale a security that the seller does not own is sold on the assumption that the seller will be able to buy the asset at a lower price than the price at which they sold short.
  • Accounts or exchanges may also permit options trading. Options offer the buyer the right, but not the obligation, to buy (call) or sell (put) an asset at an agreed-upon price during a certain period of time or on or after a specific date. There is typically an up-front, non-refundable premium that the buyer pays the seller to obtain the option rights.
  • Futures trading may also be permitted. Futures are a financial contract obligating the buyer to purchase an asset (or the seller to sell an asset), such as a physical commodity or a financial instrument, at a predetermined future date and price. Futures contracts detail the quality and quantity of the underlying asset; they are standardized to facilitate trading on a futures exchange. Some futures contracts may call for physical delivery of the asset, while others are settled in cash.
  • transactions may be made using the over the counter market.
  • Such transactions include derivative products such as swaps, forward rate agreements, and exotic options and may be made independently or through a broker.
  • swap In a swap, two counterparties exchange one stream of cash flows against another stream. Such cash flows may be calculated over a notional principal amount. Swaps may be reassigned to third parties, but are not generally traded on exchanges.
  • the swap may be an interest rate swap.
  • the swap may be a total return swap.
  • the swap may be an equity swap.
  • a forward rate agreement is a forward contract in which one party pays a fixed interest rate, and receives a floating interest rate equal to a reference rate. The payments are calculated over a notional amount over a certain period, and netted, i.e. only the differential is paid when the termination date arrives.
  • the reference rate is fixed one or two days before the termination date, dependent on the market convention for the particular currency.
  • An exotic option is a derivative which has features making it more complex than commonly traded products.
  • exotic options may include, but are not limited to barrier, constant proportion portfolio insurance, cliquet, lookback, a variance swap, an Asian option, a Russian option, a game option, a Parisian option, a binary option or a chooser option.
  • a barrier option is a type of financial option where the option to exercise depends on the underlying crossing or reaching a given barrier level.
  • Constant proportion portfolio insurance is a capital guarantee derivative security that embeds a dynamic trading strategy in order to provide participation to the performance of a certain underlying asset.
  • a lookback option is a path dependent option where the option owner has the right to buy (sell) the underlying instrument at its lowest (highest) price over some preceding period.
  • a variance swap is a financial derivative whose payoff is equal to the difference between the square of annualised realised volatility (that is, the annualized realized variance), of returns on the underlying price over that period and a fixed quantity.
  • An Asian option is an option where the payoff is not determined by the underlying price at maturity but by the average underlying price over some pre-set period of time.
  • a Russian option is a lookback option which runs for perpetuity. That is, there is no end to the period into which the owner can look back.
  • a game option or Tsraeli option is an option where the writer has the opportunity to cancel the option he has offered, but must pay the payoff at that point plus a penalty fee.
  • a Parisian option The payoff of a Parisian option is dependent of the amount of time the option has spent above or below a strike price.
  • a binary option also known as a digital option
  • a chooser option gives the purchaser a fixed period of time to decide whether the derivative will be a vanilla call or put.
  • the types of orders and the amounts traded may be limited by the exchange, the game server, the broker or the type of account held by the character.
  • characters may need a particular credit score or provide a certain type of guarantee, such as a real world financial instrument, in order to have a margin account.
  • Some exchanges may only allow market orders. Characters may be limited in the amount of a particular item which they arc allowed, to acquire at one time. Additionally, exchanges may be closed if trading drops below a certain percentage. Trading may also be restricted if the number of open buy or sell orders on a particular asset exceeds some predetermined threshold.
  • Exchanges may be open all the time or only at particular times. For example, they may follow the schedule of real world exchanges, or a similar schedule according to a virtual world calendar in which they are closed on certain virtual holidays or at certain hours of the day. Additionally, specific characters or types of characters may only be able to trade during certain times of days, days of a week, or during certain months or other specific time periods as determined by the game, game server, exchange owners, broker, or any combination thereof. In another embodiment, certain assets may only be available to be traded at particular times or on particular exchanges at particular times. In a further embodiment, exchanges are open twenty-four hours a day, every day.
  • Open offers may be stored by any means applicable, for example in Exchange Open Offers Database 50.
  • Such a database could contain information such as:
  • Exchange open offers may additionally be associated with the character or player submitting the offer.
  • Such information could be stored in Exchange Open Offer Database 276 and include information such as the character ID, offer ID 5 offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price.
  • Offers may include offers to buy, trade or sell. Offers may also list items in multiple currencies both real and virtual, and may include a reserve price, below which it will not be sold. Offers and/or exchanges may include conversion rates, tables or factors which may take into account the value of things in a particular environment. For example, a gallon of oil may be converted to two gallons of oil when traded from a first game environment, such as War Craft, to a second game environment, such as Second Life. In another embodiment, a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. In a further embodiment, assets may have different values in different game environments.
  • Conversion rates may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of the two game environments, the number of player characters in each environment, the amount of a particular virtual asset available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors.
  • exchanges may require that all offers be placed using a particular currency, requiring offers to be converted to that currency before they are listed.
  • offers may be limited to valuations of a particular virtual environment, game environment, or using a universal valuation.
  • Information affecting conversion rates, exchange rates, interest rates, or any other types of exchanges between games and game environments may be collected and displayed according to any means applicable. According to one embodiment, such data is automatically gathered on a regular basis and displayed in a comparison or rating chart.
  • an item may need to meet certain criteria. For example, it may need to be the type of asset that is sold on that particular exchange; it may require a sale price, or a reserve price, or the price may vary according to market forces; it may need to be authenticated; it may need to be unique (i.e. no other items can be listed currently or previously on exchange that match the unique profile of a particular virtual item); it may require insurance; it may need a description, whether written or an image; or any other criteria as determined by the exchange, broker, governing body, or combination of thereof.
  • an item for sale may be analyzed using some or all of the method steps in Figure 16. Items on Exchanges may additionally be sold using some or all of the following method steps.
  • requests to purchase an item may be posted regardless of whether an item is available or there is an open offer. Such offers may be received by potential sellers, and/or may be posted on an exchange. Such a transaction may use some or all of the following steps:
  • the item may be purchased on margin if the account is authorized for margin transactions.
  • purchases may be charged to a monetary account, for example, a real or virtual credit card number, bank account number, brokerage account number, paypal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account, or through some type of financing agreement.
  • a monetary account for example, a real or virtual credit card number, bank account number, brokerage account number, paypal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account, or through some type of financing agreement.
  • the transaction may be completed using some or all of the following steps:
  • a record of each transaction may be stored by any means applicable.
  • each transaction could be stored in an Exchange Transaction Database, for example in Exchange Transaction Database 266.
  • Such a database could store information such as.
  • Such transactions could be associated with the character in Exchange Transaction Database 278.
  • a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.
  • Players may establish alerts to notify them of transactions on a virtual exchange. Alerts may be established to monitor the number, type, price, trends, volume, volatility, or any other parameter of interest for the transaction of one or more assets. Such alerts may be sent by any means applicable including, but not limited to, e-mail, text mail, voice messaging, and/or screen alerts.
  • Limits may be placed on items being exchanged, bought, sold, or converted. Such limits may be placed by the game server, game owner, local government, local governing body, overseeing governing body, broker, or any combination thereof.
  • the game server may set a maximum trade amount per time period for currency or particular resources within the game environment and between game environments. Limits may be established based on the total amount of a resource available in a game parameter, the amount per player character of a resource available in a game parameter, the amount of open buy orders for a resource in a game environment, the amount of open sell orders for a resource in a game environment, or any other factors and/or rules and regulations that arc established for controlling exchanges and currency fluctuations.
  • exchanges are the only place in the game environment where delivery is guaranteed.
  • the owner of the exchange seat must do so in his stead. If the owner of the exchange seat cannot do so, all of the members of the exchange are responsible for filling the order.
  • items listed on an exchange may be placed in escrow until sold and/or payment may be placed in escrow when a buy order is placed. Tn a further embodiment, all transactions may be insured. A character who owns a seat on an exchange or the exchange itself may purchase insurance to cover orders initiated by the holders of accounts he brokers.
  • Such insurance may be purchased from other player characters, insurance companies, or other third parties. Rates for insurance may depend on the number of accounts managed, the size of the transactions, the types of assets traded, the creditworthiness of the account holders, the types of accounts or transactions permitted, a combination thereof or any other factor that may affect the risk that a transaction would not be fulfilled. In a further embodiment, anyone who wishes to sell an item on an exchange must provide insurance or some other guarantee that the item can be provided. In another embodiment, transactions may be underwritten by providing collateral. Collateral may include a real or virtual credit card number, bank account number, brokerage account number, paypal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account.
  • collateral may be provided by permitting billing to an account owed to a third party, for example, a cellphone account such as one offered by Cingular Wireless, a standard telephone account such as one offered by Qwest Communications, an Internet Service Provider Account such as one offered by Earthlink, a cable account such as one offered by Comcast, a DSL account such as one offered by Qwest Communications.
  • the collateral or guarantee may be provided by the buyer or by a third party such as an insurer. If the seller is not able to deliver the item, the market value of that item and/or a penalty may be charged against the collateral. In one embodiment, the seller is required to fill the order, regardless of the current market price.
  • a character may be precluded from further transactions for a set period of time or until delivery or payment is made. Characters who fail to fill their side of the transaction may also be assessed a penalty, or charged a premium on all future transactions. Such penalties or premiums may be applied to a virtual or real world financial instrument.
  • goods could come with a warranty. If the goods wear out or otherwise fail, they could be replaced or the purchase price or some fraction thereof refunded.
  • Assets exchanged may require verification of authenticity. Such verification may be a digital signature or a unique identifier such as a real or virtual bar code or ID tag number.
  • each game server may create and attach a unique identifier to virtual assets. When an item is exchanged, its identifier may be verified prior to completion of the transaction. If the identifier is incorrect, the item may be returned to the seller or destroyed.
  • each asset in a character's inventory is assigned a unique identifier. If the inventory item identifier and the seller do not match, the item is returned to the seller or destroyed. In one embodiment, a seller attempting to exchange fraudulent assets may be assessed a penalty.
  • Items may have multiple identifiers, all or some of which may be verified. For example, each item created in a particular environment may have an identifier. When an item is purchased, it may be assigned a new identifier or have the old identifier in some way associated with the new owner. Items that are traded between environments may have identifiers from each environment. In one embodiment, authenticity could be determined using some or all of the following steps:
  • Items may additionally have expiration dates. For example, futures may expire.
  • verification that the item or contract has not expired may form an additional or separate method step. Such verification may occur by any means applicable. For example,
  • 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 types of financial transactions.
  • Various embodiments of the invention address this issue by providing a means for buying and selling game environments or interests in game environments. Trade in ownership of game environments allows game environments to generate capital for investment as well as a means for tracking wealth and/or points in a game. Such a system increases the development of the game, increasing the enjoyment of the players and the sophistication of play available.
  • Game environments are particular levels or areas within a virtual environment. There may be game environments within game environments, or each game environment may stand alone. They may be controlled by the game server, game owner, manufacturer, one or more players, one or more characters, corporations, third parties, or a combination thereof. Game environments may be acquired by any means deemed appropriate by the parameters of the game. Tn one embodiment, the game server screens characters to determine eligibility for creating game environments using some or all of the following method steps:
  • a player resume may include, for example, the play history of a player in one or more virtual worlds.
  • Eligibility to create a game environment may be based on any qualifications determined by the parameters of the game, the game server, the owners of the local game environment, or any combination thereof. Tn one embodiment, eligibility may be acquired when a character reaches a certain skill or wealth level. In another embodiment, game environments may be purchased. In a further embodiment, game environments may be granted to players and/or characters who discover them. In yet another embodiment, game environments may be won. Tn a further embodiment, game environments may be randomly distributed. In still another embodiment, characters or players could apply to open game environments. In another embodiment, the number of game environments available could be based on the number of characters playing, the market value of all game environments, the projected growth of the game or the existing game environments, the number of players playing, or any other criteria as determined by the game.
  • Game environments may exist as empty space, or may come with a certain number of resources and/or constraints or rules. Such resources, constraints or rules may be predetermined wherein every game environment starts with the same amount of resources, or resources may be distributed according to any relevant criteria including, but not limited to, randomly; as determined by the game sever or other game parameters; as determined by the game owner; as determined by the game environment owner; according to an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the player(s) and/or character(s) has accumulated, the amount of time the character(s) has been in existence or the player(s) behind the characters) has played the game, assessments of the skill level of the character(s), any other criteria relevant for assigning resources, or a combination of the above.
  • a game environment owner could receive a certain allocation of resources to be distributed in the game environment for each month the character has been in existence.
  • each game environment is initially worth a total number of points which may be attributable to natural resources.
  • the allocation of resources depends on how the points are assigned by the owner of the game environment. Resources can be made available up front or over time, in periodic intervals, when certain events occur in the game environment, or in any other manner.
  • Game environments may be created and run by any means applicable.
  • an exemplary system 1OG is configured to provide the virtual environment described above.
  • system 1 OG includes a master game server 20a for running the game and a game environment server 20b for one or more game environments within the game.
  • Master game server 20a may host a program such as game environment creation and set up program 330. Master game server 20a may further host a plurality of databases including, for example, game environment database 332 and player database 334. Game environment server may host a plurality of programs including, for example, Game Environment Creation and Set Up Program 336, Game Environment Management Program 338, Game Attribute Valuation Program 340, Exchange Multiplier Determination Program 342, Game Item Assembly Program 344.
  • Game Environment server 20b may include a plurality of databases including, for example, current data database 346, raw material database 348, NPC database (not shown), skill database (not shown), era database (not shown), exchange multiplier database (not shown), player database 350, and player character database 352.
  • a game environment database may store information regarding the game environment such as the game environment ID, identification of the owners, percentage ownership, configurations, creation date, fee structure, date of initial public offering (IPO) or any other information relating to the game environment.
  • Player database 350 may include information regarding the players in a virtual environment, their ID(s), the characters) they control, billing information and the game environments in which the players have characters.
  • raw material database 348 may include, for example, the type of raw material available in a game environment, the location of the raw material, the first date available, conditions for use, conditions for discovery, conditions for availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee, and times when available. Such conditions for raw material may be established when the game environment is formed, or may evolve or be reassigned as the game environment develops.
  • Player database 350 may include information such as, but not limited to, player ID, the character(s) controlled by the player, billing information and personal information.
  • Player character database 352 may include information such as, but not limited to, character ID, player ID, assets, skills, obligations, and game environment access.
  • Each game environment may have the same, similar or different attributes.
  • attributes may be designated by the game server, allocated upon creation of the game environment, or selected by the owner.
  • the owner or other controlling entity may configure the game environment to meet certain parameters including, but not limited to, establishing the initial resources, available skills and maximum levels, game play types, taxes, permits, government types, exchange types, types of businesses and the maximum number of each business type, mission types and quantities along with allowed rewards, magic spells, licenses, etc.
  • attributes may alter or disappear as they are used.
  • the selection of attributes and the development of a game environment may serve to increase the wealth of the environment, attract other players to the environment, increase investment and building in an environment as well as contribute to the overall enjoyment of the game.
  • the initial controlling entity of the game environment may establish a representative government, or may run the game environment as a republic, democracy, fiefdom, oligarchy, monarchy, dictatorship, theocracy, corporation or autocracy.
  • the government may regulate as many or as few aspects of the game environment as it desires. For example, it may build infrastructure, maintain order, regulate trade, regulate commerce, regulate social welfare, control immigration, or any other type of activity commonly regulated by governments.
  • the government may merely collect taxes.
  • the game environment may be a business and the governing entity may be a management team or a board of directors.
  • One area that may be controlled by the governing entity of a game environment is access to the game environment.
  • game environments are open to anyone.
  • access may be limited.
  • game environments may require petitions to enter, may have limitations on the number of characters or the types of characters that may be in the game environment at any one time, may encourage the entrance of particular types of characters, characters with particular skill sets, characters with particular credit scores, players with particular credit scores, characters with a particular asset base, any other type of criteria determined by the controlling entity of the game environment, the game server, game owner, or a combination thereof.
  • a character may be required to own shares or options in a game environment prior to playing in the environment.
  • characters may have to pay a fee or have a premium account in order to enter particular game environments.
  • Such fees may be daily, monthly, annual or any fraction thereof.
  • such fees are paid to the owner(s) of the game environment.
  • such fees may be paid to the central server maintaining the game environment.
  • such fees are shared between the central server and the owner(s).
  • such fees are paid to a central account for the game environment.
  • an owner may recruit other characters or entities to play in the game environment.
  • Such play can include development of the game environment including development of smaller game environments such as the construction of buildings, townships, estates, cities, municipalities, states, neighborhoods, or any other units.
  • Characters could also form businesses, families, unions, co-ops, guilds, etc. or any other type of organization which assists in self- preservation, advancement, skill acquisition and accumulation of wealth, thereby contributing to the evolution of the game.
  • an owner or governing entity could try to recruit the best group of players to play in their game environments so that they can build the wealth within that environment more quickly.
  • Incentives could be offered as a recruitment tool. For example, stock or stock options in the game environment could be offered to players willing to play in the game environment. Such offers could occur using some or all of the following steps:
  • a player may petition to create and develop a character in a game environment.
  • characters may post resumes including character history, skills, and assets and may receive offers from owners or controlling entities of game environments to play in that game environment.
  • the owners or government of a game environment may seek virtual funds for development and growth of the game environment.
  • virtual funds may be obtained through a variety of means including, but not limited to, taxes, fees, licenses, bond issuance, loans, investors, commercial paper, convertible debt, bills, notes, debt issuance, venture capital, the issuance of private shares, transforming the game environment into a public company through an initial public offering, or through a follow on offering such as the issuance of common stock, preferred stock, or treasury stock.
  • system 104 includes a master game server 20a a game environment server 406 and an exchange server 2Oe.
  • Game environment server 406 may include databases such as player database 414, player character database 416, exchange open offers database 428, exchange transaction database 420.
  • Player Database 414 may include information such as, but not limited to Player ID, Player Billing Info, Player Personal Info, Player Credit Info, Player Exchange Seat ID, and Player Assets.
  • Player Character Database 416 may include information such as, but not limited to, Character ID, Player ID, Character Assets, Character inventory, Character Skills, Exchange Seat Owner Account Number, Exchange Seat Number, virtual account numbers.
  • Exchange Server 404 may include or host various programs, routines, subroutines and/or databases including, but not limited to an exchange database 408, an exchange open offers database 410, and an exchange transaction database 412.
  • Exchange database 408 may include information such as, but not limited to, exchange TD, exchange type, allowable assets, and allowed traders.
  • exchange database 408 may include information regarding seats on the exchange such as the exchange seat price, maximum exchange seats allowed, exchange seats issued, and exchange seat qualifying conditions.
  • Exchange open offers database 410 could contain information such as:
  • Exchange open offers may additionally be associated with the character or player submitting the offer.
  • Such information could be stored in Exchange Open Offer Database 428 and include information such as the character ID, holdings, offer ID, offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price.
  • each transaction could be stored in an Exchange
  • Such a database could store information such as:
  • Such transactions could be associated with the character in Exchange Transaction Database 420.
  • Such a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.
  • Initial shares may come from any number of sources. Tn one embodiment, each game environment is formed with an allocation of shares. In another embodiment, the owner(s) of a game environment may decide to issue public or private shares. The distribution of private shares may be made according to decisions of the owner(s) and the laws, rules and regulations of the game. For example, shares of the game environment may be distributed to characters playing in the game environment, for example to all characters who play in the game environment, to business owners in the game environment, to characters who have played in the game environment for a certain length of time, held by the owncr(s), distributed in a lottery, distributed by whim, or according to any other criteria as determined by the game, game server, game owner, game environment owner, or any combination thereof.
  • private shares may be sold to raise capital for the game environment. Investors may be sought by any means applicable. For example, the game environment may send out mass mailings through electronic mail, screen alerts, instant messaging of any other means used to communicate. In another embodiment, owner(s) may be prohibited from sending out general solicitations for private shares and must contact each investor individually. In a further embodiment, a database may exist which pairs game environments with potential investors.
  • Private shares may have restrictions on resale. For example, the sale or purchase of the shares may be limited to exchanges or characters within a particular game environment or to particular characters or organizations. Such limitations may be approved or overridden by the other shareholders. In another embodiment, such shares may be bought and sold between game environments and/or virtual environments. In one embodiment, the private shares may trade for an equal number of public shares when a game environment becomes public. In another embodiment private shares may be converted to some fraction of public shares. In yet another embodiment, ownership of private shares may give priority to the purchase of public shares.
  • Private game environments may become public, game environments may be public upon formation or public game environments may become private.
  • game environments may become public by having initial public offerings.
  • each game environment may be formed with an allocation of shares held by the owner(s) which can be publicly traded on an exchange from the time of formation. Tn a further embodiment, a game environment can buy back shares.
  • Game environments may automatically go public. For example they may be public upon formation, converted to public companies when they reach a certain size, population density, wealth, age, asset value, number of businesses, when a stock market or exchange is discovered or formed, when a particular type of technology is discovered, or any other criteria established by the game, game owner, game server, game environment owner(s) or a combination thereof.
  • a routine such as that outlined, in Figure 19 may be launched where the game server determines that the game environment has reached the required age. The game server then values the game environment, or requests a valuation, publishes notice of the initial public offering and lists the shares on a primary or secondary exchange.
  • the game owner(s) or governing entity may decide to launch a public offering and sell shares in the game environment.
  • the owner(s) may be required to register the game environment with a governing entity.
  • each game environment is registered upon formation.
  • some type of notification or filing must be made with a governing entity.
  • notification may be made by electronic mail, regular mail, screen alert, instant messaging, or any other type of communication which would effectively comply with the notification requirements.
  • Notification may include any information requested or required by the governing entity, game owner, game server or any combination thereof. Such notification may be available to everyone, or may be a confidential document.
  • It may include or require information such as the design of the game environment, the types of businesses in the game environment, the structure of the game environment, the types of characters in a game environment, information regarding management or government of the game environment, information regarding earnings of the game environment, valuation of the game environment, an explanation of how the proceeds are to be used, a list of the owners, financial statements, and/or risk disclosures, etc.
  • the value of game environments may be assessed by measuring any of a number of parameters including, but not limited to, the growth of the economy, the value of its natural resources, the amount of investment that is being made, the number of characters working or inhabiting the game environment, the amount of development that is taking place, the amount of land available for development, the amount of trade, the stability of the economy, taxes, cash flow, the assets of the inhabitants, the standard of living of the characters, the imports and exports into the economy, any other factor that is generally used to value an economy or any combination of the above.
  • the value of a game environment is calculated according to the following equation: consumption + investment + government spending + (exports — imports).
  • the value of a game environment is determined by the final value of the goods and services produced by the resident characters in a given time frame.
  • the value is determined by the market value of the goods and services produced by the resident characters minus the depreciation in a given time period.
  • the value may be calculated by: consumption + investment + government spending + (exports — imports) + net foreign factor income - indirect taxes — depreciation.
  • the value of the assets in a game environment may be assessed.
  • Assets may be valued according to their market value, on a multiple of the underlying natural resource that can be salvaged from the asset, by a professional estimator whether real or virtual, by an investment bank or any other applicable valuation method or combination thereof.
  • valuation may be determined by tax revenue or fees generated by the game environment.
  • cash flow from transactions in the game environment could be calculated.
  • valuation numbers may be used to determine an opening share price for stock in a game environment or on a price for options.
  • earnings in the environment over a set period of time could be multiplied by a factor to arrive at a valuation.
  • the virtual value of the assets of a given game environment could be $2,000,000.
  • a stock multiplier of 2 may be applied to the value to determine that the game environment is worth $4,000,000. Tf 1 ,00O 5 OOO units of stock were initially issued to the player who owns the game environment, the stock is now worth $4.00 per share.
  • Valuations may also rely on conversion rates, factors or tables which may convert all assets to a common unit.
  • Conversion rates may be determined by any means applicable. They may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of two game environments, a comparison of a representative basket of goods, the number of player characters in each environment, the amount of a particular virtual asset available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors. For example, a gallon of oil may be converted to two gallons of oil when traded from War Craft to Second Life.
  • a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. 5000 thistle seeds may be worth 3 shares of stock in a particular game environment.
  • a game attribute coming from a first environment may be converted into a game attribute in a second environment by multiplying the value of the game attribute in the first environment by a conversion multiplier that reflects the difference in the labor (and/or other factors) required to build the game attribute in the first environment vs. the second environment. For example, 1000 thistle seeds in one game environment may be worth 700 thistle seeds in another game environment.
  • the multiplier may take into account any differences in supply, availability, ease or cost of acquisition, or the like, of the resources and/or the prevailing exchange rates of real or virtual currency.
  • Some game environments may be configured to produce items more optimally. These game environments may receive a premium valuation in that their labor is more efficient in that game environment than on other game servers. Alternatively, environments that produce such items more optimally may be penalized or a tariff may be imposed, to create a more fair exchange between or among such game environments.
  • an initial price for the value of the shares may be determined.
  • the sale of shares may take place by any means applicable.
  • the game environment may decide to sell the shares itself, or may select a third party such as an underwriter to handle distribution of the shares.
  • the underwriter or other third party may select the initial price for the game environment and assess demand based on current conditions.
  • the underwriter may charge a fee for such transactions.
  • Such a fee may be a flat fee, a percentage of the total amount to be sold, a percentage of the offering price, or any combination of the above.
  • the initial public offering may take place using a Dutch Auction, Firm Commitment, Best Efforts, Bought Deal or Self Distribution of Stock.
  • the auctioneer begins with a high asking price which is lowered in increments until some participant is willing to accept the auctioneer's price, or a predetermined reserve price is reached. The winning participant pays the last announced price.
  • an underwriter assumes all inventory risk and purchases all securities directly from the issuer for sale to the public at the price specified. With Best Efforts, the underwriter agrees to use all efforts to sell as much of an issue as possible to the public. The underwriter can purchase only the amount required to fulfill its client's demand or the entire issue. However, if the underwriter is unable to sell all securities, it is not responsible for any unsold inventory. In one embodiment, the underwriter has a set time frame for selling the shares.
  • the issuer must return any funds collected from investors.
  • a Bought Deal an investment bank negotiates a price with the issuer and purchases securities from an issuer before selling them to the public.
  • the investment bank (or underwriter) acts as principal rather than agent and thus actually "goes long" in the security.
  • the game environment or the owners of the game environment may self distribute the stock in a direct public offering.
  • Shares may be sold directly to investors, or purchased on an exchange, such as a stock exchange, for virtual or real currency or for items of trade. Exemplary descriptions of exchanges may be found in U.S. Patent Application No. 11/560,456 filed November 16 , 2006, which is hereby incorporated by reference.
  • Such exchanges may exist in the game environment selling the shares or may be located elsewhere in the virtual environment or in a different virtual environment than the virtual environment in which the game environment is located.
  • game environments may choose to offer stock on a real world stock exchange. Upon the issuance of actual stock in a real stock exchange, players could receive and/or have the option to receive real stock certificates/shares in proportion to and/or in exchange for their ownership of the virtual game environment as translated into real stock.
  • Such a translation may be on a one-to-one basis, or based upon each player character's pro rated share of real to virtual shares, or any other method of conversion as agreed upon by the player characters that own such characters and/or game shares and/or as otherwise agreed to by the player characters and/or game manufacturers or any other duly appointed and authorized body to determine such valuation, and/or based upon a majority and/or super majority vote by all affected game players and/or only by those holding virtual shares and then only in proportion to their pro-rata share amounts and/or based upon their preexisting or subsequently established voting rights, which may be determined based upon their number of shares or based on the value of their shares and/or their exercise price for their options and the like.
  • Shares on virtual exchanges may be purchased using real currency, virtual currency, virtual assets or real assets. In one embodiment, purchases may be made in any currency or asset. In another embodiment, the value of the currency or asset must be converted to a specified currency by an exchange rate or conversion rate.
  • the exchange rate for one type of virtual currency for another type of virtual currency, virtual currency for real currency, virtual assets for real assets, real assets for virtual assets, real assets for virtual currency, virtual assets for real currency or virtual assets for virtual currency may be fixed in that the rate does not change for the duration of the game or segment of the game.
  • the exchange or conversion rate may be variable.
  • Such a variable rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof.
  • 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.
  • Shares may all be of the same class or there may be multiple classes of shares with different rights. For example, some shares could be common stock, other shares could be preferred stock, prior preferred stock, convertible preferred stock, phantom stock, restricted stock, or treasury stock. Common stock usually entitles the owner to vote at shareholders' meetings and to receive dividends. Preferred stock generally does not have voting rights, but has a higher claim on assets and earnings than the common shares. For example, owners of preferred stock receive dividends before common shareholders and have priority over common shareholders in the event that a company goes bankrupt and is liquidated. Voting rights may also differ based on the type of shares. For example, one class may have the right to elect only a small percentage of the managers or members of the board or may have no election rights. Another class may elect the majority of board members. A further class may have the right to elect the government of the game environment.
  • residents of a game environment may be offered shares prior to an IPO and/or offered the opportunity to trade assets owned in the game environment for a particular class of shares using such steps as: 1. Output a virtual IPO cash price of a share of a game environment to a player character.
  • all residents may be given an equal number of shares when residency is established.
  • residents of a game environment may be given shares in an amount representative of their relative assets in that game environment. For example, some or all of the following steps may be used:
  • Stock options in a game environment may also be distributed. Such options may be given to all members of a game environment, key personnel in a game environment, potential players, leaders in a game environment, as a recruitment tool to encourage people to play in a game environment, may be distributed at random, or according to any criteria determined by the governing body or owners of the game environment, or any combination of the above. Such options may be based on the appraised market value of the shares or on any share strike price desired. Options may be exercisable at any time, or may not be exercisable until a public offering has been made or until a certain amount of time has passed after the initial public offering. Expiration of the options may be set at any time. In one embodiment, options must be exercised within five years. Tn another embodiment, options must be exercised within ten years. In one embodiment, some or all of the following steps may be used to exercise an option:
  • 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.
  • Various embodiments of the invention provide a means for raising funds for development in an online environment. Such a system allows for the development of the game and widens the financial opportunities available to players, increasing the enjoyment of the players and the sophistication of play available.
  • Funding may be sought for a variety of reasons including, but not limited to expansion plans, public works, construction, public services, development of infrastructure, the building of any virtual business, the promotion of any virtual business or event, the payment of a virtual design on any virtual product, the performance of one or more virtual services, or any of a myriad of other reasons for which exterior funding may be required.
  • Such funding may be obtained through a variety of means both public and private including, but not limited to, taxes, fees, licenses, bond issuance, loans, investors, commercial paper, convertible debt, bills, notes, debt issuance, promissory notes, venture capital, the issuance of private shares, transforming the game environment into a public company through an initial public offering, or through a follow on offering such as the issuance of common stock, preferred stock, or treasury stock.
  • a game environment may impose virtual taxes on the characters that play in that environment and/or businesses that operate in an environment.
  • Taxes may be imposed using any means applicable and in any form suited to meet the purposes of the game environment imposing the taxes.
  • Taxes may be direct or indirect. They may be ad valorum taxes such as sales taxes, tariffs, property taxes, inheritance taxes, and value added taxes.
  • Tax rates may be progressive or flat. There may be income taxes, retirement taxes, capital gains taxes, corporate taxes, poll taxes, excises, toll taxes, use taxes, transfer taxes, inheritance taxes, and wealth taxes. Such taxes may be flat fees, percentages, or a combination thereof.
  • the virtual tax system could be a lottery.
  • the virtual governing body could set the lottery ticket price, where the funds are allocated, the percentage of the collected funds that will be distributed to the winner, and the method of distribution.
  • the winning number or other indication of winning could be determined by an independent party or by the governing body.
  • the funds that are not distributed to the winner could be used to fund virtual public works.
  • a game environment may charge fees or require licenses for certain virtual services.
  • fees may be charged to open virtual businesses.
  • There may be exchange fees, servicing fees, credit verification fees, processing fees, insurance fees, application fees, late payment fees, prepayment fees, etc.
  • a player or virtual business interested in providing financing options may be required to have a premium account or may be required to pay a fee.
  • characters providing certain services such as virtual exchange trading may need to pay a licensing fee in order to represent other characters.
  • Fees may be flat fees, per transaction fees, a fee based on a percentage of the transaction or any combination of the above.
  • fees may be charged for the use of the virtual project being funded.
  • residents of a game environment may be assessed a fee for the construction of a virtual public work from which they will receive the benefit.
  • characters could be charged a fee for the use of a virtual public work and such fees could be used to construct other virtual public works.
  • Fees may be a flat fee, a per transaction fee, a percentage fee, or a combination thereof.
  • those who helped fund the virtual public work will not be charged a fee or may be charged a reduced fee to use the virtual public work once it is completed, while those who did not contribute to its construction would be charged a larger fee.
  • Such rights to reduced or eliminated fees may be marketable, inheritable, or attached to the character who paid the initial fee.
  • An evaluation of such rights and an assessment of the necessary fee could be made using one or more of the following steps: a. Determine that a player has used a virtual asset. b. Determine if player assisted in funding the virtual asset. c. Determine a fee for using the virtual asset based on whether or not and to what degree character funded the creation of the virtual asset. d. Output fee to player.
  • the character could request to use the virtual public work and be assed a fee using some or all of the following steps: a. Receive a request to use a virtual utility. b. Determine a usage fee and a registration fee. c. Output fees. d. Receive payment for fees. e. Register player or group of players to use utility, including player character credit card to be charged if virtual cash is not available for fee.
  • Fees could also be assessed automatically, for example using some or all of the following steps: a. Determine a virtual cash fee is due for using a utility; b. withdraw virtual cash fee from account(s) of player character or group of player characters using the utility. [0444] If the virtual cash fee is not available, then some or all of the following steps could be used to obtain fees from other sources: a. Determine real cash value for the utility fee. b. Retrieve credit card associated with player character. c. Charge real cash value to credit card. d. Convert real cash into virtual cash. e. Deposit virtual cash into account.
  • a game environment including a business, may obtain funds from third parties on a temporary basis. Funds may be lent through the issuing of virtual bonds, virtual governing entity securities, and virtual consumer and commercial loans or by any other means typically used to advance funds.
  • players may control one or more characters and each character may apply for and obtain one or more loans. Additionally, groups of characters may come together and apply for 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 with the lending player character.
  • a virtual state run virtual bank may be prohibited from lending money to the virtual state that controls it.
  • bank is used throughout the present disclosure when describing an exemplary embodiment of a financial intermediary or other lending entity which may function as a lending institution, however it is understood that the processes as described herein may apply to any type of financial intermediary or lending institution and the types of services they generally provide in the real world.
  • Virtual banks are described, for example, in co-pending U.S. Patent Application No. 1 1/421 ,263, filed May 30, 2006 and 1 1/535,585, filed November 27, 2006, each of which is hereby incorporated by reference.
  • a virtual loan may be obtained by applying for a loan, receiving the terms of the loan, agreeing to the terms of the loan and receiving the funds.
  • An exemplary system 101 configured to provide the virtual environment described above is shown in Fig. 20.
  • system 101 may include a game server 20a, a bank server 20c, and a credit card server 2Od.
  • Game server 20a may include a Loan Creation Program 430, whereby a bank server or other third party can register a loan with the game server.
  • Game server 20a may further include a Loan Payment Program 432, a Loan Converted to Shares of Asset Program 434 and a Loan Registration Program 436.
  • Bank Server 20c may equally be any other financial intermediary server including a contractual savings institution or investment intermediary server.
  • Such servers 20c may include a Loan Generation Program 438, a Register Loan with Game Server Program (not shown), a Loan Payment Program 440, a Ping Credit Line 442, a Prohibit Sale of Virtual Assets Program 444, a Release Credit Line when Loan is paid 446, and a Loan Converted to Shares of Asset Program 448.
  • Bank server 20c may additionally include databases such as loan account database 450 and account database 452.
  • Credit Card Server 20d may include a Lock Credit Line Program 454, a Release Credit Line 456, and a Ping Credit Line program 458.
  • loan Generation Program 438 may create a loan using some or all of the following method steps: a. Receive a request to borrow virtual cash including a player character ID and a real world account number. b. Validate real world account number and credit line amount. c. Determine a virtual loan amount based on credit line amount. d. Determine an interest rate and virtual payment schedule. e. Output a virtual loan offer including a virtual cash loan amount, virtual interest rate and virtual payment schedule to player character. f. Receive acceptance of virtual loan offer from player characters). g. Lock real world credit line. h. Create new virtual loan record. i. Output virtual currency to game environment account.
  • the virtual loan may be registered with the game server using loan registration program 436.
  • a credit line provided may be locked using lock credit line program 454.
  • information regarding repayment of a loan may be stored using loan payment program 432. All information regarding the virtual loan, may be stored by any means applicable, for example in loan account database 452.
  • the virtual loan may be the sum of the credit lines a group of player characters are willing to make available on their credit card accounts to secure the loan.
  • a game environment may borrow funds based on its own standing without the security offered by the player characters controlling the game environment.
  • a game environment may have its own accounts, its own funding, and may be evaluated based on its own history, creditworthiness or other valuation.
  • Virtual 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 or game environment 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 financial institution, a virtual credit line, a virtual financial security, a virtual property or business, a virtual asset, a real world property, a promise to perform certain services or any combination thereof.
  • the collateral is a real world credit line.
  • Each 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.
  • a real world credit line may be a credit card, debit card, private or public payment facilitator account (i.e. paypal), brokerage account, equity line 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, 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.
  • real world credit lines can be frozen by the bank owner or game server, 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 he determined by any means applicable.
  • Ping Credit Line program 442 may be configured to complete some or all of the following steps: a. Determine that a player character has an outstanding virtual loan. b. Determine real and virtual cash value of loan. c. Retrieve credit card associated with loan. d. Ping credit card for the outstanding real cash value of the loan amount. e. If credit equal to loan amount is not available. f. Liquidate virtual assets of player character equal to virtual cash value of virtual loan. g. Deposit virtual cash in loan account to pay off loan.
  • the "ping" from the bank server may be responded to by ping credit line program 442 on the credit card issuer server.
  • the system could receive notification that the credit card or credit line is no longer valid.
  • the bank, system, game owner, server owner, or other debt holder may require payment in full of the virtual loan, require the player to provide a new credit line, require additional collateral to secure the virtual loan, secure a secondary line of credit which was previously provided or may be secured from other player characters, notify other characters of the opportunity to purchase a virtual loan, foreclose on virtual assets held by the defaulting character, freeze the virtual accounts of the character or player, or any combination thereof.
  • the balance of the virtual loan may be reallocated among the remaining credit cards securing a group loan.
  • Release Credit Line when Loan is Paid program 456 may be configured to: a. Receive indication that final payment of virtual loan has been received. b. Retrieve credit card associated with virtual loan. c. Notify credit card issuer to release credit line.
  • Release Credit Line when Loan is Paid program 446 may be configured to: a. Receive indication that a periodic payment of virtual loan has been received. b. Retrieve credit card associated with virtual loan. c. Notify credit card issuer to release an equal or other determined portion of the credit line.
  • Release Credit Line when Virtual Loan is Paid program 1446 may be controlled by Virtual Loan Payment program 440. This program may then instruct the credit card issuer server to release the credit line using Release Credit Line program 456.
  • a real or virtual credit line can secure the virtual loan payment amount, the entire virtual 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 virtual loan, the amount of debt the character, player or game environment has outstanding, or any combination thereof may be considered in determining the total amount to secure on the real world credit line.
  • Such 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.
  • Information regarding the credit lines used to secure a virtual loan may be stored by any means applicable. In one embodiment, such information may be stored in Account database 452.
  • 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 or other credit line 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. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof.
  • 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. For example, the exchange rate could be fixed for a certain length of time and then change to market forces or vice versa. Alternatively, there may be a cap on the amount of fluctuation in the exchange rate during the term of the loan.
  • the credit cards or other credit lines used as collateral may be charged according to any of a number of criteria including, but not limited to, charging all of the credit cards used to secure the virtual loan in equal percentages until the credit line is maxed out, and then in an equal percentage on the remaining credit lines until no credit line is available; in an order designated by the virtual loan agreement, i.e. charge credit card A first up to a fixed amount, then charge credit card B, etc.; or in a ratio specified under the loan agreement.
  • the collateral may be a non-financial asset.
  • Such an asset includes any item of economic value including, but not limited to, a virtual object; a virtual skill or attribute; virtual property or business; a real world object or property; a promise to perform certain services, or any combination thereof.
  • the collateral is the natural resources and/or building materials used to construct the virtual project.
  • the collateral may be a collection of assets held in escrow. In the event of a default, such assets may be sold, or otherwise liquidated.
  • the bank or other party providing the virtual loan may desire part ownership in an asset in return for the virtual loan.
  • the virtual loan could be structured so that it is convertible for a percentage ownership of the virtual item or asset that it was used to purchase or construct (and/or in addition to additional assets and/or penalties).
  • the player characters that took out the virtual loan or the bank that issued the virtual loan can convert the virtual loan obligation into a percentage ownership of the asset(s) that the virtual loan was used to purchase or create.
  • the terms of the conversion could be specified in the virtual loan agreement and the conversion rate may change over time as the virtual loan balance is reduced.
  • the bank or other party may take ownership in the game environment. Ownership could also be conferred in the issuance of shares or stock options. Such ownership may include anti-dilution provisions, or other provisions designed to protect the stake of the bank or other lending entity.
  • the bank may limit the amount of stock the virtual business may issue such that the percentage ownership does not become diluted.
  • the bank may receive a percentage of stock or stock options in the virtual business with each issuance of new stock. This decision can be made by the game server based on the venture and the player character credit scores or real world credit line and/or manually.
  • the conversion of the virtual loan to a security or other arrangement may be managed by Loan Converted to Shares of Asset program 448.
  • the bank could obtain possession of the entire virtual item or asset in the event of a default. The bank could then sell or otherwise dispose of the virtual asset.
  • Such information is generated through Loan Converted to Shares of Asset program 434 which may be configured to perform some or all of the following steps: a. Receive a request to convert all or a portion of an outstanding virtual loan into shares of a virtual asset by a virtual bank server or player character. b. Retrieve and amend loan obligation. c. retrieve and amend ownership structure of virtual asset. d. Notify loan parties and owners of asset that virtual loan has been converted into shares of a virtual asset.
  • the terms of the virtual loan 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 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 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, a) the game manufacturer, b) the owncr(s) of the scrvcr(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.
  • interest rates may be customized on the basis of risk: i.e. reasons for or uses of the proceeds of the virtual loan; the financial or business plan underlying the virtual loan; default rate of the borrowers); credit worthiness of the borrowers); type of virtual investment pursued by the borrower(s); portfolio of the bank; outstanding loans of the borrower(s) or the game environment; how much currency the bank has available to lend; costs to the bank for obtaining the currency; the term of the virtual 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, or 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 rate 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.
  • some virtual loans may have priority over other virtual loans, i.e., if a player character enters bankruptcy or otherwise defaults on any virtual loan, some virtual loans may recover from the assets of the player character before those of other virtual loans.
  • Priority of virtual loans may be established at the time the virtual loan is secured and/or based upon the date secured, for example, giving preference to virtual loans secured earlier over those secured later. Priority may also be granted based on the type of virtual loan obtained, or the type of underlying assets used to secure the virtual loan. For example, a virtual loan used to purchase property may have priority over a virtual loan used to purchase a disposable asset or vice versa.
  • the game environment including a business may issue virtual bonds in order to raise capital.
  • a bond is a long term debt security in which the issuer owes the holders a debt and is obliged to repay the principal and interest (the coupon) at a later date, termed maturity.
  • a game environment may issue any type of bond found in the real world as well as types of bonds that are only found in the virtual world.
  • a game environment may issue bonds such as, but not limited to, fixed rate bonds, floating rate notes, high yield bonds, zero coupon bonds, convertible bonds, inflation linked bonds, indexed bonds, equity linked notes, asset backed securities, including, but not limited to mortgage-backed securities, collateralized mortgage obligations, collateralized debt obligations, subordinated bonds, perpetual bonds, bearer bonds, open-end bonds, debentures, mortgage bonds, closed end bonds, equipment trust certificates, and book-entry bonds.
  • bonds may be collateralized by real or virtual assets or may have no collateral.
  • the residents of a game environment may vote to have a virtual bond issuance.
  • a virtual governing body may output a list of virtual public projects for which they are seeking funding.
  • Virtual residents may vote on the virtual projects they want to fund or are willing to pay for, and virtual projects which are not selected do not get funded.
  • Such a process could be completed using some or all of the following steps: a. Output a request for a bond, including a project description and budget. b. Receive votes on bond. c. If majority of votes favor bond, flag bond and associated project as approved.
  • system 10J configured to provide the virtual environment described above is shown in Fig. 21.
  • system 10J may include a game server 462, a bank server 474, and a credit card server 482.
  • Game server 462 may include a Bond Creation program 464.
  • Game server 462 may additionally include one or more databases including Player Database 466, Character Database 468, Game Environment Database 470, Bond Database 472, a Utility Database(not shown), and a Utility Conditions Database (not shown).
  • Bank server 474 may equally be any other financial intermediary server including a contractual savings institution or investment intermediary server.
  • Such servers 474 may include a Bond Payment Program (not shown) and databases such as Bond Database 478 and a Utility Fee Database (not shown).
  • Credit Card Server 482 may include an Account Database program 486.
  • the game server and the bank server may be the same server and the method steps for creating and managing utilities and bonds can be divided between the two.
  • bond creation can be the responsibility of the bank server and registration and fees can be managed by the game server or vice versa.
  • Bond creation program 462 may be used to format and manage a bond issuance.
  • Information regarding virtual bonds may, for example, be stored in Bond Database 472.
  • Player database 466 may include information such as, but not limited to, player ID, the character(s) controlled by the player, billing information and personal information.
  • Character database 468 may include information such as, but not limited to, character ID, player ID, assets, skills, obligations, and game environment access.
  • Game environment database 470 may include information such as ownership, debt, assets, outstanding shares, outstanding bonds, government, natural resources, etc.
  • bond creation program 462 may assemble an issuance request using some or all of the following steps: a. Receive a group registration. b. Receive a virtual Utility plan blueprint and project timeline. c.
  • Receive a virtual Utility business model including fees for using a virtual utility and number of potential player character users.
  • d. Determine a credit card payment method in the event of a dividend or bond payment default.
  • e. Generate a list of virtual resources and services required to complete virtual utility based on blueprint.
  • f. Generate a virtual cash value for the virtual resources and services.
  • g. Create and store a virtual bond request based on the group, blueprint, timeline, business model, credit card payment method, resources, services and cash value.
  • Generate a bond request registration fee i. Charge fee to group account.
  • Virtual bonds may be issued with particular terms. Such terms include the interest or coupon rate, a face amount, a maturity date, and possible options.
  • the interest or coupon rate may be fixed or variable. Tn one embodiment, 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 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, 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) by any real world or virtual rule, law or regulation, or h) any combination of the above.
  • the interest rate may be partially fixed and partially variable.
  • the coupon may be paid to the bond holder at any interval agreed upon at the time the bond is issued. For example, the coupon may be paid monthly, semi-annually or annually or on any other schedule.
  • the virtual bond may have a nominal, principal or face amount which has to be repaid at the end.
  • a virtual bond may have an issue price at which investors buy the bonds when they are first issued.
  • Virtual bonds may also have a maturity date at which time the issuer must repay the nominal bond. The length of time until maturity may be any length of time or the virtual bond may never mature.
  • the virtual bond may have an embedded option.
  • the virtual bond may give the issuer the right to repay the bond before the maturity date (callable bond).
  • some virtual bonds may give the bond holder the right to force the issuer to repay the bond before the maturity date.
  • Options may be executed at any time, or only on specific dates.
  • the option may be a Bermudan callable in which the issuer may repay the bond on several dates. Such dates may coincide with the coupon dates or may be at other times.
  • the option may be a European callable in which there is a single specific date on which the issuer may pay the virtual bond early.
  • the option may be an American callable in which the issuer may pay the virtual bond at any time until the maturity date.
  • the issuer may pay the virtual bond at any time until the maturity date.
  • it maybe able to issue new virtual bonds and use the proceeds either to redeem the older virtual bonds or to exercise a call option.
  • An issuer may decide or be required to retire a certain portion of outstanding virtual bonds periodically.
  • Such virtual bonds may be recalled randomly, recalled according to a specific system, or purchased on the open market.
  • the virtual bonds may be convertible in that they may be exchanged for a number of shares of the issuer's common stock.
  • the virtual bonds may be exchangeable for shares of a corporation other than that of the issuer.
  • the issuance of virtual bonds may or may not require registration. Such registration may take place with the game owner, game server, or some other governing entity. Registration may require information such as the name of the issuer, the names of the characters or player controlling or managing the issuer, affiliates, underwriters, owners, marketing arrangements, financial statements, details regarding the type of securities being offered, the price, commissions, compensation, risk factors, use of the proceeds of the offering, assets of the game environment, significant milestones, or any other related information generally required in the real world for registration of an offering. Such registration may be stored by any means available, for example in bond database 472. In another embodiment, each virtual issuance may be registered with a bank which acts as a clearinghouse for the bonds. Information regarding a particular virtual issuance may be stored by any means applicable, for example in bond database 234.
  • virtual bonds may be brought to market by the issuer, an underwriter or a syndicate.
  • a syndicate is a temporary partnership of dealers which has been established to underwrite and sell a particular issue of bonds.
  • the issuer may approach the underwriter directly, or an issuer may publish an official notice of sale to solicit bids.
  • Such publication may be by electronic mail, regular mail, screen alerts, publication in a journal such as a real or virtual financial journal or any other means calculated to inform potential underwriters that an issuer is seeking to have a bond issuance.
  • a database may be created in which underwriters can indicate that they are interested in obtaining a bond issuance and issuers can indicate that they are seeking a bid.
  • Such a database may be searchable, browsable, and/or may include a matching program that pairs issuers and underwriters.
  • an underwriter or syndicate may bid on an issuance.
  • the virtual bond offering may take place using a Dutch Auction, Firm
  • the underwriter has a set time frame for selling the shares. If all of the shares are not sold within the agreed- upon time frame, the issuer must return any funds collected from investors.
  • a Bought Deal an investment bank negotiates a price with the issuer and purchases securities from an issuer before selling them to the public.
  • the investment bank (or underwriter) acts as principal rather than agent and thus actually "goes long" in the security. Once the shares are initially sold, they may be traded on an exchange or other secondary market.
  • the game environment or the owners of the game environment may self distribute the stock in a direct public offering. Once an underwriter or syndicate has won a bid, the syndicate or underwriter may sell the bonds.
  • the selling entity may receive orders for the issued virtual bonds. Orders may be prcsalc orders received before the actual bid is submitted, group account orders for the group as a whole at the net offering price, designated orders which specify which syndicate members will receive a credit and member takedown orders which are orders from members for sale to the members' own customers.
  • the virtual bonds Once the virtual bonds are sold on the primary market in the initial offering, they may be traded on a secondary market such as the over the counter bond market.
  • virtual bonds can be bought in incremental units or percentage of the whole. For instance, player characters can buy 100 $1 bonds or 1% of a $100 bond.
  • all or part of an issuance may be purchased using some of the following steps: a. Receive an indication of interest to purchase all or a portion of a bond issuance. b. Receive a virtual cash payment. c. If virtual cash payment fulfills bond, notify group that bond request has been filled. d. Issue virtual cash to group based on business plan associated with bond request.
  • a virtual bond offering may include virtual bonds that are all of the same type. Tn another embodiment, the virtual offering may be in tranches or classes. Each tranche may have different ratings, and may or may not be secured by different assets, or may be unsecured. Subordinated bonds are those that have a lower priority than other bonds of the issuer in case of liquidation.
  • payments may be required. Such payments may be the notional value, periodic interest payments, or retiring of all or a portion of the issuance. In one embodiment, payments may be made using Bond Payment Program (not shown). Such a program may use some or all of the following steps: a. Determine that a virtual bond payment is due. b. Withdraw virtual cash amount equal to bond payment amount from issuer account; and c. Transmit bond payment to bond holders based on ownership structure and conditions
  • a virtual bond issuance may take place using any means applicable and for any reason for which funding may be sought.
  • a game environment such, as a city/corporation (or other group type such as guild, etc.) may seek to raise funds using a virtual bond issuance.
  • Information regarding the city/corporation may be stored by any means possible, for example in Game Environment Database 470 and may include data such as: a. Group TD b. Character Members 1-n c. Group Assets and Attributes
  • a city/corporation may own, or have within the game environment a virtual utility such as water, gas, electricity, etc. or some other public work.
  • the virtual Utility may be privately held or owned by the game environment.
  • Such information may be stored by any means applicable, for example in a Utility Database and may include data such as: a. Utility ID b. Group ID(s) c. Usage Conditions d. Blueprint c. Components) f. Owners (s) g. Ownership Percentage h. Obligations
  • Utility Conditions Database Information regarding the virtual utility, its use, status, availability, capacity, or any other necessary information may be stored in a Utility Conditions Database and may include data such as: a. Condition ID. b. Condition Descriptor. c. Utility types 1-n.
  • the city/corporation may seek to upgrade the virtual utility or create an additional virtual utility through a virtual bond issuance.
  • the issuance may be voted on and approved by the residents of the game environment.
  • a virtual bond issuance may then be created and information regarding the bond issuance stored in bond, database 478.
  • Such information may include, for example, a. Bond ID. b. Bond Creation Date. c. Bond Amount. d. Group ID. e. City/Corporation ID. f. Utility TD. g. Bond Amount. h. Bond Conditions. i. Bond Payment Schedule.
  • Bond database 472 Information regarding previous issuances by the same or different game environments, or for the same or different projects may be stored, for example in bond database 472. Such information could include, for example, a. Bank ID b. Utility ID c. Group ID d. Bond Conditions e. Bond Creation Date f. Bond Creation Schedule
  • Utility Fee Database 480 may include data such as: a. Utility Fee ID b. Utility Fee Descriptor.
  • a game environment including an in-game or virtual business, may seek direct investment, for example through a venture capitalist, angel investor, hedge funds, leveraged buyout and merchant banking funds or a public offering.
  • a game environment, including an in-game or virtual business may approach a venture capitalist, angel investor, or hedge fund; venture capitalists, angel investors and hedge funds may seek out virtual investment opportunities; or a database may be created listing virtual investment opportunities and/or possible investors. Such a database may be searchable, browsable, or may provide a matching program based on criteria selected by the investors and or game environments seeking investors.
  • such direct investment funding sources are referred to as "venture capitalist funds" or "VC funds” though the methods and steps may similarly apply to other sources of funding such as angel investors, hedge funds or merchant banking funds.
  • system 1 OK configured to provide the virtual environment described above is shown in Fig. 22.
  • system 1 OK may include a game server 488, a venture capital server 504, and a credit card server 516.
  • Game server 488 may include ' a register VC program 490, manage VC program 492, register VC investment program 494, manage VC investment program 496, Debit Card Issuance Program (not shown), Debit Card Usage Program (not shown), Credit Card Issuance Program 512 and Credit Card Usage Program (not shown). Game server 488 may further have one or more databases, such as, but not limited to, player database 498, player character database 500, VC database 502, Credit Card Database (not shown), and Debit Card Database (not shown).
  • VC server 504 may include programs such as initiate VC Investment Program 506, Receive Dividend Program 508, Receive Proceeds from Sale of Assets Program 510, Initiate Sale of Assets Program 512, Fund Usage Program (not shown) and may include databases such as VC Agreements Database 514, Debit Card Database (not shown), and Credit Card Database (not shown).
  • Credit card server 516 may include programs such as a lock credit line program 518, a ping credit line program 520 and an account database program 522.
  • Virtual venture capital funds may be in existence at the time of formation of the game, or may be created by one or more players, characters or game environments.
  • a virtual venture capital fund may be any form permitted by the game server, game owner, or other governing entity of the game or game environment.
  • a virtual venture capital fund may be a partnership, a private corporation organized as a limited partnership, a company taxed as a partnership such as an LLC, or any such similar organization as regulated by the game owner, game server and/or game environment.
  • Information regarding the characters involved in running and investing the venture capital fund may be stored, for example, in player character database 500.
  • Information regarding the players controlling the characters involved in the venture capital fund may be recorded by any means applicable.
  • such information is stored in a VC database and/or a player database.
  • a bank or other financial intermediary may act as a VC fund, investing in game environments rather than providing loans.
  • 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 virtual VC funds that can exist in the environment, or the number of particular types of investment funds that can exist in a particular game environment. Accordingly, there may be a licensing requirement and/or a limit on the number of licenses that are available at any particular time in a virtual environment. In some embodiments, if a virtual VC fund closes or becomes inoperable, the license may be forfeited and may revert to the governing entity such that it is available to a new entity desirous of starting a virtual VC fund, 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 license is issued or resold. Such fees could be up front, periodic, or any combination thereof.
  • There may also be different types of virtual licenses which may have different limitations imposed upon them regarding the amount, type, and quantity of investments that can be made by a particular virtual VC fund.
  • the granting of a virtual license or the ability to open a virtual VC fund 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 virtual VC fund.
  • 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, particular organizational requirements, funding requirements, 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 virtual license, if one is available.
  • the amount of the virtual license fee may be determined using any method suitable for the virtual environment. Tt 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 license, by real and/or virtual law, or any combination thereof.
  • a VC fund may need to be registered with the game server or other governing entity. Such registration may be independent of or in conjunction with a licensing requirement. Registration of a virtual VC fund and payment of a virtual license fee may be accomplished, for example, using Register VC program 308 which may use some or all of the following steps: a. Receive a request to register a virtual Venture Capital fund including the VC owners, VC assets, VC location, and VC accounts. b. Determine if a license is available for the VC. c. If a license is available determine a permit price. d. Output license price. e. Receive acceptance of license price. f. Create VC fund. g. Output notice that fund is created. h. Charge VC fund account the license price.
  • the management structure and running of a virtual venture capital fund may be ad hoc or may be dictated by organizational documents.
  • Organizational documents may include such information as the time fixed for the fund's existence, an outline virtual investment decision-making, details regarding the involvement of the limited partners, descriptions of percentage ownership, guaranteed dividends, profit distribution, the ability to dissolve the partnership, the maximum virtual investment allowed in any single game environment, the use of virtual debt, re-investment of virtual profits, private investment by the general partner, future raising of capital by the general partner, virtual investments with other funds, the addition of other general partners, management fees, exit strategies for the funds investments or any other type of information generally found in such documents.
  • a virtual venture capital fund may be run by the game server(s).
  • a virtual venture capital fund may be run by a financial intermediary.
  • Enforcement of the organizational documents may be accomplished by any means necessary, for example using manage VC program 492.
  • Information regarding the organizational documents may also be stored in a database such as a VC governance rules database which may include information such as the specific rule ID and a description of the rules for running the virtual VC fund.
  • manage VC program 492 could execute the regulations of the organizational documents, pay any fees, update licenses, and otherwise manage the financial activities of the virtual VC fund.
  • manage VC program 492 could be configured to: a. Determine that a VC must pay a license fee. b. Output a notice to player character owners of VC that a license fee is due. c. If payment is not received, the game server or other governing entity may suspend the activity of the virtual venture capital fund.
  • Funding for virtual venture capital funds may come from any source applicable.
  • virtual venture capital funds may be funded upon creation by the game or game server.
  • virtual venture capital funds may be funded by characters, players, and/or game environments.
  • a fund may seek funding from interested players, characters, game environments, or other third parties.
  • Funding may be in real or virtual currency and/or real and/or virtual assets. Investors may be required to guarantee their funding using a credit line or some other source of collateral.
  • a virtual venture capital fund may be formed as outlined in Figure 24 in which a group of characters, institutions or game environments forms a management team to run a fund.
  • the management team may consist of one or more characters.
  • the management team drafts organizational documents describing the running of the fund and applies for registration of the fund.
  • members of management teams may need to meet certain criteria in order to run a fund. For example, they need to have certain types of accounts such as premium accounts, certain skills, a particular asset base, a particular level of experience, or any other criteria deemed necessary by the requirements of the game.
  • the game server or other overseeing entity may verify the organizational documents to determine that they fulfill the necessary requirements.
  • the organizational documents are reviewed for management structure such as the involvement of the limited partners, or what type of organization the fund will be; the length of time the fund will be in existence; and the investment strategy of the fund.
  • the parameters of the game may require some or all of these aspects as well as additional aspects be described in the organizational documents such as the other type of information described above. If the management team and the organizational documents meet the necessary standards, the fund will be registered with the game and may solicit investors. In alternate embodiments, investors may come together to form a fund so that the source of the funding is available prior to the formation of the management team.
  • game server 488 may be configured to create a virtual venture capital fund using some or all of the following method steps: a. Receive a request from a player character, group of player characters, game environment, or one or more third parties to create a venture capital fund. b. Review organizational documents. c. Determine that organizational documents meet necessary criteria. d. Create new venture capital fund with the requestors as owners. [0511]
  • the request to form a virtual VC fund may be made and received using any suitable method within the virtual environment. For example, 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.
  • Information regarding the formation of a virtual venture capital fund may be stored by any means desired, for example on Venture Capital Database 502 and may comprise information such as, for example: a. VC ID number b. Owner ID numbers 1-n c. Owner Percentages 1 -n d. Shareholder Percentages 1-n e. Manager 1-n f. Funding requirements 1-n g. Financial Backing Accounts 1-n
  • game server 488 may create a link between venture capital rands.
  • 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 venture capital funds, or a combination thereof.
  • a virtual venture capital fund may seek out or receive virtual investment opportunities.
  • the acquisition of virtual investment opportunities may be accomplished by any means applicable.
  • such virtual investment opportunities arc located using initiate VC investment program 506.
  • the virtual investments of a virtual VC fund including the type, quantity and amount, may be limited by their license, the rules of the game environment, the total virtual assets of a game environment, or any combination thereof.
  • a virtual VC fund may need to register an investment with a governing body who may determine whether such an investment falls within the virtual license the virtual VC fund has obtained.
  • a virtual venture capital fund may require a game environment seeking investment to present a business plan.
  • a plan may include information including, but not limited to, the market opportunity; products and services; the business model; the players or characters involved; the fmancials of the game environment including how much funding they are seeking; a positioning statement; operating expenses; revenues; earnings as well as any other financial information generally included in a business plan; prior sources of funding and uses of proceeds; exit strategy; dilution strategy including, but not limited to, current ownership interest, stock options, financings, convertible notes, warrants, common stock, and convertible preferred stock; assets; research on competitors; strategic alliances; milestones; market and customer research.
  • a valuation may be made of the game environment prior to investment by a virtual VC fund.
  • the valuation may be requested and/or made by the virtual VC fund, the game environment seeking funding, or both.
  • the value of game environments may be assessed by measuring any of a number of parameters including, but not limited to, the growth of the economy, the value of its natural resources, the amount of investment that is being made, the number of characters working or inhabiting the game environment, the amount of development that is taking place, the amount of land available for development, the amount of trade, the stability of the economy, taxes, cash flow, the assets of the inhabitants, the standard of living of the characters, the imports and exports into the economy, assets of the game environment, products sold by the game environment, services provided by the game environment, any other factor that is generally used to value an economy or any combination of the above.
  • the value of a game environment is calculated according to the following equation: consumption + investment + government spending + (exports — imports).
  • the value of a game environment is determined by the final value of the goods and services produced by the resident characters in a given time frame.
  • the value is determined by the market value of the goods and services produced by the resident characters minus the depreciation in a given time period.
  • the value may be calculated by: consumption + investment + government spending + (exports — imports) + net foreign factor income - indirect taxes — depreciation.
  • the value of the assets in a game environment may be assessed.
  • Assets may be valued according to their market value, on a multiple of the underlying natural resource that can be salvaged from the asset, by a professional estimator whether real or virtual, by an investment bank or any other applicable valuation method or combination thereof.
  • valuation may be determined by tax revenue or fees generated by the game environment.
  • cash flow from transactions in the game environment could be calculated.
  • earnings in the environment over a set period of time could be multiplied by a factor to arrive at a valuation.
  • valuation may be based on a listing of assets, liabilities and equity of the game environment. Tn a further embodiment, valuation could be determined by measuring cash distribution to owners using a discounted future dividend approach.
  • valuation could be determined using a discounted cash flow and discounted future net income approach.
  • valuation could be determined using a market approach by comparing the game environment to similar game environments.
  • Valuations may also rely on conversion rates, factors or tables which may convert all assets to a common unit.
  • Conversion rates may be determined by any means applicable. They may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of two game environments, a comparison of a representative basket of goods, the number of player characters in each environment, the amount of a particular virtual asset available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors. For example, a gallon of oil may be converted to two gallons of oil when traded from War Craft® to Second Life®.
  • a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. 5000 thistle seeds may be worth 3 shares of stock in a particular game environment.
  • a game attribute coming from a first environment may be converted into a game attribute in a second environment by multiplying the value of the game attribute in the first environment by a conversion multiplier that reflects the difference in the labor (and/or other factors) required to build, the game attribute in the first environment vs. the second environment. For example, 1000 thistle seeds in one game environment may be worth 700 thistle seeds in another game environment.
  • the multiplier may take into account any differences in supply, availability, ease or cost of acquisition, or the like, of the resources and/or the prevailing exchange rates of real or virtual currency.
  • Some game environments may be configured to produce items more optimally. These game environments may receive a premium valuation in that their labor is more efficient in that game environment than on other game servers. Alternatively, environments that produce such items more optimally may be penalized or a tariff may be imposed to create a more fair exchange between or among such game environments.
  • some or all of the following steps may be used to convert assets between game environments: a. Generate a conversion value for two or more game environments based on activity and conditions in the game environments. b. Create a conversion multiplier based on the relationship of the values between two or more game environments. c. Store multiplier.
  • Analysis of investment opportunities and the information provided by game environments seeking funding may be processed by any means applicable.
  • initiate VC investment program 506 may be used to review applications for funding.
  • Such a process may use some or all of the following steps: a. Receive a request to fund a virtual project from one or more player characters including a virtual project plan, virtual blueprint, a virtual cash budget, and amount of virtual cash necessary to complete the project. b. Determine a project value based on the project request and the credit scores of the player characters. c. Determine an ownership investment structure based on the value, and the credit scores of the player characters. d. Output an investment offer, including an ownership percentage, a required dividend schedule, an investment payment schedule and other terms and conditions to the player characters. e.
  • a virtual venture capital firm decides to make a virtual investment, it may or may not prepare a term sheet or letter of intent. In one embodiment, a game environment may be required to present a term sheet or letter of intent to the virtual venture capital fund.
  • Such term sheets may provide information related to funding including, but not limited to, valuation, the amount and staging of the investment, the type of securities issued, protection from dilution, and the ability/right to seek alternative funding; corporate governance including, but not limited to, decision making powers, the composition of the board of directors or other governing entity, voting rights, revisions to the by-laws or other governing documents and information rights; and liquidation, including, but not limited to how the venture capital fund will get their money out of the business, the exit strategy, redemption rights, registration rights, and participation rights.
  • Term sheets may be generated by any means applicable. In one embodiment, such term sheets are generated by manage VC investment program 496.
  • Final versions may be stored in VC agreements database 514 which may additionally include information such as agreement ID; agreement Parties 1-n; party type; and agreement terms and conditions.
  • Each investment made by a virtual venture capital fund may be registered using register VC investment program 494.
  • term sheets are binding in that every activity of the funded entity must comply with the requirements listed in the term sheet or it will be blocked.
  • register VC investment program 494 may use some or all of the following steps. a. Receive a term sheet from a VC to fund an investment. b. Determine if the investment qualifies based on VC licenses and investment type. c. Approve investment and register investment. [0524] In another embodiment, the term sheet may require review before registration may be approved. Initiate VC Investment program 506 may be configured to use some or all of the following steps: a. Receive a request to fund a virtual project from one or more player characters b. Determine an ownership investment structure for the project c.
  • Output investment structure to player characters d. Receive acceptance of structure e. Transmit virtual project and ownership investment structure to Game Server f. If structure is accepted, i. receive registration number ii. notify player character's the project was accepted iii. transmit virtual money for project to project account iv. transmit virtual cash fee to game server to register complete project registration g. if structure is not accepted i. receive notice of why structure was not accepted, including changes required to make it acceptable from the game server ii. revise structure according to change requests iii. transmit revised structure to player characters iv. Receive acceptance of revised structure v. Transmit revised structure to game server for approval vi. receive registration number. vii. notify player character's the project was accepted, viii. transmit virtual money for project to project account, ix. transmit virtual cash fee to game server to register complete project registration.
  • the term sheet may also include the type of security that is being provided to the venture capital fund in exchange for the investment.
  • security may be debt or equity.
  • such a security may be convertible preferred stock.
  • dividends may also be paid. Such dividends may begin accruing immediately once funding starts. They may accrue on the entire investment, or just the stage of investment reached at that point. Dividends may also be converted into stock if the company is sold or has a public offering.
  • An agreement with a virtual venture capital fund may also include an anti-dilution provision.
  • the percentage ownership will always remain the same as when the initial investment was made.
  • the formula adjustment may be "full ratchet” in which if the company issues even one share of stock at a price below the price paid by the investors, then the conversion price drops fully to that price.
  • the formula adjustment may be a "weighted average ratchet" in which the conversion price is adjusted to the average price received by the company for stock issuances. This average may or may not take into account the amount of money raised at different prices.
  • a virtual venture capital fund may also seek control over game environment governance issues. For example, they may seek control over such things including, but not limited to, the calling of elections, the selection and removal of the CEO, or otheroxy head of the game environment, compensation of the managers of the game environment, board membership, or other executive membership, political appointments, voting rights, raising the debt ceiling, selling assets above a given threshold, issuing additional stock, changing the rights and structure of the classes of stock, stock options, acquisitions, sales and mergers.
  • the venture capital fund may seek such things as redemption rights, registration rights, drag-along rights, tag-along rights, and participation rights. Tn one embodiment, the venture capital fund may acquire the right to sell the game environment or take it public. In another embodiment, the venture capital fund may require the game environment to purchase the virtual venture company's stock after a certain period of time, or upon the occurrence or nonoccurrence of certain milestones.
  • investment by a venture capital fund may take place in a single lump sum or in stages. In one embodiment, each stage of investment may be contingent on the meeting of certain conditions or milestones. In another environment, a venture capital fund may require that additional funds or other income sources be brought in at certain stages.
  • an account may be created with a financial entity, or with the VC fund that contains the funding.
  • Virtual invoices may be submitted, reviewed and verified before payments are released.
  • Such funds may be used to make qualified purchases as outlined above, or to hire virtual architects, craftsmen, designers, or characters with other skill sets important in the development of the project for which funding was sought.
  • funds could be released using some or all of the following steps: a. Receive a request to pay a virtual invoice. b. Determine if the invoice is from a qualified virtual entity. c. Determine if virtual build contract has budget allocated for the invoiced product or service. d. Release funds to pay the invoice if the invoice is qualified for payment.
  • determinations could be made regarding how the virtual invoice fills the allocations in the budget for particular tasks or types of assets. For example, payment of the virtual invoice could be made using some or all of the following steps: a. Receive a request to pay a virtual invoice. b. Determine virtual cash budgeted for invoiced item or service. c. If virtual cash budgeted is less than invoice by x%, flag account. d. Transmit warning to VC fund and/ or funded entity administrator that invoice is out of budget.
  • the funding from the VC may be issued as a virtual debit card.
  • the use of the card may be limited to purchases that are specified in the term sheet or other agreements between the VC fund and the borrowing entity.
  • Player characters and game environments can give these debit cards to other player characters or game environments 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 funding round 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 virtual debit card may be stored by any means applicable. In one example, such information is stored on game server 488. In another embodiment such information is stored on bank server 504.
  • a Debit Card Database may comprise information such as: a. VC lD b. Debit Card ID c. Debit Card Amount by category 1-n d. Debit Card Issue Date c. Debit Card Conditions 1-n
  • information regarding the virtual debit card may be stored on game server 488 through a Debit Card Issuance program which may be configured to: a. Receive an indication that a debit card was issued from a VC fund including player character info, VC info, debit card amount and conditions b. Create and store debit card record
  • percentages of the virtual 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 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 virtual debit card issuer's account.
  • the specific virtual asset classes or services may be outlined in the term sheets or determined by a) the VC fund, 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.
  • a Debit Card Issuance program may be configured to follow one or all of the following steps: a. Receive a request to create a debit card including a virtual cash amount, a specified receiver of the card, and conditions (if any) for spending the virtual cash from one or more player characters. b. Create debit card including usage conditions (if any). c. Transfer cash from player characters) accounts) to debit card.

Abstract

A system and method to allow players of a video game to form binding, enforceable, contracts with one another. In some contracts, a first player can agree, explicitly or implicitly, to provide a second player with an initial playing advantage in return for deferred compensation. The deferred compensation may be based on the second player's performance in the game.

Description

Virtual Environment with Binding Contracts between Players
Abstract
[001] 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.
[002] 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
[003] Fig. 1 is a block diagram depicting a network system 10 according to an embodiment of the present disclosure.
[004] Fig. 2 is a block diagram of a system 1OA according to one embodiment of the present invention.
[005] Fig. 3 is a flow chart showing an exemplary embodiment according to the present disclosure.
[006] Fig. 4 is a flowchart depicting a method according to one embodiment of the present disclosure.
[007] Fig. 5 is a flowchart depicting a method according to another embodiment of the present disclosure.
[008] Fig. 6 is a flowchart depicting a method according to another embodiment of the present disclosure.
[009] Fig. 7 is a block diagram of a system 1OB according to another embodiment of the present disclosure. [010] Fig. 8 is a block diagram depicting a system 1OC according to one embodiment of the present invention.
[011] Figure 9 illustrates a method of being offered a financing agreement according to one embodiment of the present invention.
[012] Figure 10 is a network system 1 OD according to one embodiment of the present invention.
[013] Fig. 11 is a block diagram depicting a system 1OE according to one embodiment of the present invention.
[014] Figure 12 illustrates a method of applying for a financing option according to one embodiment of the present invention.
[015] Fig. 13 is a block diagram depicting a system 1OF according to one of the embodiments of the invention.
[016] Fig. 14 illustrates a method of opening an exchange according to one embodiment of the invention.
[017] Fig. 15 illustrates a method of creating an account with a seat holder on an exchange according to one embodiment of the invention.
[018] Fig. 16 illustrates a method of selling an item on an exchange according to an embodiment of the invention.
[019] Fig. 17 is a block diagram depicting a system 1OG according to one embodiment of the present invention.
[020] Fig. 18 is a block diagram depicting a system 1OH according to one embodiment of the present invention.
[021] Fig. 19 is an embodiment of a method of launching an IPO according to one embodiment of the invention.
[022] Fig. 20 is a block diagram depicting a system 101 according to one embodiment of the present invention.
[023] Fig. 21 is a block diagram depicting a system 10J according to one embodiment of the present invention.
[024] Fig. 22 is a block diagram depicting a system 1OK according to one embodiment of the present invention.
[025] Fig. 23 is a block diagram depicting a system 1OL according to one embodiment of the present invention. [026] Fig. 24 is an embodiment of a method of forming a venture capital fund.
[027] Fig. 25 is a block diagram depicting a system 1OM according to one embodiment of the present invention.
[028] Fig. 26 provides an exemplary system ION according to one embodiment of the present invention.
[029] Fig. 27 provides an exemplary system 1OP according to one embodiment of the present invention.
[030] Fig. 28 provides an exemplary system 1OQ according to one embodiment of the present invention.
[031] Fig. 29 provides an exemplary system 1OR according to one embodiment of the present invention.
[032] Fig. 30 provides an exemplary system 1OS according to one embodiment of the present invention.
[033] Fig. 31 is a block diagram depicting a system 1OT according to an embodiment of the invention.
[034] Fig. 32 is a block diagram depicting a system 1OU according to an embodiment of the invention.
[035] Fig. 33 is an embodiment of a method of acquiring natural resources.
[036] Fig. 34 is an embodiment of a method of renewing resources.
[037] Fig. 35 is a block diagram depicting a system 10V according to an embodiment of the invention.
[038] Fig. 36 is a block diagram depicting a system 1OW according to an embodiment of the invention.
[039] Fig. 37 is a block diagram depicting a system 1OX according to an embodiment of the invention.
Detailed Disclosure
[040] Unless stated to the contrary, for the purposes of the present disclosure, the following terms shall have the following definitions:
[041] Alert - includes the transfer or storage of information or otherwise communicating with, by, between or among any two or more of the following, including, but not limited to any real or virtual: a) players, b) game owners, c) game or other servers, d) player characters, e) NPCs, f) exchanges, g) game devices or controllers, h) cell phone or other communications hardware and/or networks, i) databases, j) software applications, k) legal agencies, 1) governing bodies, m) software interfaces, n) and/or any combination of any of the above, which may be initiated by and/or based upon an alert event or other action.
[042] Alert Event - includes any change in, of or to any condition or state, and includes any action or failure to act, and thus Alert Event includes, but is not limited to:
1. When or after any one or more variables or data changes or is expected or is about to change within a game application or one or more databases, e.g., a balance is reached or exceeded.
2. When or after information is transmitted and/or shared (eg via a communications package or other mechanism) between two or more applications, game services, servers, financial institutions, or any other entities, e.g., a message sent between two servers to settle a debt or payment.
3. When or after a step or procedure (e.g., of software, a script, a user- defined process) is executed, e.g. when a penalty or interest amount is charged to an account, or an action is taken by or within a game.
4. When or after an application or service (e.g., a software service) is started, paused, stopped, proceeds to a certain point, or is changed.
5. When or after an item becomes or may become available for use or sale by an NPC or Player Character and/or at any given point during construction of the item, e.g., at a construction milestone.
6. When or after a character has reached or may reach a certain level or has started and/or completed a certain mission or an objective within a mission.
7. When or after a player has obtained or may obtain a certain attribute or resource.
8. When or after a player is logged into or out of the game or another participating game, e.g., when a friend logs into a particular game.
9. When or after a character or NPC has been created, harmed, killed or destroyed in a game, and/or some other action is taken by or otherwise affects a player or player character. 10. When or after a player's account or any attribute of any player character is or and/or any of his financial data or other information that may be changed, added to or removed, lost or damaged.
11. When or after a price, fee, tax, or other financial amount changes (e.g., increases or decreases or is established or eliminated, or is expected, calculated or projected to change).
12. A trend changes, e.g., a particular rate of spending increases or decreases.
13. A battle or wager is started, won or lost, or an interim objective is achieved or is not achieved.
14. An object or service is made available for sale or the price changes or is about to change.
15. A marketing offer is generated or presented.
16. A player j oins or retires from a game .
17. A player completes a task, level, challenge, duty, service, mission, etc.
18. A new game or version of an existing game is brought online or is available for play.
19. A game is turned off for servicing or is no longer available for play (temporarily or permanently, to some, certain or all players).
20. A tax amount or rate is created, changed, deleted, reached, falls below or increased or decreased by an amount or percentage or may soon change or is expected to change.
21. An item or object is identified, stolen, found, created, bought, sold, encumbered, used, deployed, returned, compromised, modified or destroyed.
22. One more players and/or servers and/or applications wishes, determines or requests to notify another one or more players and/or servers and/or applications via an alert message or messages.
23. When a player is logged in to a system (e.g., the virtual world, an external instant messenger system).
24. When a date and/or time approaches, is reached or is past.
25. When a virtual auction starts or is ending or has ended.
26. When an item within a virtual auction comes up for bid or has been sold. 27. When payment is made or is or will become due for a virtual purchase or on any loan and/or when one or more payments are missed,, or a payment type.
28. When a loan penalty or interest is applied.
29. When or after a reward or point is assigned to a financial account or when or after a certain threshold is reached, e.g., when a player accrues sufficient points to purchase a desired item.
30. When a player opens, closes or applies for a loan and/or makes a payment on a loan.
31. When or after one or more player characters, NPCs or any other real or virtual person or item moves from one position to another, or from one position to a specific position, or uses one path vs. an expected or required path, or deviates from one path to another path, or proceeds faster or slower than required or expected.
32. And/or any one or more or any combination of any of the above, which are collectively referred to as an "alert event".
[043] Credit Card - a credit instrument issued by a real or virtual 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. For the purposes of the present disclosure, 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.
[044] Game Objective or Game Goal - means a desired state, condition, result, action, cessation of action, or a desired outcome and/or change or a delay in change to any of the preceding.
[045] 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. [046] 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.
[047] Total virtual obligation amount-the total amount of the virtual financial obligation(s) associated with a player character's account.
[048] 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. Provisional Patent Application Serial No. 60/652,036, which is hereby incorporated by reference in its entirety for all purposes.
[049] Virtual - shall mean in a video game environment or other intangible space.
[050] Virtual World — a world created in an online game such as World of
Warcrafit, or a virtual community such as Second Life, Eve or There.com.
[051] Virtual Creditor-shall mean a first player character or other entity who is owed a virtual obligation by a second player character.
[052] 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.
[053] 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.
[054] Virtual Financial Obligation — An agreement by a player character or entity to pay one or more game attributes to another player character, entity or game server. This obligation can be a one time payment, or multiple payment over time. The obligation can specify that payments are due on virtual or real dates.
[055] 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.
[056] Virtual Financial Obligation Value - the in game value of the obligation.
For virtual cash the value may be stated as a virtual and/or real cash amount. For other game attributes, 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.
[057] 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 real world 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.
[058] Character or "player character" - a persona created and controlled by a player in a video game.
[059] Avatar - the virtual representation of a player character.
[060] Character Account - an account that tracks character attributes.
[061] 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:
1. A character score
2. A virtual object
3. The physical appearance of a character
4. An emblem or mark
5. A synthetic voice
6. Virtual currency
7. Virtual help points or credits
8. The ability to join groups of other players at a later time
9. A score for subsequent matching of later game parameters 10. A relationship with another character
11. A genetic profile or makeup
12. A skill or skill level
13. A ranking
[062] 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.
[063] 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.
[064] Computer Generated (CGC) or Non-Player (NPC) Character - any character that is controlled by the game system and/or a computer program and/or rules established by the game system and/or a player and not by a player on a continuous basis.
[065] 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:
1. Completing all or part of a mission
2. Playing for a certain period of time
3. Winning a match against another player character or computer generated character
4. Reaching a certain level or score
5. using or obtaining an ability or technology
6. kill/death ratios
7. obtaining, creating or modifying an object
8. solving a puzzle
9. accuracy with weapons
10. effective use of the proper weapon
11. killing a certain character / creature
12. getting through or to a certain geographic area
13. decreasing or increasing Karma Points 14. getting, buying, exchanging or learning a new skill or player attribute
15. having a child
16. getting married
17. obtaining, buying, trading, producing or developing raw materials
18. producing goods or services
19. earning income
20. earning a higher rank in an army
21. winning an election among two or more player characters
22. achieving deity or other status
23. improving player character status or caste
24. assisting other player characters with any of the above
25. speed of accomplishing or changing the rate or trends of any or all of the above.
[066] In-game Marketplace - shall mean a virtual environment where
Characters can exchange items, attributes, or any other exchangeable game element.
[067] Novice Player - shall mean a player that is identified as requiring the help of an expert to complete a Game Parameter.
[068] 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.
[069] Player Account - shall mean an account on the Video Game Central
Server or within a peer-to-peer network that contains a Player profile including personal, billing, and character account information.
[070] Player Attribute - shall mean any attribute that can be applied to a player account. Player Attributes shall include, but not be limited to:
1. Real Currency.
2. Discount of monthly fees for playing game.
3. Monthly fee for playing a game.
4. Interest rates for use of or borrowing real or virtual cash amounts.
5. Global character attribute settings for all characters created by player across multiple games. 6. Rewards for encouraging another player to signup to play.
[071] 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.
[072] 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.
[073] 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 Xbox, and Sony Playstation.
[074] Video Game Central Server - a CPU, memory and permanent or temporary storage that is connected to multiple Video Game Consuls that allows for Massive Multi Player Online Video Games to be played.
[075] "Game Environment"- a particular level or area within a virtual world.
Each game environment may have its own rules, regulation, currency, government, managers, etc. Game environments may exist within other game environments.
[076] The term "variation" of an invention means an embodiment of the invention, unless expressly specified otherwise.
[077] 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.
[078] The terms "including", "comprising" and variations thereof mean
"including but not limited to", unless expressly specified otherwise.
[079] The term "consisting of and variations thereof mean "including and limited to", unless expressly specified otherwise.
[080] The terms "a", "an" and "the" mean "one or more", unless expressly specified otherwise.
[081] The term "plurality" means "two or more", unless expressly specified otherwise. [082] The term "herein" means "in this patent application, including anything which may be incorporated by reference", unless expressly specified otherwise.
[083] The phrase "at least one of, when such phrase modifies a plurality of things (such as an enumerated list of things) means any combination of one or more of those things, unless expressly specified otherwise. For example, 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.
[084] The phrase "based on" does not mean "based only on", unless expressly specified otherwise. In other words, the phrase "based on" describes both "based only on" and "based at least on".
[085] The terms "represent" and "represents" and like terms are not exclusive, unless expressly specified otherwise. For example, the term "represents" does not mean "represents only", unless expressly specified otherwise. In other words, the phrase "the data represents a credit card number" describes both "the data represents only a credit card number" and "the data represents a credit card number and the data also represents something else".
[086] The term "whereby" is used herein only to precede a clause or other set of words that express only the intended result, objective or consequence of something that is previously and explicitly recited. Thus, when the term "whereby" is used in a claim, the clause or other words that the term "whereby" modifies do not establish specific further limitations of the claim or otherwise restricts the meaning or scope of the claim.
[087] The term "e.g." and "such as" and like terms means "for example", and thus does not limit the term or phrase it explains. For example, in the sentence "the computer sends data (e.g., instructions, a data structure) over the Internet", the term "e.g." explains that "instructions" are an example of "data" that the computer may send over the Internet, and also explains that "a data structure" is an example of "data" that the computer may send over the Internet. However, both "instructions" and "a data structure" are merely examples of "data", and other things besides "instructions" and "a data structure" can be "data". [088] The term "determining" and grammatical variants thereof (e.g., to determine a price, determining a value, determine an object which meets a certain criterion) is used in an extremely broad sense. The term "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. Tt 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.
[089] It will be readily apparent to one of ordinary skill in the art that the various processes described herein may be implemented by, e.g., appropriately programmed general purpose computers and computing devices. Typically a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) 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.
[090] A "processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or like devices or any combination thereof. Thus a description of a process is likewise a description of an apparatus for performing the process. The apparatus can include, e.g., a processor and those input devices and output devices that are appropriate to perform the method. Further, programs that implement such methods (as well as other types of data) may be stored and transmitted using a variety of media (e.g., computer readable media) in a number of manners. Tn some embodiments, 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. Thus, various combinations of hardware and software may be used instead of software only.
[091] The term "computer-readable medium" refers to any medium that participates in providing data (e.g., instructions, data structures) which may be read by a computer, a processor or a like device. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. Nonvolatile 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. 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.
[092] Various forms of computer readable media may be involved in carrying data (e.g. sequences of instructions) to a processor. For example, 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, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3 G; and / or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways well known in the art.
[093] Thus 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.
[094] Just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of an apparatus include a computer / computing device operable to perform some (but not necessarily all) of the described process.
[095] Likewise, just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of 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.
[096] Where databases are described, it will be understood by one of ordinary skill in the art that (i) alternative database structures to those described may be readily employed, and (ii) other memory structures besides databases may be readily employed. Any illustrations or descriptions of any sample databases presented herein are illustrative arrangements for stored representations of information. Any number of other arrangements may be employed besides those suggested by, e.g., tables illustrated in drawings or elsewhere. Similarly, any illustrated entries of the databases represent exemplary information only; one of ordinary skill in the art will understand that the number and content of the entries can be different from those described herein. Further, despite any depiction of the databases as tables, other formats (including relational databases, object-based models and / or distributed databases) are well known and could be used to store and manipulate the data types described herein. Likewise, object methods or behaviors of a database can be used to implement various processes, such as the described herein. In addition, the databases may, in a known manner, be stored locally or remotely from any dcvicc(s) which access data in the database.
[097] 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, or 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 Tntel® Pentium® or Centrino™ processor, that are adapted to communicate with the computer. Any number and type of devices may be in communication with the computer.
[098] In an embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in an embodiment, be practiced on one or more devices without a central authority. In such an embodiment, 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.
[099] According to various embodiments described below, the present disclosure provides for contracts between players and/or entities that are able to interact with each other in a virtual environment. Tn general, these contracts allow for the entities to form a wide variety of relationships and enter into various forms of binding agreements with each other. The present disclosure further provides for a number of penalties and other mechanism which may be employed to ensure compliance with the contracts/agreement and/or punish those entities that fail to fulfill their obligations under the contracts/agreements.
[0100] Referring to Fig. 1, a network system 10, according to a general embodiment, includes a central server 20 in communication with a plurality of video game playing units 18 (18a-18n). Those of ordinary skill in the art will appreciate that any number of video game playing units may be in communication with the central server. Typically the number of video game playing units changes at various times as players join games and as players stop playing games. Similarly, more than one server may operate to coordinate the activities of the video game playing units, as is well known in the art.
[0101] Central server 20 may comprise any computing device (e.g., one or more computers) capable of communicating with other computing devices. The server 20 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 20 may comprise one or more personal computers, web servers, dedicated game servers, video game consoles, any combination of the foregoing, or the like.
[0102] Each video game device 18 may comprise any device capable of communicating with central server 20, 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).
[0103] Some or all of video game 17 can be stored on central server 20.
Alternatively, some or all of video game 17 may be stored on the individual video game devices 18. Typically, the video game devices are able to communicate with one another. Such communication may or may not be facilitated by central server 20. Accordingly, a player 19a accessing video game 17 via game device 18a may be able to play with a player 19b accessing video game 17 via game device 18b. As shown, it may be possible for multiple players (e.g. 19c, 19d) to access central server 20 via the same game device (e.g. 18c).
[0104] Regardless of whether video game 17 is stored on central server 20 or video game devices 18, server 20 is typically configured to facilitate play of the game between multiple game players.
[0105] According to one or more embodiments, 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. According to additional embodiments, in the event that the first player character fails to pay the virtual financial obligation value specified by the contract, 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.
[0106] Examples of in game contracts include, but are not limited to:
1. 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.
2. 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. 3. 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.
4. Virtual finance options-a player character or entity can choose to pay for an in game item with virtual cash over time rather than up front. 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.
5. 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.
6. Virtual futures contracts on goods bought or sold on an exchange- a player character 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.
7. Virtual help with solving a mission or other game parameter-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. Tf 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. Alternatively, 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.
8. 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. 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 virtual claim value, and charges a second player character (who issued the claim) the virtual claim value amount. Tf 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.
9. 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.
10. 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.
11. 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.
12. 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.
13. 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.
14. 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.
15. Virtual Adjudication-In the event of a dispute between player 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. 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.
16. Hacking the System or Breaking Rules-Player Characters can agree to pay penalties if they hack the system or break the rules. If it is determined that a player character has broken the rules or hacked the system, the credit card associated with the player character account can be charged a specified, penalty amount.
[0107] According to one or more embodiments of the present invention, 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:
1. credit card
2. debit card linked to a bank account
3. a bank account
4. a checking account
5. an IRA account
6. paypal account
7. 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 8. 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.
9. Escrow account-a player character can place virtual or real items in escrow that he can use as collateral against in game contracts.
10. 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.
11. 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.
[0108] The amount charged to the player's credit card in the event of a default on a virtual contract can be:
1. The real cash value of the virtual obligation that was not paid
2. A specified penalty amount
3. A penalty amount generated based on the default amount
4. A real cash amount either equal to, less than or greater than the virtual amount.
5. Any combination of the above.
[0109] According to one or more embodiments of the present invention, 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.
[0110] According to one or more embodiments of the present invention, 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.
[0111] 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.
[0112] According to one or more embodiments of the present invention, 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.
[0113] According to one or more embodiments of the present invention, 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 file.
[0114] According to one or more embodiments of the present invention, 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.
[0115] According to one or more embodiments of the present invention, 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. Alternatively or additionally, 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. Tf all the assets of the player character are sold and the virtual cash does cannot cover the virtual obligations, 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.
[0116] According to one or more embodiments of the present invention, 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.
[0117] According to one or more embodiments of the present invention, when 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.
[0118] According to one or more embodiments of the present invention, when a virtual obligation is established, an interest in an insurance policy can be purchased for a fee that is charged to the credit card. According to one example of this embodiment, in the event of a default, 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.
[0119] According to one or more embodiments of the present invention, 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.
[0120] According to one or more embodiments of the present invention, 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.
[0121 ] According to one or more embodiments of the present invention, 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. 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.
[0122] According to one or more embodiments of the present invention, when a player creates a game account, the game server can upsell a credit card that the player character can use to secure contracts (and pay for his monthly fees) As an incentive to sign up for the card, 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.
[0123] According to one or more embodiments of the present invention, 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.
[0124] According to one or more embodiments of the present invention, rather than a real cash fee being charged to a credit card only when the virtual obligation cannot be paid with virtual cash, 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.
[0125] According to one or more embodiments of the present invention, a player character can rent a sum of virtual cash for a monthly real cash fee that is charged to his credit card. In this embodiment, 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. According to one example of this embodiment, when the player character repays the loan, the real cash monthly fee may no longer collected by the game server.
[0126] According to one or more embodiments of the present invention, 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.
[0127] According to one or more embodiments of the present invention, 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.
[0128] The present disclosure also provides systems for securing contracts established in virtual environments. Accordingly turning to Fig. 2, a suitable system 1OA may include a central server 20 in electronic communication with any number of suitable programs including, for example and without limitation: a Contract Generation Program 22; a Contract Enforcement Program 24; an Asset Liquidation and Redistribution Program 26; a Credit Card Upsell Program 28; and a Virtual Cash to Real Cash Exchange Program 30.
[0129] System 1OA may further comprise any number of suitable databases.
Examples of suitable databases include, but are not limited to, a player database 32, a player character database 34, a contract database 36, and a virtual bank database 38.
[0130] Player database 32 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. [0131] Player character database 34 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 TD, 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.
[0132] Contract database 36 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 obligations). 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.
[0133] Virtual bank database 38 may include information related to the methods and financial instruments used to guarantee certain in-game agreements. For example, 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. For example, the player character account information may include numerous sub-categories of information including character ID, character balance, character interest rate, and interest payment schedule. Alternatively or additionally, the loan account information may include sub-categories of information including character ID, loan amount, payment(s), interest rate, and credit card number.
[0134] Turning to Fig. 3, an exemplary method according to one embodiment of the present disclosure is provided. Initially a request to incur a financial obligation is received by the game server from a player character. The financial obligation may be incurred immediately (i.e. an upfront purchase), or at later time (i.e. a purchase on credit). At the time the purchase is made, the player character may be offered the opportunity to opt to pay with either virtual or real world currency. For example, a virtual store may display items available for sale and show prices in virtual and real world currency. The price may also or alternatively include various exchange rates for transfer between virtual and real world currencies, different virtual currencies, and/or different real world currencies. In other words, a virtual store may show a price for an item in virtual gold and the conversion rates (or actual prices) if the same item if purchased in virtual Linden Dollars, virtual credits, US dollars, Euros, Yen, etc.
[0135] Once the player character identifies the type of currency with which the financial obligation is to be paid (i.e. virtual or financial) the server determines if the player character has a sufficient amount of the specified funds to cover the amount of the financial obligation. Accordingly, if the player opts to pay in virtual funds and the player character has sufficient virtual funds in his player account, the virtual funds are deducted from the player account and the transaction is completed. Similarly, if the player opts to pay in real world funds and the player character's real world financial instrument (i.e. credit card, debit card, bank account etc.) contains sufficient funds to cover the financial obligation, the funds are transferred and the transaction is completed.
[0136] However, a player may chose to pay with a currency for which he does not have sufficient funds. For example, a player may wish to use virtual funds to pay for an item costing 500 credits, but only have 400 credits in his player account. The server may determine that sufficient virtual funds are not available and automatically ping the players real world financial instrument to determine if sufficient real world funds are available to cover the financial obligation. If sufficient real world funds are available, some or all of the financial obligation may then be satisfied by the available real world funds. The amount of real world funds that are used may the remaining balance (i.e. the unpaid 100 credits) times an exchange rate, with or without the imposition of an additional fee, the entire amount of the transaction (i.e. 500 credits) times an exchange rate, or any other amount, which may or may not be agreed to or determined by the player.
[0137] Of course it will be appreciated that a player may chose to use real world credits to pay for an item but have insufficient real world funds. Tn such a case, the player's virtual account balance may be automatically pinged and an amount deducted as described above.
[0138] If the player character has incurred a financial obligation but has insufficient funds in both virtual and real world accounts, the server may first determine if the player character has benefited from the transaction (i.e have any items been transferred to the player character's possession or any services performed?). If not, the transaction can be cancelled.
[0139] However, if the player character has benefited from the transaction, i.e. a good or service has already been received, a penalty may be imposed. Such penalty may include, but may not be limited to, imposition of a fine, alteration of the character's appearance, demeanor, or other characteristics (including scores, levels, ability to perform or engage in various actions, etc.), freezing of the characters account, and/or liquidation of the character's assets.
[0140] According to one embodiment, upon determining that a character has sufficient funds to cover a financial obligation, the server may determine if the character has sufficient virtual assets to cover the financial obligation. If the character has sufficient virtual assets, enough assets are liquidated to cover the financial obligation (this may include, for example, repossession of an item that was the source of the transaction) and the creditor(s) are paid the amount owed. According to some embodiments, one or more additional fees may or may not be imposed. Such fees may be payable to the creditor and or the game server, for example.
[0141] If the character does not have sufficient virtual assets to cover the financial obligation, some or all of the character's assets may be liquidated and the proceeds distributed to the creditor(s).
[0142] Cancellation of the transaction may or may not prevent the player character from receiving a penalty. For example, even if the transaction is cancelled, a fee may be imposed, the player character's physical appearance may be altered, or some other penalty may be given to or imposed upon the player character. [0143] The following paragraphs describe various methods and steps therein according to additional embodiments of the present disclosure: [0144] Establishing a Contract a. Loan i. Player Character to Game Server
1. Receive virtual contract initiation request including virtual cash loan amount from player character
2. Determine contract obligations and conditions of loan
3. Output obligation and conditions of loan
4. Receive acceptance of obligations and conditions
5. Retrieve or receive player credit card number associated with player character
6. Activate and store virtual loan contract along with loan amount, obligations, conditions, limits (if any) and player credit card
7. Issue virtual cash loan amount to player character ii. Player Character or entity to Player Character or Entity
1. Receive, store, and output and post virtual cash loan request from a first player character
2. Receive, store, and output response to virtual cash loan request including obligations and conditions from a second player character
3. Receive acceptance of obligations and conditions from first player character
4. Retrieve or receive credit card associated with first player character
5. Create, activate and store a virtual contract including obligations, conditions, and credit card 6. Receive virtual cash loan amount from second player character
7. Issue virtual cash loan amount to first player character b. Dividend i. Player Character (or Entity) to Player Character (or Entity)
1. Receive a request to sell shares of a virtual company including a guaranteed virtual cash dividend per time period per share amount from a first player character
2. Retrieve or receive a credit card associated with first player character
3. Store request to sell shares including credit card and dividend information.
4. Output request to sell shares
5. Receive a request to buy shares from a second player character
6. Receive virtual cash payment for shares from a second player character
7. Distribute virtual cash payment for shares to first player character
8. Receive shares for virtual cash payment
9. Distribute shares to second player character c. Finance Option i. Player Character to Game Server
1. Receive request to purchase an in game item with virtual cash from a player character
2. Generate and output one or more virtual offers to finance the item purchase that includes a number of virtual cash payments at a specified number of time period intervals 3. Receive an acceptance of a finance offer from the player character
4. Retrieve or Receive a credit card associated with the player character
5. Establish and store financing contract including the virtual cash payment amount, the number of payments, the dates for each payment, and the credit card information.
6. Output virtual item to player character, ii. Player Character to Player Character
1. Receive and post a request from a first player character to sell a virtual item, including a virtual purchase price and one or more finance option packages that include a finance payment price, a total number of finance payments, and a schedule of when the payments are due.
2. Receive virtual item from virtual account of first player character
3. Receive a request to purchase the virtual item from a second player character including an agreement to purchase the item with a finance option package.
4. Retrieve or Receive the credit card number associated with the second player character
5. Store request to purchase the virtual item with the credit card
6. Output virtual item to second player character account d. Item Creation i. Player Character to Player Character
1. 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.
2. Receive an acceptance of the offer by a second player character who has the appropriate skills necessary to assemble the item, including the price and a time when the item will be complete.
3. Receive or retrieve a credit card associated with the second player character.
4. Store credit card with accepted offer to assemble an in-game item. e. Futures Contracts i. Player Character to Game Server
1. Receive a virtual offer to buy or sell an in game item or in game resource at a specified later date and price, including an offer amount from a player character
2. Accept offer
3. Retrieve or receive credit card associated with player character
4. Store credit card with offer
5. Receive offer amount from player character ii. Player Character to Player Character
1. Receive a virtual offer to buy or sell an in game item or in game resource at a specified later date and price, including an offer amount from a first player character
2. Receive an acceptance of the virtual offer from a second player character 3. Receive or retrieve a credit card associated with the first player
4. Create, activate, and store a virtual offer contract including the credit card number of the first player character
5. Receive virtual offer amount from second player character account
6. Transmit virtual offer amount to first player character account (less transaction fee if applicable) f. Help with Solving a Mission i. Player Character to Player Character
1. Receive, store and output a virtual request for help in solving a virtual mission from a first player character including a mission, a date by which the mission must be complete, an amount to pay if the mission is completed and a penalty for not completing the mission
2. Receive an acceptance of the virtual request from a second player character
3. Receive or retrieve a credit card for both player one and player two
4. Store credit cards with request
5. Make request active
6. Determine if request was fulfilled by specified date
7. If request was fulfilled charge virtual payment amount to first player character virtual account. a. If first player character virtual account cannot fulfill payment amount, determine real cash value for virtual payment amount and charge real cash value to credit card or insurance policy associated with first player character
8. If request was not fulfilled, retrieve virtual penalty amount and charge amount to virtual account of second player character a. If virtual account of second player cannot cover virtual penalty amount, determine real cash value of virtual penalty and charge real cash value to credit card or insurance policy associated with second player character g. Insurance Premium i. Player Character to Player Character
1. Receive, store and output a virtual contract to insure a particular virtual item from a first player character
2. Receive an offer to accept the contract, including at least one virtual insurance premium amount from a second player character
3. Receive an acceptance of the virtual insurance premium amount from the first player character
4. Retrieve or receive a credit card for both the Erst and second player character
5. Activate virtual insurance contract and store credit card numbers with contract
6. When virtual premium is due, charge premium amount to virtual account of the first player character
7. If the virtual premium payment cannot be taken from the virtual account of the first player character, determine a real cash value for the virtual premium and charge the real cash value to the player character's credit card ii. Player Character to Game Server
1. Receive a request to insure a virtual item from a player character
2. Generate and output at least one virtual insurance premium amount including at least one date when the premium amount is due.
3. Receive acceptance of virtual insurance premium amount
4. Create virtual insurance contract
5. Retrieve or receive a credit card associated with player character
6. Store credit card with virtual insurance premium amount. h. Insurance Claim i. Player Character to Player Character
1. Receive a virtual claim on an virtual insurance contract from a first player character
2. Determine if virtual claim is valid
3. If claim is valid, determine a virtual claim value based on virtual insurance contract
4. Determine a second player character who issued the virtual insurance contract
5. Output request for virtual payment for virtual claim value to a second player character
6. If second player character does not pay the virtual payment, determine a real cash value for the virtual claim value
7. Charge the real cash value to the credit card associated with the second player character. i. Shipping i. Player Character to Player Character
1. Receive a virtual item to ship from a first player character including a present virtual location and a requested virtual location
2. Determine and output a virtual shipping amount, delivery date, and real cash penalty amount
3. Receive acceptance of shipping amount and delivery date from a second player character
4. Receive or retrieve a credit card associated with second player character
5. Create shipping contract with virtual item, shipping amount delivery date, penalty amount, and credit card
6. Determine if item was delivered on or before delivery date
7. If item was delivered, charge shipping amount to first player character account
8. If item was not delivered, retrieve penalty amount
9. Charge penalty amount to credit card ii. Player Character to Game Server
1. Receive a virtual item to ship from a player character including a present virtual location and a requested virtual location
2. Determine and output a virtual shipping offer, including a virtual shipping amount, delivery date, and real cash penalty amount
3. Receive acceptance of the virtual shipping offer
4. Receive or retrieve credit card associated with player character
5. Deliver item
6. Charge shipping amount to player character 7. If player character cannot pay shipping amount, retrieve real cash penalty amount and charge amount to player credit card, j . Virtual Bank Deposit i. Player Character to Game Server (set up virtual bank)
1. Receive a request to set up a virtual bank from a player character including one or more credit cards with corresponding credit lines
2. Set up virtual bank with an allowed deposit limit equal to the corresponding credit lines
3. Receive an interest rate amount
4. Store interest rate amount with virtual bank
5. Player Character to Player Character (receive deposit)
6. Output a bank deposit offer from a first player character, including a maximum deposit amount and an interest rate
7. Receive a request to make a virtual cash deposit from a second player character that is equal or less than the maximum deposit amount
8. Determine if second player character already has an account with the virtual bank a. If not, set up virtual bank account for second player character and deposit virtual cash funds
Or b. If so, deposit virtual cash funds into existing virtual bank account associated with second player character
9. Reduce maximum allowed deposit amount by virtual cash deposit k. Taxes i. Player character to game server or player character
1. Receive request from a player character to become a member of a virtual entity or use a virtual service
2. Generate and output a tax amount
3. Receive an acceptance of the tax amount from the player character
4. Retrieve or receive a credit card associated with the player character
5. Create a membership or permit including player character information and credit card number
1. Adjudication i. Player character to player character
1. Receive and Store a determination of a virtual settlement amount to be paid by a first player character to a second player character including a virtual cash amount and a due date
2. Receive or retrieve a credit card associated with the first player character
3. Store credit card with determination
4. Breaking rules or hacking the game
5. Player character to game server (initial agreement)
6. Receive request to create an account from a player
7. Output terms and conditions including agreement to charge penalty fees to a credit card in the event of rule breaking or hacking
8. Receive and store acceptance of terms, player information, and player credit card information
[0145] Enforcing a Contract a. Loan, Dividend, Finance Payment, Insurance Premium i. Player Character to Game Server
1. Determine that a virtual obligation payment is due 2. Charge obligation payment to player character account
3. If player character account cannot cover obligation payment, determine a real cash value of obligation (including fees and/or penalties and fines)
4. Charge real cash value to player credit card ii. Player Character to Player Character
1. Receive a complaint that a first player character could not pay a second player character a virtual obligation payment
2. Determine if complaint is valid
3. If complaint is valid determine or retrieve a real cash value of obligation payment
4. Charge real cash value to credit card associated with first player character
5. Pay second player character the virtual obligation payment (in real or virtual cash) b. Item Creation i. Player Character to Player Character
1. Receive a complaint that a first player character did not complete the creation of an item for a second player character.
2. Verify that complaint is valid
3. If complaint is valid, retrieve a real cash penalty value associated with the item creation contract
4. Retrieve a credit card associated with a first player character
5. Charge real cash penalty value to credit card
6. Credit real or virtual account of second player character with penalty value (less applicable fees) c. Futures Contracts i. Player Character to Game Server 1. Receive indication, that player character could not fulfill futures contract
2. Retrieve or Generate a penalty amount
3. Charge penalty amount to virtual account of player character
4. If virtual account cannot cover penalty, retrieve player credit card
5. Determine a real cash value of the penalty amount
6. Charge amount to player credit card
7. Player Character to Player Character
8. Receive complaint from a first player character that a second player character could not fulfill a futures contract
9. Verify that complaint is accurate
10. Retrieve or generate a virtual penalty amount
11. Retrieve credit card of second player character
12. Charge second player character the virtual penalty amount
13. If second player character account cannot cover virtual penalty amount, generate a real cash value
14. Charge real cash value to credit card
15. Pay penalty amount (in real or virtual cash) to the first player character, less any applicable fees. d. Help with Solving a Mission i. Player Character to Player Character
1. Receive a complaint that a first player character has not successfully helped a second player character complete a mission
2. Verify complaint
3. If complaint is accurate, retrieve virtual penalty
4. Charge first player character account penalty amount 5. If first player character account cannot cover penalty amount, determine real cash value of penalty amount
6. Retrieve credit card associated with first player character
7. Charge real cash value of penalty amount to credit card e. Insurance Claim i. Player Character to Game Server
1. Receive a complaint that a first player character has not paid an insurance claim to a second player character
2. Validate complaint
3. If complaint is validated, determine real cash value of claim
4. Retrieve credit card associated with first player character
5. Charge real cash value of claim to credit card (plus applicable fees)
6. Pay real or virtual cash value of claim to second player character (less applicable fees) f. Shipping Item i. Player Character to Player Character
1. Receive complaint that a first player character did not deliver an item for a second player character
2. Validate complaint
3. If complaint is validated, determine a real cash penalty amount
4. Retrieve credit card of first player character
5. Charge penalty amount to credit card (plus applicable fees) 6. Determine a virtual cash, value for the real cash penalty amount
7. Pay virtual cash value to account of second player character (less applicable fees) ii. Player Character to Game Server
1. Deliver a virtual item to a specified virtual location
2. Charge shipping amount to player character account
3. Tf player character account cannot pay shipping amount, retrieve credit card associated with player character account
4. Determine a real cash penalty amount
5. Charge penalty amount to player credit card g. Virtual Bank Deposit i. Player Character to Player Character
1. Receive a request from a first player character to withdraw funds from a virtual bank account owned by a second player character
2. Determine if the virtual bank has enough virtual cash to cover the withdrawal amount
3. If yes, transfer funds from virtual bank account to first player character account
4. If no, determine a real cash value for the withdrawal amount
5. retrieve credit card associated with virtual bank
6. charge credit card real cash value of withdrawal amount (plus any fees)
7. transfer funds from virtual bank account to first player character account h. Virtual Bank Interest i. Player Character to Player Character 1. Determine that interest is due on a balance deposited by a player character in a virtual bank account.
2. Calculate virtual cash interest payment
3. Determine if virtual bank has enough virtual cash on hand to cover interest payment a. If so, make interest payment b. If not, determine a real cash value of interest payment i. Retrieve credit card associated with virtual bank ii. Charge credit card real cash value iii. Convert real cash value into virtual cash and deposit into virtual bank iv. Transfer virtual cash from virtual bank to player character bank account, i. Taxes i. Player character to game server
1. Receive or Generate indication that a virtual tax is due
2. Determine virtual tax amount
3. Attempt to charge tax amount to virtual cash account of player character
4. If virtual cash account can cover tax amount, remove tax amount from account
5. If virtual cash account cannot cover tax amount: a. Determine a real cash value of the virtual tax amount b. Retrieve credit card associated with player character account c. Charge real cash value to player character account (plus applicable fee) d. Convert real cash value to virtual cash amount and deposit in virtual cash account of player e. Remove virtual cash amount from player character virtual cash account ii. Player character to player character
1. Receive or Generate indication that a virtual tax is due from a first player character to an entity controlled by one or more other player characters
2. Determine virtual tax amount
3. Attempt to charge tax amount to virtual cash account of player character a. If virtual cash account can cover tax amount, transfer virtual cash amount from first player character virtual cash account to virtual cash account of entity controlled by one or more other player characters
4. If virtual cash account cannot cover tax amount: a. Determine a real cash value of the virtual tax amount b. Retrieve credit card associated with first player character account c. Charge real cash value to first player character account (plus applicable fee) d. Convert real cash value to virtual cash amount and deposit in virtual cash account of first player e. transfer virtual cash amount from first player character virtual cash account to account of entity controlled by one or more other player characters j. Adjudication i. Player character to player character
1. Retrieve determination on due date
2. Attempt to charge virtual settlement amount to first player character virtual cash account
3. If first player character virtual cash account can cover settlement amount, transmit amount (less applicable fees) to second player character virtual cash account
4. If 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 i. Player character to game server (infraction occurrence)
1. Determine that a player character has committed an infraction
2. Determine a penalty amount
3. Retrieve credit card associated with player character
4. Charge credit card penalty amount [0146] 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. Tf 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 [0147] 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 card e. If attempt fails, output warning message to player character [0148] Disabling selling virtual assets if Player Character has virtual obligations a. Determine a total virtual obligation amount for a player character b. Set a minimum virtual asset limit for the player account based on the total virtual obligation amount c. Disallow selling of any player character assets below virtual asset minimum.
[0149] 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. [0150] 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 [0151] 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. Receive acceptance of offer, including player billing information d. Submit credit card application for approval e. If credit card application is accepted, issue credit card, set up player account with credit card, and store virtual benefit with player account f. If credit card application is denied, output request for alternate credit card i. Receive alternate credit card ii. Set up player account with alternate credit card [0152] Providing a choice between virtual cash or credit card charge a. Determine that a virtual obligation of a player character is due b. Determine a virtual and real cash value of the obligation c. Output notification that virtual offer is due, including choice to pay for virtual obligation with real or virtual cash i. Receive indication that virtual obligation will be paid with real cash ii. Charge real cash value to credit card associated with player character account Or iii. Receive indication that virtual obligation will be paid with virtual cash iv. Charge virtual cash value to player character virtual account [0153] Real cash charge to credit card for virtual loan payment or rental a. Determine that a virtual obligation of a player character is due b. Determine real cash value of virtual obligation c. Retrieve credit card associated with player character d. Charge real cash value of virtual obligation to credit card. [0154] According to another embodiment, the present disclosure provides for sponsorship contracts between player characters in a virtual environment. In an embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in an embodiment, be practiced on one or more devices without a central authority. In such an embodiment, 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.
[0155] According to one embodiment, central server 12 is further configured to facilitate the formation and management of sponsorship contracts between two or more players.
[0156] According to the present disclosure, a sponsorship contract is an agreement between two or more players where one player, the "sponsor," agrees to provide (e.g., upon formation of the agreement, at a predetermined time before or after formation of the agreement, at an agreed-upon time before or after formation of the agreement) an initial benefit, or advantage, to another player, the "sponsoree." In return for providing the initial benefit to the sponsoree, the sponsor receives a deferred benefit that is based on the sponsoree's performance in the game. It will be understood that according to some embodiments a sponsorship contract may have more than one sponsor and/or more than one sponsoree, and the same or different benefits may be provided.
[0157] Generally, a player is the person who buys the game and sets up a player account. A player character is a persona created by a player to interact in the game environment. For the sake of simplicity the terms player and player character are used interchangeably in the present disclosure. However, it should be understood that a player may create and control one or more characters and each character may enter into one or more sponsorship contracts with other player characters. Accordingly, in some embodiments, two characters owned by the same player may enter into a sponsorship contract with each other.
[0158] According to another embodiment, sponsorship information may be maintained in a database. Table I, below, shows a non-limiting example of the type of information that could be included in a sponsorship contract database. Sponsorship information may include any information related to past, present, or future sponsorship contracts. For example, the database may include information regarding the terms of a given contract, whether a given player is currently a party to a sponsorship contract, whether a given player is a sponsor or a sponsoree in a given contract, and/or whether a given player has indicated interest in entering into a sponsorship contract.
Table I
Figure imgf000052_0001
Figure imgf000053_0001
[0159] As shown in the illustrated embodiment, each sponsorship contract may be assigned a unique identifier such as a number or a sequence of alphanumeric characters. For each contract identifier, the database links the sponsor(s), if any, the sponsoree(s), if any, the contract status, the date the request for a contract was listed, the date the contract was created, and the date the contract expires. As shown, the database may also include the terms of the contracts, i.e. what benefits were promised to the sponsor and sponsoree.
[0160] The database 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, a combination of the foregoing, etc. In the example above, the unique identifier is a license key number associated with the game license purchased by the player. The unique identifier may be used to link multiple databases related to the same player, as described in greater detail below.
[0161] In the database shown above, contracts can have a status of active, expired or pending. As used in the current disclosure, the term "active" is intended to mean a contract which has not expired and to which there is both an assigned sponsor and an assigned sponsoree. As used in the current disclosure, the term "expired" is intended to mean a contract which has been cancelled, has been found invalid, or for which the expiration date has passed, regardless of whether both a sponsor and sponsoree have been assigned. As used in the current disclosure, the term "pending" is intended to mean an unexpired contract that lacks an assigned sponsor, sponsoree, or both. [0162] Some or all of the information in the sponsorship database may be viewable to game players. According to one embodiment, the sponsorship database may be part of an online forum on which players can browse current pending, active, and/or expired contracts. Players may use the forum to advertise themselves as available for sponsorship, find a sponsor or sponsoree, or help them get ideas for contract terms.
[0163] According to one embodiment, two or more players may simply decide between themselves to form a sponsorship contract and then inform the server of the parties to the contract and the terms thereof.
[0164] Alternatively or additionally, the server can take a more active role in contract formation. The server may be configured to receive, from a player, a request to form a sponsorship contract. The request may include or specify contract formation requirements. For example, the request can include data indicating whether the player wishes to be a sponsor or sponsoree. The request may further include specific contract terms or a specifically requested sponsor/sponsoree. The server may then search the contract database to find a potential sponsor/sponsoree that fulfills the requestor's requirements. If such a potential sponsor/sponsoree is found, the contract may be automatically formed. Alternatively, the potential sponsor/sponsoree may be notified that a sponsorship contract has been offered to them and the sponsor/sponsoree may chose to accept or deny the contract request.
[0165] As a further alternative or addition, the server may be configured to conduct an auction during which players bid for the right to become a party to a sponsorship contract. In this case, the act of bidding acts essentially as a sponsorship request from the bidding player. The auction may be conducted in a manner such that players submit offers (e.g., including an amount of payment) for the right to become a member to the sponsorship contract. For example, Player A may submit a request to become a sponsoree. Player A may be known among various players in the relevant gaming world as a very competent and successful player. Player A might be known by "word-of-mouth" reputation, or by experiences with others who have played with Player A. The server may also provide details of Player A's historical play. For example, upon request the server may provide details of Player A's past scores, duration of play, opponents killed, opponents saved, past information on Player A as a sponsoree, and the like. Accordingly, many players may want to be Player A's sponsor, believing they are likely to have a positive return on their "investment". Each player who wants to be Player A's sponsor may then submit a bid to the server. According to one embodiment, the server may automatically select the winning bidder according to a set of predetermined criteria intended to identify the offer that is most advantageous to the sponsoree. For example, initial benefits may be limited to monetary contributions. As such, the server may be configured to automatically select the player offering the highest amount of money as the winner. Alternatively, the bids could be forwarded to Player A, and Player A may select the winning bid.
[0166] A similar scenario could be envisioned for a highly desirable sponsor.
For example, Player B may submit a request to become a sponsor. Player B may have a reputation for being a great sponsor, or may be offering a very advantageous initial benefit. Player B might be known by "word-of-mouth" reputation, or by experiences with others who have played with or been sponsored by Player B. The server may also provide details of Player B's historical play. For example, upon request the server may provide details of Player B's past scores, duration of play, opponents killed, opponents saved, past information on Player B as a sponsor, and the like. Each player who wants to be Player B's sponsoree may then submit a bid to the server. According to one embodiment, the server may automatically select the winning bidder according to a set of predetermined criteria intended to identify the offer that is most advantageous to the sponsor. For example, deferred benefits may be limited to periodic monetary contributions based on the sponsoree's fixed earnings. As such, the server may be configured to automatically select the player offering the highest percentage of earnings. Alternatively, the bids could be forwarded to Player B, and Player B could select the winning bid.
[0167] According to a further embodiment, the initial benefit to the sponsoree may be held in escrow and released to a sponsoree once the contract is accepted. If no sponsoree accepts the contract, the item may be released back to the sponsor. Accordingly, server 12 may be configured to hold the initial benefit in an email message which, if the contract is accepted, is sent to the sponsoree's character account. If the contract is not accepted, the initial benefit may be sent back to the sponsor's character account. [0168] The formation of a sponsorship contract may be governed by specific restrictions or prerequisites that must be fulfilled before the contract can become active. These prerequisites may be created by one or more of the players entering into the contract or by the rules of the game. An example of a suitable prerequisite is the requirement that a request to enter into a contract be received during a specific time frame. For example, a particular pending contract may expire on a given date. Accordingly, a player wishing to enter into that contract must make a request prior to the expiration date. Alternatively, a player may specify that he or she will only entertain sponsorship requests on Tuesdays or on a specific date, e.g. December 10th, or on a specific holiday, e.g. Veteran's Day or April Fool's Day. Additional prerequisites may include, but are not limited to, having a sponsor game account, having previously been a sponsoree, or having previously been a sponsor.
[0169] Accordingly, server 20 may be operable to determine whether a player has fulfilled the prerequisite requirements and create an active sponsorship agreement upon the determination that the player has fulfilled the requirements.
[0170] A further example of a suitable prerequisite is a list of one or more game criteria that must be met by a player before the player can enter into a given sponsorship contract. Suitable game criteria prerequisites include, but are not limited to, attainment of a predetermined level in the game, attainment of a predetermined number of items, attainment of a predetermined item, attainment of a given amount of currency, amount of time spent playing the game, number of experience points accumulated in the game and the like.
[0171] As stated above, a sponsorship contract is an agreement between two or more players where a sponsor agrees to provide an initial benefit to a sponsoree in return for a deferred benefit. The initial benefit provided to the sponsoree may take the form of any game element which improves the sponsoree's likelihood of success in the game over that of a non-sponsored player who is otherwise equal to the sponsoree in all respects other than sponsorship status. For example, in a game where players are able to purchase items or otherwise give up any form of currency for items, the initial benefit may take the form of given amount of appropriate game currency. It will be understood that for the purposes of the present disclosure, the term "item" is used in the broadest possible sense and includes, but it not limited to, objects (e.g. weapons, charms, spells armor), skills, abilities, information, etc. Other examples of initial benefits include, but are not limited to, items or game strategy.
[0172] According to some embodiments, the initial benefit to the sponsoree may alternatively be referred to as an initial detriment to the sponsor. For example, an initial detriment to the sponsor may take place when the sponsor shares with or gives to the sponsoree an item which would have provided a benefit to the sponsor had the sponsor not shared it or given it away. As a specific, non-limiting example, the sponsor receives an initial detriment when the initial benefit to the sponsoree takes the form of something which is transferred from the sponsor's exclusive ownership and/or control to the sponsoree' s exclusive ownership and/or control.
[0173] As stated above, according to the sponsorship contract, in return for receiving the initial benefit, the sponsoree agrees that the sponsor will receive a deferred benefit that is based on the sponsoree' s performance in the game. The deferred benefit may be provided as a plurality of benefits distributed periodically to the sponsor, this may be referred to as a "periodic benefit."
[0174] According to one embodiment, a player who successfully completes one or more predetermined requirements may earn rewards, or spoils. A given task may include, for example, finding an item, killing an enemy, spending a certain amount of time in the game, solving a puzzle, or the like. The rewards earned for completing the task may include, for example, an item, currency, increased skill level, increased strength, access to new areas of the game, or the like. Accordingly, the server may be configured to bestow rewards to a player upon determining that the player has successfully completed one or more predetermined requirements.
[0175] According to some embodiments, the periodic benefit distributed to the sponsor represents a portion of the rewards earned by the sponsoree. The distributed portion may be a percentage of the reward earned, if the reward is apportionable. Apportionable rewards may include, for example and without limitation, currency and point-based items, such as experience points, health points, etc. In cases where the reward earned by the sponsoree is non-apportionable, an appropriate alternate benefit may be provided to the sponsor. For example, if the sponsoree receives an item as a reward, the sponsor may be given the item, the right to take or borrow the item, or a benefit that is not the item, such as currency, experience points, health points, or the like. Alternatively, the benefit to the sponsor may take the form of a discount on the subscription price the sponsor is required to pay in order to gain continued access to the game. It will be appreciated that the number and type of appropriate benefit that could be provided to the sponsor is nearly limitless. It should further be appreciated that many such benefits are game-dependant and that such benefits, while not specifically described, are considered to be part of the present disclosure.
[0176] It will be appreciated that the benefit that is provided to the sponsor may represent a negative benefit or detriment to the sponsoree. For example, the sponsoree may, in various manners, earn 50 health points, but the terms of the sponsorship agreement may require the sponsoree to forfeit 10% of any health points earned to the sponsor. Thus, the sponsoree, in effect, loses 5 (10% of 50) health points for being a party to the sponsorship agreement.
[0177] Moreover, according to another embodiment, the sponsor may receive a negative benefit for poor performance on the part of the sponsoree. For example, if a sponsoree loses currency or points by failing to complete a task, e.g. by being injured or killed in a fight, the sponsor may share in the loss by also losing currency or points.
[0178] Accordingly, the server may be configured to calculate and allocate the periodic benefit (positive and/or negative) to the sponsor. Server 20 may be configured to maintain a player session database in order to track a player's progress through the game and allocate benefits accordingly. The information from the player session database can be cross referenced with the contract requirements stored in the sponsorship database in order to calculate any benefits due to the contracting parties and determine how benefits should be allocated. Table II, below, depicts a non-limiting example of the type of data that might be maintained in a player session database.
Table TI
Figure imgf000058_0001
Figure imgf000059_0001
[0179] The calculation and/or allocation of benefits may be conducted in real time, as the sponsoree is playing. In this case, each time a sponsoree earns (or loses) a reward, a sponsor benefit (positive or negative) is calculated. The benefit may then be allocated immediately to the sponsor or allocated at a later time.
[0180] Alternatively, the calculation and/or allocation may be conducted at regular or irregular intervals, or upon occurrence of predetermined events. For example, the net total rewards earned (or lost) by the sponsoree during a sponsoree's player session may be identified at the end of the session and the sponsor's benefit calculated based on the net total. The sponsor's benefit may then be distributed to the sponsor immediately upon calculation of the benefit or at a later time.
[0181] According to one embodiment, whether or not benefits arc transferred to the sponsor in real time is dependant upon one or more predetermined conditions. The predetermined conditions may comprise, for example, the game parameters in which the sponsor is currently playing, the game parameters in which the sponsoree is currently playing, the game environment in which the sponsor is playing, the game environment in which the sponsoree is playing, or any combination thereof. As a non-limiting example, a real time benefit may only be transferred to the sponsor if the sponsor and/or the sponsoree are in a certain game state, such as a battle or mission.
[0182] Each player may be associated with a player account. Player account information may be maintained (e.g., by the server) in a registered player database. Table III, below, depicts a non-limiting example of the type of data that might be maintained in a registered player database. Table III
Figure imgf000059_0002
Figure imgf000060_0001
[0183] Once calculated and distributed, earned rewards and allocated benefits may be reflected in the player's player accounts. For example, Jack Smith, above, may be a sponsor for player C. If player C earns $500 during a playing session, and the sponsorship agreement between Jack and player C states that Jack is to receive 10% of player Cs earnings, Jack's player account will be credited with an additional $50 in character wealth. This credit may be reflected immediately, even if Jack is not logged onto the game server. Alternatively, the credit may be posted upon Jack logging into the server or after completion of a certain predetermined event, e.g. benefits may be allocated every day at noon, or once a month after a player pays his or her monthly usage fee.
[0184] As shown, the player account may also include information regarding the monthly usage fee, or subscription price paid by the player. As shown, the subscription price may differ from player to player. According to one embodiment, players may choose between a player account that allows them to enter into sponsorship agreements, the "sponsor" account type, and a player account that does not allow them to enter into sponsorship agreements, the "regular" account type. In the example shown above, players who opt for the sponsor account type pay a higher usage fee than players who opt for the regular account type. Alternatively, players who opt for a sponsor account could pay a lower usage fee than players who opt for the regular account type. Moreover, some or all of the usage fee could be based on the player's sponsorship status. For example, the usage fee could be increased (or decreased) if the player is a sponsor or sponsoree. [0185] Accordingly, the present disclosure provides a server configured to receive a player's registration request. The server may further receive a player's account information. The server may then offer the player his or her choice of a regular account or a sponsor account and receive the player's response to the offer. The server may then retrieve the appropriate price of the account type that is dictated by the account type selected by the player. The account price may then be stored on the server. Alternatively, the information may be stored on the player's game device.
[0186] It will be appreciated that while, for the sake of discussion, the sponsorship database, player session database, and registered player database are described separately, the data in these and any other suitable databases could be merged into a single large database and/or maintained separately in additional databases, or in other structures besides a database. Moreover, any such databases could be independent or linked, and the data in these databases could be stored centrally on server 20 or separately on game devices 18.
[0187] According to yet another embodiment, the present disclosure provides a server that is operable to provide a video game that is accessible by a plurality of players, receive session data from a first player having a player account, and determine if the player is a sponsoree in an active sponsor agreement. If the sponsoree is in an active sponsor agreement, the server is operable to retrieve the conditions of the sponsor agreement, apply the conditions of the sponsor agreement to the session data, and adjust the sponsoree's playing account. The server may be further operable to identify the sponsor in the sponsor agreement and adjust the sponsor's playing account in accordance with the sponsor agreement.
[0188] In yet another embodiment, each sponsorship contract may have a contract value. The contract value may be based, for example, on the sponsor's expected earnings from the sponsoree, based on the sponsoree's past performance and the actual earnings received from other, similarly positioned, sponsorees. The contract value may be calculated periodically and the calculated values tracked over time. Accordingly, server 12 may be configured to calculate and/or track a contract value for active sponsorship contracts. This information could then be stored in the sponsorship database or any other suitable database. Furthermore, the contract value information could be made available to the contracting parties, players having sponsor game accounts, or to the game playing community as a whole.
[0189] In a further embodiment, a player may be able to buy and sell active sponsorship contracts to which he or she is a party, or contracts to which he or she is not a party. The sale price of an active sponsorship contract may be based on the contract value. Alternatively, a bidding system may be used similar to that described earlier with respect to the formation of sponsorship contracts. Other systems may be provided for selling and offering for sale such contracts. In addition, the sale price of an active sponsorship contract may be dependent upon the status of the purchaser. For example, if the purchaser is the sponsoree in the sponsorship contract, and the sponsoree wishes to buy out the contract, the purchase price for the sponsoree (i.e. the "buy out price") may be different, higher or lower, than that offered to a third-party purchaser.
[0190] In accordance with the above description, the present disclosure also provides methods for playing video games incorporating elements of the system described above.
[0191] Fig. 4 is a flowchart depicting a method according to one embodiment of the present disclosure. As shown in Fig. 4 the method comprises providing a video game that is accessible to a plurality of game players. As described in greater detail above, the video game may be located on a central server that is accessible to the plurality of players via a plurality of game devices. Alternatively, the video game may be located on one or more of the video game devices. The method further comprises identifying a first game player as desirous of becoming a sponsor and identifying a second game player as becoming a sponsoree. As described above, the players may identify themselves by submitting a sponsorship request to a server including any contract terms or requirements they desire. Alternatively, players may identify themselves by posting an ad in a game-related forum or chat room or in any other suitable manner. The method further comprises the steps of forming a sponsorship contract between the first and second player, identifying the first player as a sponsor, and identifying the second player as a sponsoree. The method further comprises providing an initial benefit to the sponsoree. The method further comprises allocating one or more deferred benefits to the sponsor based on the contract and on the sponsoree' s performance in play of the game. [0192] According to one embodiment, the method shown in Fig. 4 may further comprise monitoring the game play of the sponsor and sponsoree and altering the game accounts of the sponsor and sponsoree according to the terms of the sponsorship contract. Some or all of the terms of the contracts may be provided by one or more parties to the contract prior to entering into the contract. Alternatively, or additionally, contracts may be available in which some or all of the contract terms are dictated by the rules of the game or the server. As a further alternative some or all of the contract terms may be provided by players who are not parties to the contract.
[0193] The performance by the sponsoree that triggers payment of a deferred benefit to the sponsor may be any suitable performance in the game. Examples of suitable payment triggers include, but are not limited to, accessing a new or more difficult level or area of the game, the accumulation of a predetermined amount of game time, the accumulation of one or more items, the accumulation of a given amount of wealth, the accumulation of a given amount or level of health or experience points, etc.
[0194] According to another embodiment, the method shown in Fig. 4 may further comprise determining whether the first player has met one or more requirements before forming the sponsorship contract. Suitable requirements may include, but arc not limited to, attainment of a predetermined level in the game, attainment of a given amount of game currency, and/or attainment of a given item. For example, a player may have to reach level 5, accumulate $5000 cash, and/or obtain certain weapons before being eligible to be another player's sponsor. Furthermore, some or all of the requirements may be dependant upon the position of the other party to the sponsorship agreement. For example, a sponsor may be required to be 3 levels higher, have 10 times as much wealth, or have 200 hours more playing time, than his or her sponsoree.
[0195] According to another embodiment, the method shown in Fig. 4 may further comprise creating a sponsorship database. The sponsorship database may include sponsorship status identifiers for one or more game players. The sponsorship status identifiers may indicate, for example, whether the identified player is a sponsor, sponsoree, desirous of becoming a sponsor, or desirous of becoming a sponsoree. Accordingly, the method shown in Fig. 2 may further comprise altering the sponsorship status identifier of a player upon the occurrence of a sponsorship event affecting the player. Suitable sponsorship events may include, without limitation, the formation of a new sponsorship contract to which the player is a party, the dissolution of a sponsorship contract to which the player is a party, receipt of a sponsorship request, or the offering of a sponsorship request. The sponsorship database may further include requirements and prerequisites for entering into a sponsorship contract with a given player.
[0196] According to another embodiment, the method shown in Fig. 4 may further comprise providing a forum for players to view at least some of the information in the sponsorship database. The forum may take the form of a virtual marketplace through which players can view pending, expired and/or active sponsorship contracts.
[0197] Fig. 5 is a flowchart depicting a method according to another embodiment of the present disclosure. As shown in Fig. 5, the method comprises providing a video game accessible by a plurality of players. Again, as described in greater detail above, the video game may be located on a central server that is accessible to the plurality of players via a plurality of game devices. Alternatively, the video game may be located on one or more of the video game devices. The method further comprises forming a sponsorship contract between a sponsor and a sponsoree. Methods for forming a sponsorship contract are described in detail above. The method further comprises the steps of providing an initial benefit to the sponsoree, providing an initial detriment to the sponsor, and providing a periodic benefit to the sponsor based on the sponsorship contract and the sponsoree's performance in the game.
[0198] The method shown in Fig. 5 may further comprise allowing another player to replace the sponsor or sponsoree in the sponsorship contract upon fulfillment of a condition. The condition may be, for example, payment of a contract price, if the purchaser is not already a party to the contract. One or both parties to the contract may or may not be allowed to reject the purchase. As non-limiting examples, the contract price may be determined by the game server, by the game rules, by the parties to the contract, or by an auction-style bidding system. Alternatively, the condition may be, for example, payment of a buyout price, if the purchaser is currently a party to the current contract. For example, the sponsoree may be able to terminate the sponsorship contract by paying the buyout price to the sponsor. The sponsor may or may not be allowed to reject the purchase. If an auction-style bidding system is used, the server may be configured to identify the winning bidder. Alternatively, the bids may be submitted to one or more parties to the contract and one or more of the parties may select the winning bid.
[0199] Fig. 6 is a flowchart depicting a method according to another embodiment of the present disclosure. As shown in Fig. 6 the method comprises accessing a video game. The video game may be stored on a central server and accessible via a game device in electronic communication with the central server. Alternatively, the video game may be stored on the video game device and the central server may facilitate game play and player to player interactions. The method further comprises identifying as either a sponsor or a sponsoree. Methods for players to identify themselves as either a sponsor or sponsoree are described in detail above. The method further comprises requesting formation of a sponsorship contract with another player. This request may be submitted, for example, to the central server and may be made with or without the knowledge of the other player. The method further comprises entering into a sponsorship agreement with another player and either: receiving an initial benefit upon entering into the sponsorship agreement and receiving a periodic detriment during the course of the game; or, receiving an initial detriment upon entering into the sponsorship agreement and receiving a periodic benefit during the course of the game. The methods and consequences of receiving benefits and detriments are described in detail above.
[0200] According to another embodiment, the method of Fig. 6 may further comprise accessing a database containing information regarding players wishing to enter into a sponsorship agreement and selecting a player with whom to enter into a sponsorship agreement. The step of selecting a player may be performed by offering a bid including at least one desired term for the sponsorship agreement.
[0201] According to another embodiment, the method of Fig. 6 may further comprise requesting termination of a sponsorship agreement. The request to terminate the sponsorship agreement may take the form of an offer to purchase the agreement.
[0202] Another method according to another embodiment of the present disclosure comprises the steps of providing a video game, identifying a first video game player as desirous of becoming a sponsoree, and receiving bids form other video game players for the right to become a sponsor for the first player. The method may further comprise each bidding player needing to fulfill at least one condition before bidding on the right to become a sponsor. The at least one condition may comprise, for example and without limitation, ownership of a predetermined amount of wealth or offering the bid during a given time frame.
[0203] According to another embodiment, the disclosure provides a server that is operable to: communicate with a plurality of game devices, wherein each game device allows at least one respective player to access the server; facilitate play of a game between the plurality of players; identify a first player as a sponsor; identify a second player as a sponsoree; create a contract between the sponsor and the sponsoree; provide, to the sponsoree, an initial benefit from the sponsor based on the contract; and allocate, to the sponsor, a plurality of periodic benefits based on the contract and on the sponsoree's performance in play of the game. The game may, for example be a massive multiplayer video game. The server may be further operable to receive a sponsorship request from a first player. The server may be further operable to conduct an auction wherein players bid for the right to become a party to a sponsorship contract. As such, the sponsorship request may be in the form of a bid during the auction.
[0204] The server may be further operable to: maintain a database including sponsorship information and/or create and maintain a player account for each player. The player account may include, as a non-limiting example, information regarding the usage fee paid by the player for playing the game. The server is further operable to alter the usage fee for a player based on the player's sponsorship status. Moreover, the server may be further operable to increase or decrease the usage fee if the player is a sponsor, or increase or decrease the usage fee if the player is a sponsoree.
[0205] The server may be further operable to identify one or more prerequisites for entering into a given sponsorship contract. The prerequisite may include, for example, a timeframe during which a request to enter into the contract must be received in order for the contract to be accepted, or one or more game criteria that must be met by a player before entering into the given sponsorship contract. Non-limiting examples of game criteria include: attainment of a predetermined level in the game, attainment of a predetermined number of items, attainment of a predetermined type of item, and/or attainment of a given amount of game currency. Accordingly, the server may be further operable to determine whether a player has fulfilled the requirements and create the sponsorship contract upon a determination that the player has fulfilled the requirements. [0206] The server may be further operable to calculate a contract value for an active sponsorship contract. The contract value may, for example, be calculated periodically. The server may be further operable to track the contract value over time.
[0207] The server may be further operable to facilitate the sale of an active sponsorship contract. According to some embodiments, the contract value may, at least in part, be dependent upon the status of the purchaser. Thus, for example, a first contract value may be calculated if the purchaser is a current party to the contract and a second contract value may be calculated if the purchaser is not a current party to the contract.
[0208] In yet another embodiment, the current disclosure provides a method comprising: providing a video game accessible to a plurality of game players; identifying a first game player as desirous of becoming a sponsor; identifying a second game player as desirous of becoming a sponsoree; forming a sponsorship contract between the first and second player; identifying the first player as having a sponsorship status of sponsor; identifying the second player as having a sponsorship status of sponsoree; providing an initial benefit to the sponsoree; and allocating one or more deferred benefits to the sponsor based on the contract and on the sponsorcc's performance in play of the game.
[0209] According to some embodiments, the performance that triggers a periodic benefit to the sponsor may be the accumulation of a predetermined amount of game time.
[0210] According to a further embodiment, the method may include determining whether the first player has met one or more requirements before forming the sponsorship contract. Non-limiting examples of appropriate requirements include: attainment of a predetermined level in the game, attainment of a given amount of game currency, and/or attainment of a given item. Moreover, the predetermined level may be calculated, at least in part, on the level of the second player.
[0211] According to a further embodiment, the method may further comprise creating a sponsorship database. The sponsorship database may include, for example, sponsorship status identifiers for one or more game players. Moreover, the method may include altering the sponsorship status identifier of a player upon the occurrence of a sponsorship event affecting the player. Non-limiting examples of sponsorship events include: the formation of a new sponsorship contract to which the player is a party, the dissolution of a sponsorship contract to which the player was a party, a sponsorship request offered by the player and/or, a sponsorship request offered to the player. Furthermore, the sponsorship database may include requirements for entering into a sponsorship contract with a given player. A forum may be provided for players to view at least some of the information in the sponsorship database.
[0212] The method may further provide a virtual marketplace through which players can view unactive sponsorship contracts.
[0213] According to another embodiment, the present disclosure may provide a method comprising: providing a video game accessible to a plurality of players; forming a sponsorship contract between a sponsor and a sponsoree; providing an initial benefit to the sponsoree; providing an initial detriment to the sponsor; and providing a periodic benefit to the sponsor based on the sponsorship contract and the sponsoree's performance in the game.
[0214] According to a further embodiment, the method may further comprise one or more of the steps of: receiving a first offer from a first player desirous of becoming the sponsor in the sponsorship contract; receiving a second offer from a second player desirous of becoming the sponsor in the sponsorship contract; awarding the sponsorship contract to the player submitting the offer that is most advantageous to the sponsoree; or allowing the sponsoree to determine to which player the sponsorship contract is to be awarded.
[0215] According to a further embodiment, the method may further comprise one or more of the steps of: receiving a first offer from a first player desirous of becoming the sponsoree in the sponsorship contract; receiving a second offer form a second player desirous of becoming the sponsoree in the sponsorship contract; awarding the sponsorship contract to the player submitting the offer that is most advantageous to the sponsor; or allowing the sponsor to determine to which player the sponsorship contract is to be awarded.
[0216] Another exemplary system 1OB is shown in Fig. 7. As shown, the system may include a server 20 in communication with a game device or console 18, through which a player 19, may access an online video game 18 hosted on (or otherwise controlled by) the server. Server 20 may further comprise a plurality of databases and/or modules which facilitate game play. These databases or modules may be provided as part of video game 18, or may be provided separately. It will be appreciated, that, while shown being hosted on the same server, these databases or modules may, in fact, be hosted separately or together on any combination of servers and or game consoles. Examples of suitable databases and modules include, for example, contracts database 40, which may include data related to sponsorship contracts in the online game environment. Suitable information includes, but is not limited to information related to the creation, status, terms, parties, etc., associated with any pending, active, or expired contracts. Some or all of the information maintained by the contracts database may be available to players. Accordingly, the system may include a contracts database user- interface 42.
[0217] As stated above, according to some embodiments, a sponsorship contract is an agreement between two players in which the sponsoree receives an initial benefit from the sponsor in return for an agreement that the sponsor will receive a plurality of periodic benefits based on the terms of the contract and the sponsoree's performance in play of the game. Accordingly, system 1OB may further include a benefit calculation module configured to identify when a benefit is owed to the sponsor based on the terms of the contract and bestow the benefit to the sponsor.
[0218] System 1OB may further include a player database 46, which may track and maintain information related to player accounts. Examples of the types of player account-related information that could be maintained in player database 46 is described above and shown in table III.
[0219] As stated above, the system may be configured to calculate a value for a sponsorship contract and allow for the selling and purchasing of sponsorship contracts based on the calculated values. Accordingly, system 1OB may include a contract value calculation module 48, and a contract market 50. Tf the system allows for auction style sales of sponsorship contracts, system 1OB may further include an auction module 52.
[0220] According to other embodiments, the present disclosure provides for a virtual environment in which players are able to form virtual contracts and guarantee their performance of obligations in a contract by securing such performance with a real world financial instrument such as a credit card. This type of performance guarantee allows for the formation of various financial institutions and arrangements in the virtual world.
[0221] Accordingly, the present disclosure provides systems and methods for providing various finance options to players accessing a virtual environment.
[0222] Those having skill in the art will recognize that there is little distinction between hardware and software implementations. The use of hardware or software is generally a choice of convenience or design based on the relative importance of speed, accuracy, flexibility and predictability. There are therefore various vehicles by which processes and/or systems described herein can be effected (e.g., hardware, software, and/or firmware) and that the preferred vehicle will vary with the context in which the technologies are deployed.
[0223] At least a portion of the devices and/or processes described herein can be integrated into a data processing system with a reasonable amount of experimentation. Those having skill in the art will recognize that 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.
[0224] While virtual environments as previously described allow for interactions between players, the amount and depth of interaction may be limited by the parameters of the game. For example, most virtual environments generally lack sophisticated financial systems. This shortcoming limits sales and purchases of goods and services to trade or barter systems or very rudimentary purchasing systems which do not have the ability to conduct multi-person transfers or offer multiple purchasing and selling options to interested parties. This limits the ability of the economy of the virtual environment to expand; limiting transactions to immediate exchanges, and decreasing the depth of play available.
[0225] Various embodiments of the invention address this issue by providing easy to use, yet sophisticated means for acquiring goods and services in a virtual environment. Such means allow for complex transactions by players and increase the complexity or richness of interactions between players thereby increasing the enjoyment and longevity of the game.
[0226] Characters in a virtual environment are frequently desirous of goods or services including game aspects, virtual items, virtual services such as assistance with solving missions, and virtual attributes to facilitate their play and increase their enjoyment of the game. Such goods or services can be offered by any means generally used in the real world to provide goods or services such as through a virtual store or business, an auction, advertisements, listings, postings, mailings whether virtual or real, solicitations, individual character offerings, etc. Real representations of virtual items may also be acquired both in the virtual environment and the real world.
[0227] In one embodiment, a shopping character may browse available goods and services and/or all possible goods and services.. The shopping character may be able to view the item through a screen or pop up window, or other means of viewing virtual items, may view a description of the item, may purchase the item based on the name, or may randomly purchase items that may or may not be of value.
[0228] According to one embodiment, the purchase price of an item may be displayed to the user in one or more real or virtual currencies. The currency displayed by player-defined and/or player-dependant. For example, the player may indicate which currencies he would like to see displayed. The player may make a currency display selection at any suitable time including, but not limited to, the time of purchase, or during an initial character set up period. Alternatively or additionally, the game system may employ certain default currency display settings. For example, the game system may identify a default real world currency for display based on the billing address supplied by the player. For example, the player's real world billing address is listed as being in France, the price of any items the player considers purchasing may be displayed in Euros.
[0229] If an item meets the needs or desires of the shopping character, the shopping character may opt to acquire the item. The good or service may be purchased outright, obtained through trade or barter, or acquired through a financing agreement. Once the good or service is purchased, regardless of means, it may then be transferred to the virtual inventory of the character. In some embodiments, for example in a layaway type purchase, there may be a delay in the transfer of the item to the character's inventory. A single transaction may take place between two or more characters.
[0230] In one embodiment, the good or service is purchased outright. Such a purchase may be accomplished using real and/or virtual currency. The price of the good or service may be fixed, negotiable, or subject to market forces. For example, in an auction, the price of the good is variable depending on the number of characters who are interested in the item. In most stores, the price of an item may be fixed based on the calculations of the store owner. In sales such as garage sales, second hand transactions, or direct character to character transactions, the price may be negotiable.
[0231] In another embodiment, the good or service is acquired through a trade or barter transaction. Such transactions may take place according to any means used to exchange goods and services. In one embodiment, one party may directly trade or barter with another party. In another embodiment, the barter or trade may take place through an exchange intermediary. In yet another embodiment, multi-way barter transactions are facilitated.
[0232] An exchange intermediary may be, for example, a local exchange trading system. A local exchange trading system uses a local credit unique to the exchange trading system so that direct swaps do not need to be made. For instance, a character may earn local credit by performing a service for one character and spend the local credit later by buying a good from a different character in the same network. Transactions are recorded in a central location open to all members such as in Exchange Trading Database 120 in Figure 8. Exchange trading systems may also extend between virtual worlds, such that the local credit of the exchange trading system can be earned in one game and used in another game.
[0233] In another embodiment, an exchange trading system is managed by the game server, a group of two or more player characters, or a third party facilitator. The game server may accept any items offered by the purchaser. In one embodiment, the game server may only accept items from the player character that are in demand. A database, such as item database 118 maybe created listing all items or services available for use within the virtual environment. Another database may be created listing all goods or services that characters are seeking. Alternatively, or jointly, a database may be created listing items that characters are willing to sell. Such databases may exist independently or may be cross-referenced to each other. In another embodiment, such database(s) may reside in whole or in part at the game server or game consuls or a combination of these, e.g., each player may maintain a local database or a local database of pointers to yet another database. Characters or players may view such listings, or may be notified when a match or a near match occurs. Such notification may occur through electronic mail, virtual mail, regular mail, instant messaging, screen alerts, cell or regular phone messages, pager or any other type of notification commonly used in a real or virtual environment. According to one embodiment, Exchange Trading Database 120 may be configured to create transactions using some or all of the following method steps:
1. Receive request to post item;
2. Verify demand for item;
3. Post item;
4. Sell item to interested buyer;
5. Post credit to account of seller.
[0234] In another embodiment, a seller may have a list of items which are acceptable for trade. The particular goods or services in which the seller is interested, may be stored by any means applicable, for example in Exchange Trading Database 120. Such information may be stored using some or all of the following method steps:
1. Receive a virtual item to be sold or exchanged from a first player character.
2. Receive a list of virtual items that can be exchanged for the first virtual item.
3. Store Exchange Offer.
[0235] If another player expresses interest in the stored item, either by submitting a list of items sought, or through browsing a listing of items offered for sale or exchange, or through any other means, such as advertising that brings an item listed for sale or exchange to the attention of an interested party, the game server, exchange server or other database server may fulfill an exchange offer using all or some of the following steps:
1. Receive a request to purchase a first virtual item from a first player character.
2. Determine that first virtual item has an exchange offer from a second player character. 3. Determine that the first player character has a second virtual item that can be exchanged for the first virtual item.
4. Output exchange offer to first player character. >
5. If offer is accepted, transfer second virtual item to second player character and first virtual item to first player character.
[0236] In an embodiment, items stored may have a virtual or real currency value associated with it. In this manner, bartering is facilitated and simplified. Players may search listings of items by name, type, or other identifiers or by such valuation. A valuation may be stored that is determined by the game server, another value may be assigned by the owner of the item, while yet a third value might be determined based upon a free market or exchange. In this fashion "currency equivalents" may be established so as to speed negotiations, exchange, bartering, bartering among multiple parties and/or with transactions with multiple otherwise dissimilar items and/or any combination of these, e.g., multiple dissimilar items being partially bartered, partially traded for currency among multiple unrelated players.
[0237] Such transactions can be conducted between any number of characters, for example a first character may have an item a second character wants and a second character may have an item a third character wants while the third character may have an item the first character wants. A transaction such as that outlined above could be conducted between all three players so that each player obtains the item(s) they desire. Alternatively, each item could be held by a server and the value of the item converted to a virtual currency which could be used to purchase goods and services on that server. In addition, or in the alternate, players can trade items using a mix of bartered items, currencies, promises to pay, promises to perform services, etc.
[0238] In one embodiment, the server or exchange trade facilitator may convert the item to a common currency at a fixed price, or the price/local credit may fluctuate based on the demand. Alternatively, the game server or other facilitator may auction the item and credit the offering player with the amount acquired from the auction. Such an auction may have a reserve price or may not include a reserve. All barter and trade transactions including those mediated by exchange trading systems may be used alone, or in combination with other forms of payment. In the event an exchange, trading post, or bartering system is used and hosted or provided by a third party or the game server or any other player(s), there may be a fee for conducting such transactions. Such fees may be paid in real or virtual currency. Such fees may be collected before, during, or after the transaction. Fees may be based upon the value of the items exchanged, or a percentage of the total transaction, or may be a fixed fee. Such fees themselves may be paid through barter or other methods as described herein.
[0239] According to one embodiment, player characters and other in-game entities may have access to one or more virtual financial institutions such as a virtual bank. Virtual banks are described, for example, in co-pending U.S. Patent Application Serial Nos. 1 1/535,585, "Financial Institutions and Instruments in a Virtual Environment," filed September 27, 2006 and 11/421,025 "Financial Institutions and Instruments in a Virtual Environment" filed May 30, 2006, each of which is hereby incorporated by reference. Such virtual banks may be able to provide characters access to currency in one or more different virtual or real world denominations. Furthermore, a virtual bank, financial institution, or other entity may be capable of converting currency from one denomination to another. One or more fees may be charged for such currency denomination conversions.
[0240] If a buyer docs not have enough currency to purchase an item outright, or does not have an item of sufficient value to barter or trade, or if the player simply prefers not to use his currency, items or future promises to perform a service or deliver an item, or for any other reason or no reason, a financing option may be used. Financing options may be any type of financing used in the real world, including, but not limited to, rentals, leases, installment plans, rent to own agreements, lease purchase agreements, hire purchase agreements, closed-end lease agreements, credit purchases including credit cards or other credit instruments, any means generally used to finance goods or services in the real world, or any combination thereof.
[0241] Financing options may be requested or offered at any time during the game. They may be established prior to making purchases such as through virtual or real credit cards, debit cards, lines of credit, etc. or offered during or after a purchase is initiated in the form of installment plans, hire purchase plans, rentals, leases, installment plans, rent to own agreements, lease purchase agreements, closed-end lease agreements, "store" credit cards or other credit arrangements. [0242] According to one embodiment, a finance option may be dynamically calculated based on, for example, factors such as the price of item the character wishes to purchase, characteristics of the character wishing to make the purchase, the availability of the item the character wishes to purchase, etc. Accordingly, as these factors may well fluctuate from transaction to transaction, the finance options offered may similarly fluctuate.
[0243] According to another embodiment, the game server may control which entities are allowed to offer and arrange financing agreements. For example, an entity may be required to have a license in order to offer financing agreements. Licensing may be controlled, for example, by the game server, game manufacturer, one or more players, or any other real or virtual entity or group of entities. Licenses may or may not be available for purchase and/or resale. The number of licenses in a given virtual environment may or may not be limited or controlled.
[0244] Similarly, the game server or other intra- or extra-game entity may control which characters or entities in the virtual environment may receive financing offers and/or enter into financing agreements. For example, as described in greater detail below, a character may be required to have a real world credit card on file and may further be required to authorize that the real world credit card can be used as a guarantee against any financing agreements entered into by the character before the character is allowed to receive financing offers or enter into a financing agreement.
[0245] An exemplary system 1OC configured to provide the virtual environment described above is shown in Fig. 8. As shown, system 1OC may include a game server 102, a financial agreement server 104 and a Credit Server 106.
[0246] Game server 102 may include multiple databases, including, for example, a Player Database 110, Player Character Database 112, Financing Agreement Database 1 14, Market Database 1 16, Ttem Database 1 18, and Exchange Trading Database 120. Financial Agreement Server 104 may include a Financial Agreement Database 122, an Interest Rate Determination Program 124, a Financing Offer Database 126, an Exchange Rate Determination Program 128, a Fee Determination Program 130, a Collateral Database 132, and an Insurance program 154. Credit Server 106 may include a Lock Credit Line Program 140, a Ping Credit Line Program 142, a Release Credit Line Program 144, an Account Database 146, an Escrow Database 148, a Margin Database 150, and a prohibit Sale of Virtual Assets Program 152.
[0247] In another embodiment, the financing module is integrated, embedded or is otherwise in communication with anything that is or can promote or offer such financing, including, but not limited to the game server or game consul and/or any one or more players or characters or NPCs that serves as a/an: a) banker b) lender, c) broker, d) salesman, e) wholesale or retail business, f) financing agency, g) online or virtual business, or any other entity or application that provides or can provide a financing option. For example, in one embodiment, a financing module is integrated or embedded in the virtual shopping cart of a virtual environment. Such a module may be activated automatically when an item is placed in the shopping cart as seen in Figure 12, or may be turned on or off by the character making the purchase, the seller, or third party providing the service. For example, some characters may opt not to be offered financing agreements or certain financing agreements. In another embodiment, financing agreements may be separately applied for by the purchaser as in Figure 6 or offered prior to the placement of a good or service in a virtual shopping cart, for example when a character account is created.
[0248] For example, in one embodiment, once a player places an item in the virtual shopping cart, a financial agreement may be generated using exemplary system 1OD in Figure 10. Such a system may include a central server 320, a Finance Agreement Generating Program 312, a Finance Agreement Enforcement Program 314, an Asset Liquidation and Redistribution Program 316, a Credit Card upsell program 318, and a Virtual Cash to Real Cash Exchange Program 320. In one example, Finance Agreements may be generated using Finance Agreement Generating Program 312 which may use some or all of the following steps:
1. Receive a request to purchase an in game item.
2. Generate and output one or more virtual offers to finance the item of interest.
3. Receive an acceptance of a finance offer from the player character.
4. Retrieve or request a credit card or other financial guarantee instrument from the player character.
5. Establish and store financing contract information, including one or more of the credit information, payment amount, the number of payments, the dates for each payment and/or the means to calculate any one or more of the forgoing. 6. Output virtual item to player character (or provide a key or other means for player character to retrieve or otherwise take possession of the item. [0249] Tn one example, a player character wins an auction for a virtual item on an in game auction site run by the game server, or a third party or another character or characters in a virtual world. The winning bid is 200LD, which has a U.S. dollar value of $20.00. The in game site has agreed to have the finance option module embedded in its checkout page. Based on factors described herein, the finance module calculates and presents one or more finance agreement offers to the buyer: 40LD a month for 6 months, 25LD a month for 12 months or 15LD a month for 24 months. If the buyer accepts one of the offers, the credit card associated with the player account is "pinged" to ensure there is an adequate balance and a virtual financial agreement is created. The seller is paid 200LD plus a IOLD fee and the buyer is given the virtual product. On a specific date of each month, the player character is notified that a payment is due. If the payment is not made, the player may be given the option to pay the obligation with real or virtual cash or the credit card associated with the account is charged the real cash value of the payment plus an optional processing fee and/or penalties. In addition or in the alternate, the player may establish that payments be made automatically so as to avoid any such processing, late or other fees and penalties.
[0250] According to another embodiment, multiple entities may offer competing financing terms to a buyer. The offers may vary on terms and include any number of incentives. The buyer may then accept any offer or reject all of them. Accordingly, the buyer may be presented with a pop-up window or other user-interface that allows the buyer to review any and all financing offers and then accept or reject them as desired. The user-interface may be provided to the buyer at any suitable time including, for example, when a character enters a store, accesses a list of available items, signs into the virtual environment, places an item in a shopping cart, in response to a request from the buyer, etc.
[0251] According to some embodiments, the buyer may be allowed to make a counter offer in response to an initial or subsequent financing offer. The buyer and financing entity may then engage in negotiations in order to reach a satisfactory agreement. Moreover, either the buyer or the financing entity may be provided with a means by which they can automatically accept or reject offers or counter offers based on identified criteria.
[0252] It should be appreciated that additional fees, including some or all the fees described herein, may be payable, for example, to an entity offering the financing option, such as the game manufacturer or a real world third party that has created a financing module that is compatible with and/or accessible to characters within the virtual environment. Such fees may be charged on a per transaction basis, as a percentage of the finance option agreed upon, or using any other means.
[0253] Alternatively or additionally, financing agreement-related fees may be paid to the seller of the goods or services. Again, such fees may be charged on a per transaction basis, as a percentage of the finance option agreed upon, or using any other means. In this case, the seller may or may not be the originator of the finance offer.
[0254] Furthermore, financing companies may offer various incentives to sellers to encourage the sellers to provide financing offers to buyers. Incentives may include, for example, different up front and/or revenue share fees or other virtual or real world benefits.
[0255] Such a system 1OD may further include any number of suitable databases. For example, it may include a Player Database 322, a Player Character Database 324, a Finance Agreement Database 326, and a Virtual Financial Intermediary Database 328.
[0256] Financing agreements may provide financing for part, or all, of the amount due. The financing offered may include virtual cash, real cash, or combinations thereof. Regardless of when they are offered or how they are generated, sellers or third parties offering financing agreements may offer such agreements to some or all purchasers. For example, financing agreements, or particular types of financing agreements, or particular terms in financing agreement may be only offered to characters who meet particular criteria, including, but not limited to, 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; the assets (tangible or intangible) 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 (real or virtual), the growth rate of the game, the type of player account, inflation rates, the purpose of the financing, or other financial evaluators. Tn one embodiment, the bank may verify the character's virtual credit score. In another embodiment, the lender may verify the player's real world credit score or a combination or real and virtual credit scores. 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, information regarding creditworthiness, or any combination of the above. Alternatively, financing agreements may be offered to every character.
[0257] Information regarding the players or the player character for use in determining offers may be stored by any means applicable including, for example in player database 322 and player character database 324. Player database 322 may include information about each player who accesses the game. This information may be provided to the game sever by a player when the player registers to play the game, or at any other suitable time or using any suitable means. Examples of player information include, but are not limited to: player character ID, character personal information, player character billing or financial information, character real currency account information, and player characters).
[0258] Player character database 324 may include information about each player character that participates, or is able to participate in a game. Accordingly, it is understood that a 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, character nickname or handle, virtual cash currency preferences, virtual cash account, account number, account balance, and virtual inventory. Of course it will be understood that for many of these information categories, a given player character may have multiple entries. For example, each character may have multiple accounts and/or attributes.
[0259] The terms of the financing agreement may be determined by the lender, including the seller, 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 to be financed, the type of collateral or other guarantee that will be required, the interest rate for the agreement, the term of the agreement, the payment schedule for the agreement, any fees or penalties that may be incurred, an annual percentage rate, or any combination thereof. Tn one embodiment, the character may be able to vary one or more of the terms of the financing agreement such as interest rate, due date, grace period, penalties, service charge, transferability, fees, automatic repayment, payment of other obligations, and. exchange value. In the event the player character is permitted to change one or more of the terms of the financing agreement, the system may adjust certain or all of the other unmodified terms. For example, if the character requests or otherwise changes the due date, the lender or the system may change the interest rate accordingly. In another embodiment, the terms are dictated by the lender or game server.
[0260] Information regarding the terms of the agreement may be stored by any means applicable, for example in Finance Agreement Database 326. Finance Agreement Database 326 may include information about any virtual agreements entered into by player characters. Examples of information the database may maintain include, but are not limited to: agreement ID, player character ID, Player character type, agreement type, collateral, and finance agreement obligation(s). Of course it will be understood that for many of these information categories, a given finance agreement may have multiple entries. For example, a given agreement entered into by a given player character may have numerous obligations which can be tracked and maintained, by the finance agreement database. Examples of finance agreement 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 security item(s) or amounts, obligation grace period, obligation warning message, and default rules.
[0261] In one embodiment, a limit on the amount that may be financed 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 character's 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, 1) the player character's real or virtual income, or m) any other player character attribute, or n) any combination thereof. Such limits may apply to the borrower, the lender, or both.
[0262] When interest is expressed in an item, i.e. upon viewing, selection, at checkout or at any other appropriate time, one or more options of financing agreements or terms of financing agreements may be presented to the character. If the character accepts a virtual finance option, the selling entity is credited the full amount of the purchase or as otherwise agreed by the parties to the negotiation. Additionally, the seller may receive a portion of the fees and interest charged by the financing module or other lending agent. Such fees may be a flat fee, and/or a percentage of the fees and/or interest charged by the financing module. The fees and interest may be paid to the seller at any time determined by the agreement between the seller and the owner of the financing module. For example, the fees and interest may be awarded when the financing agreement is executed, periodically as they are paid by the purchaser, or after completion of the financing agreement.
[0263] In one embodiment, the financing agreement offered is an installment plan. Payments may be made at regular intervals until the principal and interest are paid in full. In one embodiment, a deposit may be required along with an initial payment. In another embodiment, a deposit may not be required. The intervals at which payments occur may be dictated by the seller or may be chosen by the purchaser. In one embodiment, the intervals may be altered during the term of the agreement. In another embodiment, the intervals are fixed for the duration of the agreement. In one embodiment, the seller retains the item until all installments are paid, for example, as in a "layaway" plan. In another embodiment, the goods or services are immediately transferred to the buyer.
[0264] In another embodiment, the item may be rented. The rental agreement may be explicit, implied, or written. The rental agreement includes the parties, the property, the term of the rental, and the amount of rent for the term, the type and frequency of payments. A rental may or may not require a deposit to be held pending the return of the item. Such a deposit may or may not earn interest which may be awarded to the renter upon completion of the rental or retained by the rental agent. [0265] In one embodiment, the financing option may be a rent to own agreement. A "rent to own agreement" is a means for acquiring ownership over time without acquiring debt. In such an agreement, the item will be owned by the buyer when the rental term is completed. The item may also be returned by the buyer at any time. Such agreements may require down payments, credit verification, or other form of security to guarantee the agreement. In another embodiment, a final payment (e.g., $1 or 10% of the original sales price) may be required to effect transfer title from the owner to the buyer.
[0266] Tn another embodiment, the financing option may be a hire purchase agreement. In a "hire purchase agreement," the contract allows the buyer to hire the goods for a monthly rent. When a sum equal to the original full price plus interest has been paid in equal installments, the buyer may then exercise an option to buy the goods at a predetermined price (usually a nominal sum) or return the goods to the seller. Such agreements may require down payments, credit verification, or other form of security to guarantee the agreement.
[0267] In a further embodiment, the financing option may be a closed-end lease agreement. A closcd-cnd lease allows a person the use of property for a fixed term,, and the right to buy that property for the agreed residual value when the term expires. The item being leased may not be owned by the lessor, the lessor may acquire the property from a third party for a certain amount with the lessee providing an offset amount against the capitalized cost and the lessor's cost of financing the purchase. The total lease cost may then be paid in a lump sum or amortized over the term of the lease with periodic payments.
[0268] The owner of the good or service may further permit a purchase to be made on credit. In one embodiment, the owner may delay payment for the particular good or service until a later date. Payment may be made in combination with other types of financing, such as delaying the start date of an installment plan, or payment may be due in full upon the later date, or any combination thereof.
[0269] In a further embodiment, the seller, game server or third party may allow the buyer to apply for a credit card to secure the financing agreement or to be used instead of an alternate financing agreement. Such a credit card may be provided similarly to real world store credit cards, where an application is completed and may be granted on the spot. In another embodiment, there may be a delay in processing the application. In another embodiment, such a credit card may be a "secured credit card." Offers may be generated by any means applicable, for example by credit card upsell program 318 using some or all of the following steps:
1. Receive request to initiate a virtual financing agreement.
2. Output offer to register for a credit card to secure the transaction.
3. Receive acceptance of the offer including player billing information.
4. If credit card application is accepted, bind virtual financing agreement with new credit card.
5. If credit card application is denied, output request to player character to provide alternate financial guarantee instrument.
[0270] In another embodiment, such credit cards may be offered upon creation of a game account using some or all of the following steps:
1. Receive request to create new player or character account.
2. Output offer to register for a credit card, including an upfront virtual benefit if offer is accepted.
3. Receive acceptance of offer, including player billing information.
4. Submit credit card application for approval.
5. If credit card application is accepted, issue credit card, set up player account with credit card, and store virtual benefit with player account.
6. If credit card application is denied, output request for alternate financial guarantee instrument to secure virtual transactions.
[0271] For any of the financing options described herein, such financing option or agreement may also provide for certain charges or fees for currency conversion. For example, in the event that an amount of virtual currency is loaned, if the value of the virtual currency changes during the term of the loan, the total loan amount due or each payment due may be modified to reflect such changes in the value of the virtual currency as compared with another virtual or real currency as required by the financing agreement.
[0272] Incentives or virtual benefits to open an account can take any form designed to entice a player or character to apply for an in game credit card. For example, the incentive could be in the form of a preferred interest rate, an extended grace period, virtual cash back, reduced or no fees for the credit card or for game play for a prescribed period, or points towards or useful for the purchase or to acquire game parameters or attributes. In one embodiment, 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 amount along with any applicable fees or penalties. As long as that amount is less than $50, then the player is not obligated to pay off the balance on the credit card.
[0273] Financing agreements, regardless of type, may include fees for the financing options including, but not limited to, interest payments, exchange fees, servicing fees, credit verification fees, processing fees, insurance fees, application fees, late payment fees, prepayment fees, penalties, taxes, currency conversion, etc. Fees may also be levied for the right to offer or use or assign financing agreements. For example, a player or business interested in providing financing options may be required to have a premium account or may be required to pay a one time or recurring flat fee, per transaction fee, a fee based on a percentage of the transaction, the current or estimated depreciated value of the purchased item or good, or any combination of the above.
[0274] Fees such as interest rates may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, in another embodiment, the interest rate may be 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%). In another embodiment, interest rates may be determined in whole or in part by a currency exchange rate, e.g., during the term of a loan, any change in the exchange rate of two or more related virtual currencies and/or between a real and the loan virtual currency may cause a change in the interest rate. An exemplary real world interest rate would be the three month U.S. Treasury bill yield to maturity. In another embodiment, the interest rate may be 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, 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) payment performance, j) adherence to loan restrictions or other terms, k) number of initial or subsequent defaults on loans by the player character, 1) real or virtual credit scores, m) any other financial or other terms as determined by the lender and agreed upon by the borrower, n) by any real world or virtual rule, law or regulation, or o) any combination of the above. Interest rate calculations and interest rates for a particular agreement may be calculated by any means applicable, for example using Interest Rate Program 124.
[0275] Financing options may require collateral or some other form of guarantee. The guarantee may be any form of asset or financial instrument, whether real or virtual that can be used to underwrite a default or otherwise secure or guarantee the financing option. Such guarantees may include a real or virtual credit card number, bank account number, brokerage account number, PayPal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account, e.g., a stock, mutual fund or other financial accounts. Additionally, collateral may be provided by permitting billing to an account owed to a third party, for example, a cell phone account such as one offered by Cingular Wireless, a standard telephone account such as one offered by Qwest Communications, an Internet Service Provider Account such as one offered by Earthlink, a cable account such as one offered by Comcast, or a DSL account such as one offered by Qwest Communications. The collateral or guarantee may be provided by the buyer or by a third party for example, a co-signor, or the third party may be independent of the transaction. Collateral may be an item, which the game or other entity may prevent or forbid the sale, destruction, encumbrance, or transfer of said collateral until such time as the loan is partially or fully repaid.
[0276] Information regarding guarantees may be stored by any means applicable. In one embodiment, such information is maintained in whole or in part in Virtual Financial Intermediary Database 328. Virtual Financial Intermediary Database 328 may include information related to the methods and financial instruments used to guarantee Financial Agreements. For example, 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 Financing Agreement number. It will be appreciated that any of these categories of information may include subcategorizable information and/or formulae. For example, the player character account information may include numerous sub-categories of information including character ID, character balance, character interest rate, and interest payment schedule. Alternatively or additionally, the finance agreement information may include sub- categories of information including character TD, finance agreement amount, payment(s), interest rate, and credit card number.
[0277] In one embodiment, the guarantee is an escrow account. The buyer or provider of the guarantee delivers an asset(s) to a third party to be held in trust pending a contingency or the fulfillment of a condition or conditions in a financing agreement such as the payment of a purchase price. Upon the occurrence of the event, the third party holding the asset(s) will deliver the asset to the proper recipient. For example, assets of the purchaser may be held in escrow to guarantee payment. When payment is complete, or at some other mutually agreed upon point in the payment cycle, i.e. when some fraction of the payments are made, the assets are released back to the purchaser. If the purchaser fails to make the payments, the assets may be liquidated to compensate the buyer. In another embodiment, the asset being purchased and the purchase payment may both be put in escrow to be released at some mutually agreed upon time or condition. In one embodiment, items held in escrow can be exchanged for other items of similar or greater value. In another embodiment, items placed in escrow must remain in escrow until completion of the financing agreement.
[0278] In another embodiment, the guarantee may be provided by a margin account. Margin is collateral deposited to cover the credit risk of a counter party. Such an account may be opened by the purchasing character, a financial entity, the game server, or a third party character. In one embodiment, such an account is provided to a character once certain game attributes, skills or a particular level have been obtained. In another embodiment, a third party character may "vouch" for another character, providing virtual credit or some other form of collateral to guarantee the payments of the buyer. [0279] In one embodiment, the collateral is a real world credit line, credit card, or bank account. The real world credit line, credit card, or bank account may be associated with the player account for that particular character, or the character may opt to enter a different credit line, credit card, or bank account. The player may indicate the amount of collateral in the form of the real world credit line, credit card, or bank account he is willing to allocate to secure the financing agreement. According to one embodiment, real world credit lines, credit cards, or bank accounts can be frozen by the virtual business, game server or financial intermediary and/or just periodically "pinged" to ensure their validity and that sufficient credit or cash is available to underwrite the financing agreement. The continuing availability of the real world credit line, credit card, or bank account may be determined by any means applicable. According to one embodiment, Ping Credit Line program 142 may be configured to complete some or all of the following steps:
1. Determine that a player character has an outstanding virtual financing agreement.
2. Determine real and virtual cash value of the financing agreement.
3. Retrieve credit card associated with financing agreement.
4. Ping credit card for the outstanding real cash value of the financing agreement amount.
5. If credit equal to financing agreement amount is not available,
6. Liquidate virtual assets of player character equal to virtual cash value of virtual financing agreement.
7. Deposit virtual cash in seller's account to pay off financing agreement.
[0280] In the event the real world credit line, credit card, or bank account securing the financing agreement is cancelled or closed, the system could receive notification that the real world credit line, credit card, or bank account is no longer valid. Upon notification that the credit line, credit card, or bank account is no longer valid, the financial intermediary, system, game owner, server owner, or other debt holder may require payment in full of the remaining amount in the financing agreement, require the player to provide a new credit line, require additional collateral to secure the financing agreement, secure a secondary line of credit which was previously provided or may be secured from other player characters, notify other characters of the opportunity to purchase a financing agreement, foreclose on virtual assets held by the defaulting character, freeze the virtual accounts of the character or player, or any combination thereof.
[0281 ] The lock on the real world credit line may be released when the financing agreement is completed. According to one embodiment, Release Credit Line program 144 may be configured to:
1. Receive indication that final payment of virtual financing agreement has been received.
2. Retrieve credit card associated with virtual financing agreement.
3. Notify credit card issuer to release credit line.
[0282] Alternatively, as payments are made on the financing agreement, a percentage of the real world credit line may be released in proportion to or in some other ratio with the amount paid. In this example, the real world credit line held is reduced as the financing agreement is repaid, instead of waiting for the entire financing agreement to be repaid, thus freeing real world credit lines for other purposes. Such a release could be managed by any means available. According to one embodiment, Release Credit Line program 144 may be configured to:
1. Receive indication that a periodic payment of virtual financing agreement has been received
2. Retrieve credit card associated with virtual financing agreement
3. Notify credit card issuer to release an equal or other determined portion of the credit line.
[0283] Such programs could also be used on virtual credit cards or other monetary accounts.
[0284] According to one embodiment, during registration a player may be able to opt in to using the credit card to which monthly player fees are charged as security for any virtual obligations incurred in the virtual environment. According to a further embodiment, only those characters whose players have opted in with a credit card on file are eligible to receive virtual financing offers and/or enter into virtual financing agreements. [0285] In calculating the amount to be secured, factors such as game growth rates, taxes, inflation and/or exchange rates, credit worthiness of the character or player, purpose of the financing agreement, 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. Such 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) the seller, g) any combination of the above.
[0286] Tn one embodiment, the amount of a real world credit line to be frozen can be based on the exchange rate of virtual currency for real currency. According to another embodiment, the exchange rate could be one for one. Alternatively, the exchange rate may be based on the exchange rate at the time of the formation of the financing agreement. It may also be based on the exchange rate at the time the player's credit card is charged. In another embodiment, the exchange rate may be adjustable for the term of the financing agreement.
[0287] In another embodiment, a player can purchase a play time card that allows them to play for a specific period of time. A portion of the credit on the card may be frozen to secure virtual obligations in the game environment. In one embodiment, said play time card may be replenished or reinstated, i.e., when the card has an amount less than the original amount, an amount may be added to the balance to bring the balance back to the original amount or some other amount.
[0288] Regardless of the method of purchasing or financing, payments, whether in currency or barter, must be made. In one embodiment, a character may agree to perform services in exchange for other goods or services. In another embodiment, a good or service may be paid for with a combination of other goods, services, currency and/or financing agreement. Tn yet another embodiment, payment for a good or service may be made in virtual cash. In a further embodiment, payment may be made in real cash. Payment may also be made by transferring money from an account whether virtual or real. Such an account may be a bank account such as a checking of savings account, a money market account, a brokerage account, a prepaid card, an account with a third party facilitator such as PayPal, a credit card account, from a credit line with a bank or other lending institution, or other monetary account. The account may belong to the player, player character, or a third party. Payments may also be made using any combination of two or more of the forgoing payment options.
[0289] Transfers may be made by any means generally used to transfer funds between accounts including real or virtual checks, debit cards, credit cards, pre-paid cards such as play time cards or smart cards, real or virtual wire transfers, electronic transfers, bill payment services, third party facilitators such as PayPal, financial transfer companies such as Western Union, or any combination of these.
[0290] Payment may be due up front, or may be made periodically. Payment may be made manually, in which case the character submits each payment individually, or automatically, in which the game, bank server, store server, or other facilitator automatically removes funds from the character's account or charges the player's real world credit line when payments are due. For example, payments can be made automatically using some or all of the following steps:
1. Determine that a virtual or other obligation of a player character is due.
2. Determine real cash value of obligation.
3. Retrieve credit card associated with player character.
4. Charge real cash value of obligation to credit card.
[0291] In one embodiment, the character can elect to make payments with a fixed real cash value amount that may or may not be guaranteed against currency fluctuation. If either (i) the player account does not have adequate funds for the payment amount or (ii) the player character does not pay the invoice sent by seller or payment facilitator, then a real cash value can be determined for the virtual payment amount and charged to the credit card or other credit line associated with the player character. Additionally, characters may be notified when payments are due. Such notification may take the place of email or other mail, instant messaging, screen alerts, or any other type of notification generally used within the parameters of the virtual world. Such notification may be made to either the character or the player.
[0292] In one embodiment, once a request to make a payment is made, some or all of the following method steps may be used:
1. Receive a request to make a payment.
2. Retrieve or receive real cash and virtual currency options for the player character. 3. Generate two or more amounts for the payment based on the currency options.
4. Output amount(s).
5. Request information regarding account for payment.
6. Debit amount from selected account.
[0293] Payment information may be stored by any means applicable, for example in virtual item payment database 246.
[0294] In one embodiment, the game server, or other database can itself advance credit such that purchases are aggregated to a fixed amount and then charged to a real world credit card, debit card, third party facilitator, real world bank account or other monetary account or any combination of these in a lump sum. In another embodiment, a real world credit card, debit card, third party facilitator, real world bank account or other monetary account may be charged a set amount and the amount may be held either in a virtual bank or other database and drawn upon for purchases within the virtual world until such time as the fixed amount is depleted. Once the amount is depleted, the credit card, debit card, third party facilitator, real world bank account or other monetary account may be charged an additional fixed amount which may be drawn upon by the character.
[0295] In order to make a payment using currency, it may be necessary to exchange real currency for virtual currency or vice versa. It may also be necessary to change real currencies for each other or virtual currencies for each other. For example, a specific seller may only accept U.S. Dollars, therefore anyone desiring to purchase the seller's product or services using an alternate currency such as the Euro, would need to exchange Euros for dollars in order complete the transaction. Similarly, a seller may only accept a particular type of virtual currency such as that of a particular township or city-state in the virtual world. A character from a different location in the virtual world may be required to exchange virtual currency or real currency for the specific currency accepted by the seller. In one embodiment, the character must provide currency in the requested denomination. In another embodiment, the seller may provide a list of acceptable currencies. For example, the server may receive a request to set up currency options from a character, retrieve available virtual and real cash options, output options, receive option selection, and store option selection with player character account for future transactions. In a further embodiment, a character may request that all prices be displayed in a particular currency. Such a preference may be enacted by any means applicable, for example using Currency Selection Preference program 248.
[0296] 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. Alternatively, 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. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. 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. In another embodiment, 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, c) law or regulation of the game or within the real world, f) negotiation among the affected parties, or g) any combination of the above. Information regarding the exchange rates may be stored by any means applicable. In one embodiment, they may be stored in currency exchange database 254. In another embodiment, they may be stored in Exchange Rate Database 126. In yet another embodiment, the rates may be retrieved from existing systems or networks or via third parties that maintain such conversion information.
[0297] An exemplary payment system 240 configured to provide the virtual environment described above is shown in Figure 11. Such as system may include a Central Server 220, a Currency Exchange Program 244, Virtual Ttem Payment Program 246, Currency Selection Preference Program 248. Such a system may further include any number of possible databases including, but not limited to, Player Database 250, Character Database 252, Currency Exchange Database 254, Item Database 256 and Market Database 258.
[0298] Player database 250 may include information about each player who accesses the game or links to such information residing in third party databases. 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 billing information, character real currency account information, and player character(s).
[0299] Player character database 252 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: character name, virtual cash currency preferences, real cash currency preferences, virtual cash account, account number, account balance, and virtual item ID. 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.
[0300] Currency exchange database 254 may include information or links to such 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.
[0301] In another embodiment, characters may create their own exchanges such that currency is exchanged at a rate that differs from the posted or other exchange rate(s). 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. This may occur for a variety of reasons including when a character desires to avoid transaction fees or when a character does not want to go through a financial intermediary. Certain currencies may also be at a premium i.e. the use of U.S. dollars as hard currency vis-avis a currency that fluctuates wildly.
[0302] In a further embodiment, the game may control the use of the proceeds of the financing agreement. In one example, the game server, bank server, or business server could prohibit the player character from converting an amount of virtual cash or assets equal to, or greater or less than, the financing agreement amount into real cash. In a further example, the game server, bank server or business server could prohibit the player character from reselling or otherwise encumbering the virtual assets purchased with the financing agreement until such time as the virtual financing agreement is repaid. For example, the server could block the sale of assets below a minimum level using some or all of the following steps:
1. Determine a total virtual obligation amount for a player character.
2. Set a minimum virtual asset limit for the player account based on the total virtual obligation amount.
3. Disallow selling of any player character assets below the virtual asset minimum.
[0303] Control of the use of proceeds could be maintained by any means applicable, for example through Finance agreement Enforcement Program 314.
[0304] In the event that a character becomes delinquent in his payments, a warning may be issued. According to one embodiment, a grace period may be granted if a payment is not made on the specified date or sufficient funds are not available in an account from, which a withdrawal is to be made. Warnings may be delivered by any means that would notify a player and/or character, including, but not limited to, in game or real world a) alerts, b) instant messaging, c) e-mail, d) voice mail, e) postal mail, or f) text messages. For example, some or all of the following method steps could be used to generate a warning if an account cannot be charged as required:
1. Determine that a virtual obligation cannot be paid with a virtual account associated with a player character.
2. Determine a real cash value for the virtual obligation.
3. Retrieve credit card associated with player character.
4. Attempt to charge real cash value of virtual obligation to credit card.
5. If attempt fails, output warning message to player character. [0305] In the event that a grace period is not issued or expires and the account remains delinquent, the character and/or player may have one or more limitations imposed upon his actions in the virtual world 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 e) the seller, f) any related or affected parties, or g) any combination thereof. According to one embodiment, the delinquent player may be prevented from obtaining any further financing whether from a bank, a business or another player. In another embodiment, the delinquent player may be blocked from converting virtual currency to real currency. Tn a further embodiment, a lien may be imposed upon the assets of the character or player. In yet another embodiment, the delinquent character may be excluded from transacting certain types or all business, owning certain types or any land, or engaging in other contracts within the virtual world, or may suffer other penalties in addition to or in lieu of the forgoing, penalties may include, but are not limited to, loss of play time, damage or hit points, loss of an avatar or clothing or a name, loss of an attribute or item, virtual illness, visible affliction, higher prices to purchase goods, services or items in the future (forever or for some prescribed period), etc. Furthermore, the visual or audible appearance or behavior of a player's avatar may be altered if a player fails to fulfill his virtual financial obligations. For example, the avatar may have to wear certain items like a ball and chain or begin any conversation with the phrase, "I don't pay my bills."
[0306] Additionally, or alternatively, the assets of the delinquent player may be seized and sold to cover the debt. In one embodiment, the financed asset is merely returned to the seller. In another embodiment, the character or player is additionally assessed a penalty. In a further embodiment, more than the asset financed is seized. 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. If all the assets of the player character are sold and the virtual cash does cannot cover the virtual obligations, 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 real world credit line or other guarantee used to secure the debt may also be charged in real world currency to cover the amount due. In one embodiment, upon delinquency, the entire amount of the financing agreement may become immediately due. For example, some or all of the assets could be liquidated using Asset Liquidation and Redistribution Program 316. Such a program may use some or all of the following steps:
1. Determine that a virtual obligation cannot be paid with a virtual account associated with a player character.
2. Determine a real cash value for the virtual obligation
3. Retrieve credit card associated with player character.
4. Attempt to charge real cash value of virtual obligation to credit card.
5. If attempt fails, lock virtual assets of player character account.
6. Post and sell virtual assets on appropriate in game marketplace or exchange.
7. Retrieve virtual creditor list.
8. Determine the percentage of player character asset value due to each virtual creditor.
9. Transmit the appropriate percentage of asset value to each virtual creditor. [0307] In another embodiment, the virtual representation of the character such as an avatar can be altered to indicate that the character has a delinquent account. For example, a virtual collection agent could trail the avatar around, or a ball and chain could be attached to the foot of the avatar, or a warning could float over the head of the avatar, or the color or other characteristic of the avatar could change, e.g., the avatar's clothing may partially or completely disappear, or the avatar could start leaving footprints wherever it goes, making it easier for the lending company or enemies to track down the avatar, etc. In a further embodiment, if a payment is missed, any preferential terms may be subject to change. For example, the interest rate could increase, payment terms could accelerate, guaranteed exchange rates could become variable, caps on interest or exchange rates could be removed, additional collateral may be required, part of the debt may need to be settled with a payment or through a complete or partial liquidation of assets, etc. Such changes could be controlled by any means applicable, for example through Finance Agreement Enforcement Program 314. Such changes may be made immediately or only after providing a notice or warning to the delinquent player.
[0308] In another embodiment, debts such as financial agreements may be insured by the seller or the buyer. One example of this would be payment protection insurance. Payment protection insurance provides an income to maintain a borrower's debt repayments in the event of an accident, sickness, death or any other cause for default that prevents them from working, or paying their debts when due, e.g., due to unemployment. Such insurance typically pays debts for a specific amount of time. According to one example of this embodiment, in the event of a default, the insurance policy pays the debt; however the defaulting character's rating would be lowered and/or future policies rejected outright and/or other penalties as hereinabove defined. If an insurance company (real or virtual) pays the debt, the insurance company could seek restitution from the defaulting player character and/or impose or cause to be imposed any penalties as provided herein above or as otherwise provided by the game server, game owner, lending entity, etc. Such information may be stored by any means applicable. In one embodiment, insurance agreements are generated by insurance program 134. Such a program may use some or all of the following steps:
1. Receive a request from a first player,
2. Store and output a virtual contract to insure to the first player
3. Receive an offer to accept the contract, including at least one virtual insurance premium amount from a second player character.
4. Receive an acceptance of the virtual insurance premium amount from the first player character.
5. Retrieve or receive a guarantee from both the first and second player character.
6. Activate virtual insurance contract and store credit card numbers with contract.
7. When virtual premium is due, charge premium amount to account requested by first player character. [0309] A secondary market for finance agreements may also be created. In the secondary market, groups of finance agreements can be bundled and sold to other entities. Such transactions may be for the remaining amounts owing or any other amount as agreed to by the parties.
[0310] 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, attributes, items owned by the player and/or 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.
[0311] It will be appreciated that while, for the sake of discussion, these databases have been described separately, the data in these and any other suitable databases could be merged into a single large databases and/or maintained separately in additional databases, or in other structures besides a database, e.g., pointers to data in one or more third party databases. Moreover, any such databases could be independent or linked, and the data in these databases could be stored centrally on a server or separately on game devices and/or by one or more third parties.
[0312] As stated above, various embodiments of the invention provide mediums for engaging in complicated financial or other transactions and for allowing these transactions across virtual environments, game environments, game servers, games and gaming locations. This increases the complexity of interactions between players thereby increasing the enjoyment and longevity of the game(s).
[0313] Mediums for engaging in more complicated transactions may take the form of an exchange. Such exchanges may be limited to a single location, or may exist across game environments and/or between virtual worlds and games. They may be entirely virtual in that there is no physical representation of a building or other facility where the exchanges take place, or they may have one or more physical presences in a virtual environment. In one embodiment, the location of the exchange may change periodically based on predetermined criteria. For example, the virtual location of an exchange may move from one virtual city to another virtual city on a periodic basis, may move based on which city has the highest population, may move based on the amount of wealth accumulated in a particular environment, or may move according to any other criteria as determined by the parameters of the game, the game server, game owner, exchange owner or any combination thereof. In another embodiment, exchanges may be accessed or exist outside of the virtual worlds in which they trade, i.e. while not actively engaged in playing a game.
[0314] Exchanges are mediums for buying and selling. In one embodiment, the exchange may be a primary market. A primary market is a market for the initial offering of any kind of good including a security. Tssuers of securities include commercial companies, government agencies, local authorities and international and supranational organizations (such as the World Bank or a virtual equivalent), and governing entities. Through securities, capital is provided to the issuing entity by investors who purchase the securities. The securities themselves may then be traded between investors and speculators on a secondary market. A secondary market is a market for any kind of used goods and may exist for all types of assets in a virtual environments. Secondary markets improve the liquidity of investments, increasing the likelihood that investments will occur and thereby adding to the growth of the virtual economy. In another embodiment, an exchange may trade both primary and secondary assets.
[0315] Exchanges may function by any means useful in exchanging assets. In one embodiment, an exchange may function as an auction market in which all characters and institutions wishing to trade must congregate in one area of a game environment and announce the prices at which they are willing to buy or sell. Such announcements may take place using instant messaging, screen alerts, or any other type of localized announcement. In another embodiment, an exchange is a dealer market. In a dealer market, the dealers hold an inventory of the asset and are then ready to buy or sell with market participants. Transactions may be conducted through instant messaging, electronic mail, order matching systems, or other electronic systems. An exchange may also be a Dutch auction or descending price auction, in which an asset is initially offered at a high price and then the price is lowered in increments until a buyer is found.
[0316] The laws, rules, regulations and precedence of a virtual exchange(s) may be based, solely or in part upon any one or more or a combination of the laws, rules, regulations and precedence of the United States of America and/or any foreign country, and or those of the American Stock Exchange, New York Stock Exchange, NASDAQ, London Stock Exchange, Tokyo Stock Exchange, Euronext, Toronto Stock Exchange, Frankfurt Stock Exchange, Hong Kong Stock Exchange, Madrid Stock Exchange (BME Spanish Exchanges), SWX Swiss Exchange, Milan Stock Exchange (Borsa Ttaliana), Australian Stock Exchange, Bombay Stock Exchange, Shanghai Stock Exchange, Johannesburg Securities Exchange, and/or Bovespa, Brazil. Additionally, there may be a central governing authority within the virtual world or between virtual worlds which is responsible for governing formation and management of exchanges. Tn another embodiment, the laws, rules, and regulations of an exchange are composed by the founders of the exchange.
[0317] An exchange may sell all types of assets real or virtual, including securities, commodities or derivatives belonging to one or more virtual environments, game environments, worlds or games; or may require that the assets meet particular criteria before they can be listed on the exchange. In one embodiment, an exchange provides a means for trading real and/or virtual goods and services. Such trades may take the form of real and/or virtual barter, trade, or currency. For example, real currency or virtual currency could be used to purchase real or virtual items listed on an exchange. In one embodiment, a player could list a real computer they are willing to trade for virtual assets such as, for example, 100 planks of virtual wood. In another embodiment, an exchange could specialize in financial products. Such financial products may be virtual securities, commodities, and derivative products such as options and futures. Some exchanges may trade stocks in virtual companies. Other exchanges may trade virtual stocks in real companies. Another exchange may trade virtual commodities. In yet another embodiment, an exchange may sell virtual game attributes. Additionally, an exchange may limit transactions to the assets of a particular world, game or environment.
[0318] In a further embodiment, exchanges may be limited to a particular type or group of types of asset(s), for example, player characters or avatars, in game resources or attributes, player created game items, stock of a virtual business including preferred and convertible stock, in game currency, bonds of a virtual business, bonds of a virtual government, virtual currency, game attributes created by player characters, game attributes created by the game server or NPCs, virtual natural resources, virtual exchange seats, virtual stock of in game businesses, virtual stock of in game environments, virtual securitized obligations, contracts between player characters, labor of certain skill types and levels, blueprint licenses, blueprint assignments, songs, videos, images, products, software applications and/or libraries, languages, SDKs, tools, objects or portions thereof, interface specifications, assistance with missions, personal services, or any other type of asset including services that may be created or used within a virtual environment.
[0319] Securities may be traded on a stock exchange, share exchange or both.
Stock exchanges are effective in raising capital for businesses, mobilizing savings for investment, facilitating company growth, redistributing wealth, corporate governance, creating investment opportunities for small investors, allowing governments to raise capital for development projects and are a barometer of the economy of a particular virtual environment.
[0320] Commodities and derivatives such as options and futures may be traded on a commodity or futures exchange. A commodity or futures exchange may trade derivatives including, but not limited to, futures, forwards, options and swaps on items such as commodities, equities or bonds, interest rates, exchange rates, or indices. Derivatives may also be traded on a derivative exchange or over-the-counter.
[0321] The exchanges may have additional criteria for listing an asset beyond the type of asset. For example, an exchange may require a certain amount of an asset be available, or have a certain monetary value, that a business be of a particular size, have a particular number of shareholders, a particular trading volume, a particular market value, particular earnings, a particular volume, particular valuation, particular cash flow, particular shareholder equity, or any other criteria the exchange(s) wishes to establish for assets to be traded. Tn addition, there may be standards that are required to be maintained in order for the assets to continue being listed on an exchange. In another embodiment, an exchange may trade everything.
[0322] The exchanges for use within and between virtual worlds, game environments, and games 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, real world exchanges or other legal entities. Moreover, the exchanges may be run by the game manufacturer, the owner(s) of the server upon which the game resides, player characters, other real or virtual legal entities, any other duly authorized or un-authorized third parties or a combination of these. There may additionally be a governing entity responsible for overseeing the exchanges.
[0323] Exchanges may be formed by any means suitable for providing exchanges. Such exchanges may be established and accessible both within and outside of virtual environments and may be formed by the game server, game owner, a character ' or group of characters, a player or group of players, real world financial institutions, real world exchanges or other legal entities, a third party or any combination thereof. Tn one embodiment, the exchange is organized as a mutual organization owned by members. In another embodiment, the exchange is a corporation.
[0324] In one embodiment, the rules for forming an exchange 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 exchanges or the types of exchanges in existence at any one time or the requirements for formation and/or dissolution. These regulations may impose certain requirements that must be met prior to the formation of an exchange. Such requirements may include, for example, the ability to pay a given fee, holding requirements, asset requirements in the virtual environment, procurement of various suitable skills by the requesting group, character type limitations, size of guild, age of avatar, experience level of avatar, virtual or real net worth of an avatar or player, 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 permit, if one is available, as explained in further detail below.
[0325] According to some embodiments, the virtual environment, game environment, a particular government, or a virtual land area governed by the game environment or by player characters may limit the number of exchanges that can exist in that environment or that may trade assets from that environment or for use in that environment. Accordingly, an exchange may be required to apply for a permit to operate in a particular location or in a particular virtual environment. There may be a limit on the number of exchange permits that can be given out at any particular time in a virtual environment. In some embodiments, if an exchange closes or becomes inoperable, the exchange permit may be forfeited and revert to the governing entity such that it is available to a new entity desirous of forming an exchange, or it may be sold by the player character(s) or other entity that owns 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 permit is issued or resold. Such fees could be up front, periodic, a percentage of transactions, or any combination thereof.
[0326] The amount of the exchange permit fee may be determined using any method suitable for the virtual environment. It may be established by the game itself, the owners or manufacturers 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 permit, by real and/or virtual law, or any combination thereof. In one embodiment, fees may be based on a portion of the virtual fees generated on the exchange.
[0327] According to one embodiment, a game server may be configured to create a virtual exchange using some or all of the following method steps:
1. Receive a request from a player character, group of player characters, or one or more third parties to create an exchange.
2. Determine if there is an available permit for the exchange based on the game environment and the player characters.
3. If there is an available permit determine and output a permit fee.
4. Receive an acceptance and payment for the permit fee.
5. Create new exchange in the business format specified by the player character requestors.
[0328] In another embodiment, such as in the method depicted in Figure 14, a certain minimum number of players decide to form Exchange. The game server 270 verifies that the requisite number of players would like to form an exchange. Tf the minimum number of members are not available, the organizing committee may solicit additional members. The solicitation of members may take place in any type of forum useful for disseminating such information/requests. For example, the organizers may send out a mass e-mail, post an advertisement, directly contact friends, publish a notice, or any other type of means aimed at contacting interested parties. In an alternative embodiment, player characters may indicate that they are interested in becoming members of an exchange and may or may not choose to specify the type of exchange they are interested in supporting.
[0329] Once the minimum number of members has agreed to form an exchange, they may determine the type of assets to be traded, the structure of the exchange, the number of seats on the exchange, and draw up a charter. They may also apply for an exchange permit.
[0330] The minimum number of members, the type of assets, structure, qualification of members, qualification of traders, or number of seats on an exchange 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) the organizing committee, e) charter, f) law or regulation, and/or g) any combination of the above. Information regarding the formation of an exchange may be stored by any means desired, for example on Exchange database 262 and may comprise information such as, for example:
1. Exchange ID
2. Exchange Type
3. Exchange scats 1-n
4. Allowable assets 1-n
5. Exchange seat price
6. Maximum exchange seats allowed
7. Exchange seats issued
8. Remaining exchange seats available
9. Exchange seat qualifying conditions 1-n
[0331] The request may be made and received using any suitable method within the virtual environment. For example, 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.
[0332] In another embodiment, an exchange is formed outside of a game. Such an exchange may be formed on a network, or as a separate entity for exchanging virtual assets. Such exchanges may use real or virtual world currency in order to buy and sell virtual assets. They may be represented in virtual environments, or exist solely outside of the game.
[0333] Exchanges may also be established between game environments. Such game environments can be different geographical locations in the same virtual environment, or may be located in entirely different virtual environments or games. Tn one embodiment, a character may buy a game environment and configure rules for other player characters to play in that game environment. In another embodiment, every character in a game environment may have created a certain amount of measurable virtual wealth. The value created in the game environment could be traded on an exchange. Thus, game environments with healthier economies can trade for more value than game environments with weaker economies. Alternatively, a game environment may issue and offer shares in the game environment.
[0334] Game environments may be registered on an exchange using any means applicable. In one embodiment, game environments may be registered using some or all of the following method steps:
1. Receive a request to register a game environment on the exchange.
2. Determine if game environment qualifies to be registered on the exchange.
3. Register the game environment on the exchange.
[0335] Once an exchange is in existence, transactions may take place on the exchange. In one embodiment, anyone can buy or sell on an exchange. In another embodiment, it may be necessary to have a seat on an exchange or an account with someone who has a seat on the exchange in order to buy or sell on the exchange.
[0336] The founding members of an exchange may have seats on the exchange or may allow the seats to be offered to other characters or third parties. The number of seats available may be included in the charter or may be determined by other factors such as the size of the exchange, the volume of trading, the number of listings on the exchange, or any combination thereof. In one embodiment, a seat on an exchange may be granted when a character attains certain goals, levels, skills or other parameters established by a) the game owner, b) the game server, c) the charter of the Exchange, d) any other governing rules or regulations for the Exchange. In another embodiment, exchange seats may be randomly allocated to players once a game server or game environment has reached certain predetermined criteria, for example a certain population. In a further embodiment seats on an exchange may be bought and sold. For example, seats on an Exchange may be bought or sold using some or all of the following steps.
1. Receive a request to purchase an exchange seat.
2. Generate an exchange seat value.
3. Output an exchange seat value.
4. Receive acceptance of exchange seat value from player.
5. Receive payment from purchaser.
6. Tssue exchange seat to purchaser.
[0337] In yet another embodiment, seats on an exchange may be traded on the
Exchange. In a further embodiment, exchange seats could be auctioned. In another embodiment, owners of exchange seats may be forced to sell their seat. Such a forced sale, could for example, take place if the owner commits fraud or violates rules governing the exchange.
[0338] Anyone may be allowed to own an exchange seat, or characters may be required to meet certain criteria before they are allowed to own seats on exchanges. In another embodiment, anyone may own a scat on an exchange, but certain qualifications must be met in order to trade using the seat. In a further embodiment, players and/or characters may only be able to hold seats on one exchange at a time, or on one exchange per virtual environment or game environment at a time.
[0339] Information regarding owners of seats may be stored by any means applicable. In one embodiment, such information may be stored in player character database 274 and include information such as character ID, player ID, character assets, exchange seat owner account number, and exchange seat number. Corresponding player information may be stored by any means applicable including player database 272 and may include information such as, but not limited to, player TD, player billing information, player personal information, player exchange seat ID.
[0340] The possession of a seat on an exchange allows the holder to buy and sell on that particular exchange. The seat holder may buy or sell assets on the exchange directly, or may lease the seat to another party. In one embodiment, a seat holder may hire a NPC or another character such as a contractor or financial services consultant to manage his seat on the exchange. An exchange member may also act as a broker for other characters. In order to act as a broker, an exchange member may be required to meet certain qualifying criteria. For example, in order to act as a broker, it may be necessary to have acquired particular skills, reached a particular level, be of a particular type of character, have a certain virtual or real world net worth, have transacted a certain number of times, have transacted a particular virtual cash volume on an exchange through a third party, have adequate real or virtual credit available to them, or have any other qualifying criteria as determined by the exchange or game server, or any combination thereof.
[0341] Characters who wish to trade on an exchange that requires membership but who do not own a seat may apply for an account with a seat holder or broker. Such an account may be opened using some or all of the following method steps:
1. Receive a request from a character to create an account.
2. Determine account fee structure.
3. Output fee structure to player character.
4. Receive acceptance of fee structure.
5. Create account.
[0342] The rules and regulations governing such an account may be dictated by the broker holding the account, or may be regulated by the rules of the exchange, the game server, game owner, charter, local governing entity, overseeing governing entity or any other applicable rules and regulations.
[0343] A seat holder or other broker may institute regulations regarding accounts as well. For example, a broker may only open accounts for characters who meet particular criteria such as, for example, 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 account, the real world credit lines available to the requestor; the length of time the character has spent or been in existence in the virtual environment; the skill level of the character and/or player; the assets held by the character; as well as any other type of information typically used in evaluating credit worthiness. In one embodiment, the broker may verify the character's virtual credit score. In another embodiment, the broker 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, character type, information regarding creditworthiness, or any combination of the above. One embodiment of a method of opening an account with an exchange seat owner is shown in Figure 15.
[0344] A broker may charge fees for trading. Such fees may be a monthly fee, a per transaction fee, fees generated by the spread between the buy and sell, a percentage fee based on the total transaction, amount, fees based on the type of transaction, or any combination thereof. Additionally, there may be taxes or other government fees that may be charged to an account. Fees may also be charged for the right to own a seat on an exchange, to have an exchange account or to conduct transactions on an exchange. For example, only premium accounts may be able to trade on an exchange.
[0345] Whether the account is with an exchange or with a broker, there may be different types of accounts and different transactions that can occur using different types of accounts. For example, some accounts may permit the trading of particular types of assets. Other accounts may permit the trading of all types of assets. There may be limits placed on the amount of a particular asset that can be bought or sold during a specified time period, or no limits at all. In one embodiment, accounts may have limits on the types of transactions that can occur. For example, some exchanges may not permit trading in futures and options. Other exchanges may not permit margin trading or margin accounts. In yet another embodiment, some exchanges may permit the trading of real world goods and services for virtual goods and services. In a further embodiment, accounts may increase the type or variety of transactions available based on the skill level or other criteria of the character holding the account.
[0346] The types of accounts available in a particular virtual environment or on a particular exchange or with a particular broker may include cash, margin, option, and discretionary accounts. A cash account requires all purchases to be paid for by the settlement date. In one embodiment, funds must be in the account before a buy order is placed. In another embodiment, payment may be made within a specified time period, i.e. by the settlement date. Such accounts may be opened with no deposit, or may require a certain amount of goods or currency be placed in the account prior to the execution of trade orders. [0347] In a margin account, a character is lent cash to make the purchase on the exchange. The loan is collaterized by the assets in the account held by the broker or exchange. If the value of the assets drops sufficiently, the owner of the account may be required to deposit more cash or sell asset positions in order to bring the collateral to a specified level. Tf the owner of the account is unable to meet the cash requirements, the account may be liquidated, collateral seized, or a credit line associated with the account such as a credit card or a third party facilitator such as a paypal account can be charged.
[0348] An option account is a type of brokerage account that allows you to trade options (i.e., puts and calls on stocks, bonds, commodities, futures, etc.). To open this type of account, acknowledgment of the risks associated with derivative instruments may be required. In one embodiment, an option account or option trading may require additional security to support the account such as a higher credit limit on the credit line securing the account or an additional credit line including, but not limited to, a credit card or third party facilitator account such as a paypal account that could be charged in the event of a default.
[0349] In a discretionary account, a broker may make trades without notifying the character who owns the account. For example, the broker may pool virtual assets of account holders and make trades on their collective behalf.
[0350] Accounts may be funded using real or virtual assets from one or more virtual environments, game environments, or games. Assets may be valued using conversion tables, rates or factors. Such conversion mechanisms permit the valuation of items between games, between time periods within games, between game environments, or between different geographic areas in the same game. Conversion rates may include currency exchange rates as well as trade exchanges. Currency exchanges may include the exchange of real currency for virtual currency and vice versa as well as the exchange of different types of virtual currency for each other both within a particular virtual environment, game environment, game or locations within a game and between virtual environments, game environments, games and/or locations within games. There may also be a universal currency for which local currencies can be traded. Such universal currency may be universal to a particular game environment, virtual environment, or multiple game environments or virtual environments. Accounts may additionally need to be secured by a 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.
[0351] The exchange rates for virtual-for-virtual currency, virtual-for-real currency, virtual assets for real assets, real currency for virtual currency, virtual assets for virtual assets, or real assets for virtual assets may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, the exchange rates may be variable. Such a variable exchange rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. 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. In another embodiment, 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 owncr(s) of the scrvcr(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. In one embodiment, the exchange rate received by a player or character may depend on the rating such as the credit rating of the player or character.
[0352] With each type of account, there are multiple types of transactions that can take place on the exchange. For example, transactions may include, but are not limited to, market orders including, but not limited to, market with protection orders, bracketed buy order, bracketed sell order, sweep to fill order; contingency order, not held order, stop loss orders, stop limit orders, limit orders, stop orders, fill or kill orders; short selling, options including puts and calls, futures.
[0353] A market order is an order to buy or sell a stock immediately at the best available current price. A market order may be modified to decrease the volatility or otherwise limit the transaction. For example, a market order may be placed as a "market with protection order" in which a market order is canceled and resubmitted as a limit order if the price of the asset moves dramatically after the character places the order. The limit on the limit order is placed at around the current market price as determined by a broker. This type of order adds a protective measure, helping the character ensure his or her market order will not be completed at a price that is far off from the market price at the time of the order. The order may also be placed as a "bracketed buy" order in which a buy order is accompanied by a "sell limit" order above the buy order's price and a "sell stop" order below the buy order's price. These three component orders will all be set at a price determined by the character entering the order. The "bracketed buy" order allows the character to lock in profits with an upside movement and prevent a downside loss over a certain size. The order may also be a "bracketed sell" order in which a sell order on a short sale is accompanied by a "buy stop" order above the entry price of the sell order and a "buy limit" order below the entry price of the sell order. A "Box Top" order may also be placed. In a "Box Top" order, a buy or sell order is made at the best market price. If the order cannot be completely filled, a limit order is placed for the remaining shares at the price at which the filled portion was executed. An order may be placed as a "Sweep to fill" order in which the broker splits an order into numerous parts comprising the best prices and amounts at that price currently offered on the market for speedier order execution. In another embodiment, a "Fill or kill" order may be placed. In a "Fill or kill" order, a transaction must be executed immediately and completely or not at all. An order may also be placed as an "All or None" order. An "All or None" order ensures that a character obtains the entire requested quantity of the asset or none at all. In a further embodiment, a "Good Till Cancelled" order may be placed. A "Good Till Cancelled" order remains active until cancelled. In some embodiments, there may be limits on the length of time an order can stay open. Orders may also be set to expire at the end of the trading day. If it is not filled by the end of the day, it will be cancelled. [0354] Orders may also be placed as contingency orders in which the order is executed only when certain conditions are met. In one embodiment, a contingency order may depend on the potential purchaser's ability to sell a different security in his or her portfolio to free the funds to make the purchase. In another embodiment, an options contingency order's execution may depend on the price of the options' underlying asset. [0355] In another embodiment, a "not held" order may be placed. With a not held order, a market or limit order gives the broker or trader both time and price discretion to attempt to get the best possible price.
[0356] A limit order is an order to buy or sell a certain amount of assets at a particular price or better. There may or may not be time limit placed on the order. Tf the time limit is exceeded, the order may expire. The order may be placed as a "Limit on open" order in which a limit order to buy or sell shares at the market open if the ' market price meets the limit condition. Alternatively, the order may be placed as a "Limit on close" order in which a limit order is placed to buy or sell shares near the market close only if the closing price is trading better than the limit price.
[0357] In another embodiment, a "stop loss" order may be placed. With a "stop loss" order, an order placed with a broker to sell a security when it falls to a certain price.
[0358] An order may also be placed as a "stop limit" order. With a "stop limit" order, the order will be executed at a specified price (or better) after a given stop price has been reached. Once the stop price is reached, the "stop limit" order becomes a limit order to buy (or sell) at the limit price or better.
[0359] In a further embodiment, a stop order may be placed. With a stop order, the order is executable once a set price has been reached and it is then filled at the current market price.
[0360] Some accounts or exchanges may permit short selling. In a short sale, a security that the seller does not own is sold on the assumption that the seller will be able to buy the asset at a lower price than the price at which they sold short.
[0361] Accounts or exchanges may also permit options trading. Options offer the buyer the right, but not the obligation, to buy (call) or sell (put) an asset at an agreed-upon price during a certain period of time or on or after a specific date. There is typically an up-front, non-refundable premium that the buyer pays the seller to obtain the option rights.
[0362] Futures trading may also be permitted. Futures are a financial contract obligating the buyer to purchase an asset (or the seller to sell an asset), such as a physical commodity or a financial instrument, at a predetermined future date and price. Futures contracts detail the quality and quantity of the underlying asset; they are standardized to facilitate trading on a futures exchange. Some futures contracts may call for physical delivery of the asset, while others are settled in cash.
[0363] In another embodiment, transactions may be made using the over the counter market. Such transactions include derivative products such as swaps, forward rate agreements, and exotic options and may be made independently or through a broker.
[0364] Swaps are over the counter derivatives which may be highly customized.
In a swap, two counterparties exchange one stream of cash flows against another stream. Such cash flows may be calculated over a notional principal amount. Swaps may be reassigned to third parties, but are not generally traded on exchanges. In one embodiment, the swap may be an interest rate swap. In another embodiment, the swap may be a total return swap. In yet another embodiment, the swap may be an equity swap.
[0365] A forward rate agreement is a forward contract in which one party pays a fixed interest rate, and receives a floating interest rate equal to a reference rate. The payments are calculated over a notional amount over a certain period, and netted, i.e. only the differential is paid when the termination date arrives. The reference rate is fixed one or two days before the termination date, dependent on the market convention for the particular currency.
[0366] An exotic option is a derivative which has features making it more complex than commonly traded products. For example, exotic options may include, but are not limited to barrier, constant proportion portfolio insurance, cliquet, lookback, a variance swap, an Asian option, a Russian option, a game option, a Parisian option, a binary option or a chooser option. A barrier option is a type of financial option where the option to exercise depends on the underlying crossing or reaching a given barrier level. Constant proportion portfolio insurance is a capital guarantee derivative security that embeds a dynamic trading strategy in order to provide participation to the performance of a certain underlying asset. A lookback option is a path dependent option where the option owner has the right to buy (sell) the underlying instrument at its lowest (highest) price over some preceding period. A variance swap is a financial derivative whose payoff is equal to the difference between the square of annualised realised volatility (that is, the annualized realized variance), of returns on the underlying price over that period and a fixed quantity. An Asian option is an option where the payoff is not determined by the underlying price at maturity but by the average underlying price over some pre-set period of time. A Russian option is a lookback option which runs for perpetuity. That is, there is no end to the period into which the owner can look back. A game option or Tsraeli option is an option where the writer has the opportunity to cancel the option he has offered, but must pay the payoff at that point plus a penalty fee. The payoff of a Parisian option is dependent of the amount of time the option has spent above or below a strike price. A binary option (also known as a digital option) pays a fixed amount or nothing at all, depending on the price of the underlying instrument at maturity. A chooser option gives the purchaser a fixed period of time to decide whether the derivative will be a vanilla call or put.
[0367] The types of orders and the amounts traded may be limited by the exchange, the game server, the broker or the type of account held by the character. For example, characters may need a particular credit score or provide a certain type of guarantee, such as a real world financial instrument, in order to have a margin account. Some exchanges may only allow market orders. Characters may be limited in the amount of a particular item which they arc allowed, to acquire at one time. Additionally, exchanges may be closed if trading drops below a certain percentage. Trading may also be restricted if the number of open buy or sell orders on a particular asset exceeds some predetermined threshold.
[0368] Exchanges may be open all the time or only at particular times. For example, they may follow the schedule of real world exchanges, or a similar schedule according to a virtual world calendar in which they are closed on certain virtual holidays or at certain hours of the day. Additionally, specific characters or types of characters may only be able to trade during certain times of days, days of a week, or during certain months or other specific time periods as determined by the game, game server, exchange owners, broker, or any combination thereof. In another embodiment, certain assets may only be available to be traded at particular times or on particular exchanges at particular times. In a further embodiment, exchanges are open twenty-four hours a day, every day.
[0369] According to one embodiment, once an account is opened, whether through a broker or with the exchange itself, characters may place buy and sell orders. Open offers may be stored by any means applicable, for example in Exchange Open Offers Database 50. Such a database could contain information such as:
1. Offer ID
2. Offer type
3. Offer posting date
4. Offer expiration date
5. Offer Item
6. Offer Quantity
7. Offer Price.
[0370] Exchange open offers may additionally be associated with the character or player submitting the offer. Such information could be stored in Exchange Open Offer Database 276 and include information such as the character ID, offer ID5 offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price.
[0371] Offers may include offers to buy, trade or sell. Offers may also list items in multiple currencies both real and virtual, and may include a reserve price, below which it will not be sold. Offers and/or exchanges may include conversion rates, tables or factors which may take into account the value of things in a particular environment. For example, a gallon of oil may be converted to two gallons of oil when traded from a first game environment, such as War Craft, to a second game environment, such as Second Life. In another embodiment, a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. In a further embodiment, assets may have different values in different game environments. For example, 1000 units of wood in one game environment may be worth 700 units of wood in another game environment. Conversion rates may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of the two game environments, the number of player characters in each environment, the amount of a particular virtual asset available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors. In another embodiment, exchanges may require that all offers be placed using a particular currency, requiring offers to be converted to that currency before they are listed. In a further embodiment, offers may be limited to valuations of a particular virtual environment, game environment, or using a universal valuation.
[0372] Information affecting conversion rates, exchange rates, interest rates, or any other types of exchanges between games and game environments may be collected and displayed according to any means applicable. According to one embodiment, such data is automatically gathered on a regular basis and displayed in a comparison or rating chart.
[0373] In order to be listed, an item may need to meet certain criteria. For example, it may need to be the type of asset that is sold on that particular exchange; it may require a sale price, or a reserve price, or the price may vary according to market forces; it may need to be authenticated; it may need to be unique (i.e. no other items can be listed currently or previously on exchange that match the unique profile of a particular virtual item); it may require insurance; it may need a description, whether written or an image; or any other criteria as determined by the exchange, broker, governing body, or combination of thereof. In one embodiment, an item for sale may be analyzed using some or all of the method steps in Figure 16. Items on Exchanges may additionally be sold using some or all of the following method steps.
1. Submit order to sell a virtual asset.
2. Determine if asset is authentic.
3. Determine if the asset can be sold on the exchange.
4. List asset on exchange.
[0374] Once an item is listed, offers may be received regarding purchasing the item. The transaction may then include some or all of the following additional method steps.
1. Receive purchase request.
2. Determine fees.
3. Receive fees.
4. Transmit item to buyer.
5. Transmit payment to seller.
[0375] In one embodiment, requests to purchase an item may be posted regardless of whether an item is available or there is an open offer. Such offers may be received by potential sellers, and/or may be posted on an exchange. Such a transaction may use some or all of the following steps:
1. Receive a request to purchase an item.
2. Fill request to purchase an item.
3. Receive funds for purchasing an item.
[0376] If enough funds are not available in an account to purchase an item, the item may be purchased on margin if the account is authorized for margin transactions. Alternatively, purchases may be charged to a monetary account, for example, a real or virtual credit card number, bank account number, brokerage account number, paypal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account, or through some type of financing agreement. In one embodiment, if there are insufficient funds in the account, the transaction may be completed using some or all of the following steps:
1. Retrieve secondary account associated with character.
2. Determine a real cash value for the virtual purchase.
3. Charge real cash value to secondary account.
4. Convert real cash to virtual cash and deposit in purchase account.
5. Withdraw virtual cash from purchase account.
[0377] A record of each transaction may be stored by any means applicable. In one embodiment, each transaction could be stored in an Exchange Transaction Database, for example in Exchange Transaction Database 266. Such a database could store information such as.
1. Order ID
2. Order Buyer
3. Order Seller
4. Order Date
5. Order Price
6. Order Type
7. Order terms and conditions
[0378] In another embodiment, such transactions could be associated with the character in Exchange Transaction Database 278. Such a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.
[0379] Players may establish alerts to notify them of transactions on a virtual exchange. Alerts may be established to monitor the number, type, price, trends, volume, volatility, or any other parameter of interest for the transaction of one or more assets. Such alerts may be sent by any means applicable including, but not limited to, e-mail, text mail, voice messaging, and/or screen alerts.
[0380] Limits may be placed on items being exchanged, bought, sold, or converted. Such limits may be placed by the game server, game owner, local government, local governing body, overseeing governing body, broker, or any combination thereof. For example, the game server may set a maximum trade amount per time period for currency or particular resources within the game environment and between game environments. Limits may be established based on the total amount of a resource available in a game parameter, the amount per player character of a resource available in a game parameter, the amount of open buy orders for a resource in a game environment, the amount of open sell orders for a resource in a game environment, or any other factors and/or rules and regulations that arc established for controlling exchanges and currency fluctuations.
[0381] In some embodiments, there may be guarantees to ensure the transactions go through and to maintain the validity of the exchange. In one embodiment, exchanges are the only place in the game environment where delivery is guaranteed. In another embodiment, if a seller cannot fill an order or a buyer cannot pay for an order, the owner of the exchange seat must do so in his stead. If the owner of the exchange seat cannot do so, all of the members of the exchange are responsible for filling the order. In yet another embodiment, items listed on an exchange may be placed in escrow until sold and/or payment may be placed in escrow when a buy order is placed. Tn a further embodiment, all transactions may be insured. A character who owns a seat on an exchange or the exchange itself may purchase insurance to cover orders initiated by the holders of accounts he brokers. Such insurance may be purchased from other player characters, insurance companies, or other third parties. Rates for insurance may depend on the number of accounts managed, the size of the transactions, the types of assets traded, the creditworthiness of the account holders, the types of accounts or transactions permitted, a combination thereof or any other factor that may affect the risk that a transaction would not be fulfilled. In a further embodiment, anyone who wishes to sell an item on an exchange must provide insurance or some other guarantee that the item can be provided. In another embodiment, transactions may be underwritten by providing collateral. Collateral may include a real or virtual credit card number, bank account number, brokerage account number, paypal account number or that of another third party facilitator, prepaid card number, credit line from a bank or other lending institution, debit card number, or other monetary account. Additionally, collateral may be provided by permitting billing to an account owed to a third party, for example, a cellphone account such as one offered by Cingular Wireless, a standard telephone account such as one offered by Qwest Communications, an Internet Service Provider Account such as one offered by Earthlink, a cable account such as one offered by Comcast, a DSL account such as one offered by Qwest Communications. The collateral or guarantee may be provided by the buyer or by a third party such as an insurer. If the seller is not able to deliver the item, the market value of that item and/or a penalty may be charged against the collateral. In one embodiment, the seller is required to fill the order, regardless of the current market price. If a character cannot fill or pay for the order, they may be precluded from further transactions for a set period of time or until delivery or payment is made. Characters who fail to fill their side of the transaction may also be assessed a penalty, or charged a premium on all future transactions. Such penalties or premiums may be applied to a virtual or real world financial instrument.
[0382] In another embodiment, goods could come with a warranty. If the goods wear out or otherwise fail, they could be replaced or the purchase price or some fraction thereof refunded.
[0383] Assets exchanged may require verification of authenticity. Such verification may be a digital signature or a unique identifier such as a real or virtual bar code or ID tag number. In one embodiment, each game server may create and attach a unique identifier to virtual assets. When an item is exchanged, its identifier may be verified prior to completion of the transaction. If the identifier is incorrect, the item may be returned to the seller or destroyed. In another embodiment, each asset in a character's inventory is assigned a unique identifier. If the inventory item identifier and the seller do not match, the item is returned to the seller or destroyed. In one embodiment, a seller attempting to exchange fraudulent assets may be assessed a penalty.
[0384] Items may have multiple identifiers, all or some of which may be verified. For example, each item created in a particular environment may have an identifier. When an item is purchased, it may be assigned a new identifier or have the old identifier in some way associated with the new owner. Items that are traded between environments may have identifiers from each environment. In one embodiment, authenticity could be determined using some or all of the following steps:
[0385] Receive a virtual asset to post on exchange.
1. Input identifier of asset.
2. Determine if identifier is valid
3. Determine if asset with that identifier has previously sold on any other exchange.
4. Determine ownership.
5. If identifier and ownership match and are valid, post item on exchange. [0386] Items may additionally have expiration dates. For example, futures may expire. In transactions of assets that have an expiration, verification that the item or contract has not expired may form an additional or separate method step. Such verification may occur by any means applicable. For example,
1. Receive a request to sell a futures contract from a first player character.
2. Determine if date of contract has expired.
3. If date of contract has not expired, retrieve or generate a contract price.
4. Output contract price to first player character.
5. Receive acceptance of contract price from a second player character.
6. Transfer contract to second player character.
7. Transfer contract price, minus fees to first player character.
[0387] 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 types of financial transactions.
[0388] It will be appreciated that while, for the sake of discussion, these databases have been described separately, the data in these and any other suitable databases could be merged into a single large databases and/or maintained separately in additional databases, or in other structures besides a database. Moreover, any such databases could be independent or linked, and the data in these databases could be stored centrally on a server or separately on game devices.
[0389] As stated above, most virtual worlds/environments lack sophisticated financial systems. They therefore limit the capital raising ability of virtual entities such as game environments as well as potential investment opportunities for characters. This limits the scope of interactions available and inhibits growth and development of both the virtual economy and the virtual environment, decreasing the depth and enjoyment of play available.
[0390] Various embodiments of the invention address this issue by providing a means for buying and selling game environments or interests in game environments. Trade in ownership of game environments allows game environments to generate capital for investment as well as a means for tracking wealth and/or points in a game. Such a system increases the development of the game, increasing the enjoyment of the players and the sophistication of play available.
[0391] Game environments are particular levels or areas within a virtual environment. There may be game environments within game environments, or each game environment may stand alone. They may be controlled by the game server, game owner, manufacturer, one or more players, one or more characters, corporations, third parties, or a combination thereof. Game environments may be acquired by any means deemed appropriate by the parameters of the game. Tn one embodiment, the game server screens characters to determine eligibility for creating game environments using some or all of the following method steps:
1. Retrieve a player resume. A player resume may include, for example, the play history of a player in one or more virtual worlds.
2. Determine if the resume qualifies the player to create a game environment based on qualification rules and conditions. 3. Flag resume as qualifying and output notice to player character that he is eligible to create and manage a game environment.
[0392] Eligibility to create a game environment may be based on any qualifications determined by the parameters of the game, the game server, the owners of the local game environment, or any combination thereof. Tn one embodiment, eligibility may be acquired when a character reaches a certain skill or wealth level. In another embodiment, game environments may be purchased. In a further embodiment, game environments may be granted to players and/or characters who discover them. In yet another embodiment, game environments may be won. Tn a further embodiment, game environments may be randomly distributed. In still another embodiment, characters or players could apply to open game environments. In another embodiment, the number of game environments available could be based on the number of characters playing, the market value of all game environments, the projected growth of the game or the existing game environments, the number of players playing, or any other criteria as determined by the game.
[0393] Game environments may exist as empty space, or may come with a certain number of resources and/or constraints or rules. Such resources, constraints or rules may be predetermined wherein every game environment starts with the same amount of resources, or resources may be distributed according to any relevant criteria including, but not limited to, randomly; as determined by the game sever or other game parameters; as determined by the game owner; as determined by the game environment owner; according to an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the player(s) and/or character(s) has accumulated, the amount of time the character(s) has been in existence or the player(s) behind the characters) has played the game, assessments of the skill level of the character(s), any other criteria relevant for assigning resources, or a combination of the above. For example, a game environment owner could receive a certain allocation of resources to be distributed in the game environment for each month the character has been in existence. In another embodiment, each game environment is initially worth a total number of points which may be attributable to natural resources. The allocation of resources depends on how the points are assigned by the owner of the game environment. Resources can be made available up front or over time, in periodic intervals, when certain events occur in the game environment, or in any other manner.
[0394] Game environments may be created and run by any means applicable. In one embodiment, an exemplary system 1OG is configured to provide the virtual environment described above. As shown in figure 17, system 1 OG includes a master game server 20a for running the game and a game environment server 20b for one or more game environments within the game.
[0395] Master game server 20a may host a program such as game environment creation and set up program 330. Master game server 20a may further host a plurality of databases including, for example, game environment database 332 and player database 334. Game environment server may host a plurality of programs including, for example, Game Environment Creation and Set Up Program 336, Game Environment Management Program 338, Game Attribute Valuation Program 340, Exchange Multiplier Determination Program 342, Game Item Assembly Program 344.
[0396] Game Environment server 20b may include a plurality of databases including, for example, current data database 346, raw material database 348, NPC database (not shown), skill database (not shown), era database (not shown), exchange multiplier database (not shown), player database 350, and player character database 352.
[0397] In one embodiment, a game environment database may store information regarding the game environment such as the game environment ID, identification of the owners, percentage ownership, configurations, creation date, fee structure, date of initial public offering (IPO) or any other information relating to the game environment. Player database 350 may include information regarding the players in a virtual environment, their ID(s), the characters) they control, billing information and the game environments in which the players have characters.
[0398] Tn one embodiment, raw material database 348 may include, for example, the type of raw material available in a game environment, the location of the raw material, the first date available, conditions for use, conditions for discovery, conditions for availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee, and times when available. Such conditions for raw material may be established when the game environment is formed, or may evolve or be reassigned as the game environment develops. Player database 350 may include information such as, but not limited to, player ID, the character(s) controlled by the player, billing information and personal information. Player character database 352 may include information such as, but not limited to, character ID, player ID, assets, skills, obligations, and game environment access.
[0399] Each game environment may have the same, similar or different attributes. Such attributes may be designated by the game server, allocated upon creation of the game environment, or selected by the owner. For example, the owner or other controlling entity may configure the game environment to meet certain parameters including, but not limited to, establishing the initial resources, available skills and maximum levels, game play types, taxes, permits, government types, exchange types, types of businesses and the maximum number of each business type, mission types and quantities along with allowed rewards, magic spells, licenses, etc. As the game develops, attributes may alter or disappear as they are used. The selection of attributes and the development of a game environment may serve to increase the wealth of the environment, attract other players to the environment, increase investment and building in an environment as well as contribute to the overall enjoyment of the game.
[0400] Among the aspects that may make a game environment more or less desirable may be the form of government that controls the game environment. The initial controlling entity of the game environment may establish a representative government, or may run the game environment as a republic, democracy, fiefdom, oligarchy, monarchy, dictatorship, theocracy, corporation or autocracy. The government may regulate as many or as few aspects of the game environment as it desires. For example, it may build infrastructure, maintain order, regulate trade, regulate commerce, regulate social welfare, control immigration, or any other type of activity commonly regulated by governments. In another embodiment, the government may merely collect taxes. Tn a further embodiment, the game environment may be a business and the governing entity may be a management team or a board of directors.
[0401] One area that may be controlled by the governing entity of a game environment is access to the game environment. In one embodiment, game environments are open to anyone. In another embodiment, access may be limited. For example, game environments may require petitions to enter, may have limitations on the number of characters or the types of characters that may be in the game environment at any one time, may encourage the entrance of particular types of characters, characters with particular skill sets, characters with particular credit scores, players with particular credit scores, characters with a particular asset base, any other type of criteria determined by the controlling entity of the game environment, the game server, game owner, or a combination thereof. Tn one embodiment, a character may be required to own shares or options in a game environment prior to playing in the environment. In another embodiment, characters may have to pay a fee or have a premium account in order to enter particular game environments. Such fees may be daily, monthly, annual or any fraction thereof. Tn one embodiment, such fees are paid to the owner(s) of the game environment. In another embodiment, such fees may be paid to the central server maintaining the game environment. In a further embodiment, such fees are shared between the central server and the owner(s). In another embodiment, such fees are paid to a central account for the game environment.
[0402] In one embodiment, an owner may recruit other characters or entities to play in the game environment. Such play can include development of the game environment including development of smaller game environments such as the construction of buildings, townships, estates, cities, municipalities, states, neighborhoods, or any other units. Characters could also form businesses, families, unions, co-ops, guilds, etc. or any other type of organization which assists in self- preservation, advancement, skill acquisition and accumulation of wealth, thereby contributing to the evolution of the game.
[0403] In one embodiment, an owner or governing entity could try to recruit the best group of players to play in their game environments so that they can build the wealth within that environment more quickly. Incentives could be offered as a recruitment tool. For example, stock or stock options in the game environment could be offered to players willing to play in the game environment. Such offers could occur using some or all of the following steps:
1. Receive a request to recruit player characters into a game environment, including resume criteria and stock or stock option offers based on resume criteria.
2. Generate a list of players that fall within resume criteria settings. 3. Output stock or stock option contract offers to players based on resume criteria.
4. Receive acceptance of offer(s).
5. Create new player accounts in game environment and assign stock or stock option contracts.
[0404] In another embodiment, a player may petition to create and develop a character in a game environment. In a further embodiment, characters may post resumes including character history, skills, and assets and may receive offers from owners or controlling entities of game environments to play in that game environment.
[0405] The owners or government of a game environment may seek virtual funds for development and growth of the game environment. Such virtual funds may be obtained through a variety of means including, but not limited to, taxes, fees, licenses, bond issuance, loans, investors, commercial paper, convertible debt, bills, notes, debt issuance, venture capital, the issuance of private shares, transforming the game environment into a public company through an initial public offering, or through a follow on offering such as the issuance of common stock, preferred stock, or treasury stock.
[0406] For example, public or private shares in a game environment may be sold by the game environment to raise capital. The sale of shares may be accomplished by any means applicable. In one embodiment, shares are sold using a system such as the exemplary system 104 shown in Fig. 18. As shown, system 104 includes a master game server 20a a game environment server 406 and an exchange server 2Oe.
[0407] Game environment server 406 may include databases such as player database 414, player character database 416, exchange open offers database 428, exchange transaction database 420.
[0408] Tn one embodiment, Player Database 414 may include information such as, but not limited to Player ID, Player Billing Info, Player Personal Info, Player Credit Info, Player Exchange Seat ID, and Player Assets. Player Character Database 416 may include information such as, but not limited to, Character ID, Player ID, Character Assets, Character inventory, Character Skills, Exchange Seat Owner Account Number, Exchange Seat Number, virtual account numbers. [0409] Exchange Server 404 may include or host various programs, routines, subroutines and/or databases including, but not limited to an exchange database 408, an exchange open offers database 410, and an exchange transaction database 412.
[0410] In one embodiment, Exchange database 408 may include information such as, but not limited to, exchange TD, exchange type, allowable assets, and allowed traders. In another embodiment, exchange database 408 may include information regarding seats on the exchange such as the exchange seat price, maximum exchange seats allowed, exchange seats issued, and exchange seat qualifying conditions. Exchange open offers database 410 could contain information such as:
1. Offer ID
2. Offer type
3. Offer posting date
4. Offer expiration date
5. Offer Item
6. Offer Quantity
7. Offer Price.
[0411] Exchange open offers may additionally be associated with the character or player submitting the offer. Such information could be stored in Exchange Open Offer Database 428 and include information such as the character ID, holdings, offer ID, offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price.
[0412] In one embodiment, each transaction could be stored in an Exchange
Transaction Database, for example in Exchange Transaction Database 412. Such a database could store information such as:
1. Order ID
2. Order Buyer
3. Order Seller
4. Order Date
5. Order Price
6. Order Type
7. Order terms and conditions [0413] In another embodiment, such transactions could be associated with the character in Exchange Transaction Database 420. Such a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.
[0414] Various methods and systems for inter and intra game exchanges are described, for example, in co-pending U.S. Patent Application No. 11/560,456, entitled "Inter and Intra Game Exchanges in and Between MMOPVGs" filed November 16, 2006, which is hereby incorporated by reference.
[0415] Initial shares may come from any number of sources. Tn one embodiment, each game environment is formed with an allocation of shares. In another embodiment, the owner(s) of a game environment may decide to issue public or private shares. The distribution of private shares may be made according to decisions of the owner(s) and the laws, rules and regulations of the game. For example, shares of the game environment may be distributed to characters playing in the game environment, for example to all characters who play in the game environment, to business owners in the game environment, to characters who have played in the game environment for a certain length of time, held by the owncr(s), distributed in a lottery, distributed by whim, or according to any other criteria as determined by the game, game server, game owner, game environment owner, or any combination thereof.
[0416] In one embodiment, private shares may be sold to raise capital for the game environment. Investors may be sought by any means applicable. For example, the game environment may send out mass mailings through electronic mail, screen alerts, instant messaging of any other means used to communicate. In another embodiment, owner(s) may be prohibited from sending out general solicitations for private shares and must contact each investor individually. In a further embodiment, a database may exist which pairs game environments with potential investors.
[0417] Private shares may have restrictions on resale. For example, the sale or purchase of the shares may be limited to exchanges or characters within a particular game environment or to particular characters or organizations. Such limitations may be approved or overridden by the other shareholders. In another embodiment, such shares may be bought and sold between game environments and/or virtual environments. In one embodiment, the private shares may trade for an equal number of public shares when a game environment becomes public. In another embodiment private shares may be converted to some fraction of public shares. In yet another embodiment, ownership of private shares may give priority to the purchase of public shares.
[0418] Private game environments may become public, game environments may be public upon formation or public game environments may become private. For example, in one embodiment, game environments may become public by having initial public offerings. In another embodiment, each game environment may be formed with an allocation of shares held by the owner(s) which can be publicly traded on an exchange from the time of formation. Tn a further embodiment, a game environment can buy back shares.
[0419] Game environments may automatically go public. For example they may be public upon formation, converted to public companies when they reach a certain size, population density, wealth, age, asset value, number of businesses, when a stock market or exchange is discovered or formed, when a particular type of technology is discovered, or any other criteria established by the game, game owner, game server, game environment owner(s) or a combination thereof.
[0420] In one embodiment, once a game environment reaches a particular age, a routine such as that outlined, in Figure 19 may be launched where the game server determines that the game environment has reached the required age. The game server then values the game environment, or requests a valuation, publishes notice of the initial public offering and lists the shares on a primary or secondary exchange.
[0421] In another embodiment, the game owner(s) or governing entity may decide to launch a public offering and sell shares in the game environment. In order to launch a public offering, the owner(s) may be required to register the game environment with a governing entity. In one embodiment, each game environment is registered upon formation. Tn another embodiment, some type of notification or filing must be made with a governing entity. Such notification may be made by electronic mail, regular mail, screen alert, instant messaging, or any other type of communication which would effectively comply with the notification requirements. Notification may include any information requested or required by the governing entity, game owner, game server or any combination thereof. Such notification may be available to everyone, or may be a confidential document. It may include or require information such as the design of the game environment, the types of businesses in the game environment, the structure of the game environment, the types of characters in a game environment, information regarding management or government of the game environment, information regarding earnings of the game environment, valuation of the game environment, an explanation of how the proceeds are to be used, a list of the owners, financial statements, and/or risk disclosures, etc. In yet another embodiment, there is no notification process required before the selling of shares in a game environment.
[0422] The value of game environments may be assessed by measuring any of a number of parameters including, but not limited to, the growth of the economy, the value of its natural resources, the amount of investment that is being made, the number of characters working or inhabiting the game environment, the amount of development that is taking place, the amount of land available for development, the amount of trade, the stability of the economy, taxes, cash flow, the assets of the inhabitants, the standard of living of the characters, the imports and exports into the economy, any other factor that is generally used to value an economy or any combination of the above.
[0423] In one embodiment, the value of a game environment is calculated according to the following equation: consumption + investment + government spending + (exports — imports). In another embodiment, the value of a game environment is determined by the final value of the goods and services produced by the resident characters in a given time frame. In a further embodiment, the value is determined by the market value of the goods and services produced by the resident characters minus the depreciation in a given time period. In yet another embodiment, the value may be calculated by: consumption + investment + government spending + (exports — imports) + net foreign factor income - indirect taxes — depreciation. In yet another embodiment, the value of the assets in a game environment may be assessed. Assets may be valued according to their market value, on a multiple of the underlying natural resource that can be salvaged from the asset, by a professional estimator whether real or virtual, by an investment bank or any other applicable valuation method or combination thereof. In a further embodiment, valuation may be determined by tax revenue or fees generated by the game environment. In another embodiment, cash flow from transactions in the game environment could be calculated. Such valuation numbers may be used to determine an opening share price for stock in a game environment or on a price for options. In one embodiment, earnings in the environment over a set period of time could be multiplied by a factor to arrive at a valuation. For example, the virtual value of the assets of a given game environment could be $2,000,000. A stock multiplier of 2 may be applied to the value to determine that the game environment is worth $4,000,000. Tf 1 ,00O5OOO units of stock were initially issued to the player who owns the game environment, the stock is now worth $4.00 per share.
[0424] Valuations may also rely on conversion rates, factors or tables which may convert all assets to a common unit. Conversion rates may be determined by any means applicable. They may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of two game environments, a comparison of a representative basket of goods, the number of player characters in each environment, the amount of a particular virtual asset available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors. For example, a gallon of oil may be converted to two gallons of oil when traded from War Craft to Second Life. In another embodiment, a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. 5000 thistle seeds may be worth 3 shares of stock in a particular game environment. In a further embodiment, a game attribute coming from a first environment may be converted into a game attribute in a second environment by multiplying the value of the game attribute in the first environment by a conversion multiplier that reflects the difference in the labor (and/or other factors) required to build the game attribute in the first environment vs. the second environment. For example, 1000 thistle seeds in one game environment may be worth 700 thistle seeds in another game environment. Alternatively or additionally, the multiplier may take into account any differences in supply, availability, ease or cost of acquisition, or the like, of the resources and/or the prevailing exchange rates of real or virtual currency. Some game environments may be configured to produce items more optimally. These game environments may receive a premium valuation in that their labor is more efficient in that game environment than on other game servers. Alternatively, environments that produce such items more optimally may be penalized or a tariff may be imposed, to create a more fair exchange between or among such game environments.
[0425] In one embodiment, some or all of the following steps may be used to convert assets between game environments.
1. Generate a conversion value for two or more game environments based on activity and conditions in the game environments.
2. Create a conversion multiplier based on the relationship of the values between two or more game environments.
3. Store multiplier.
[0426] Once a valuation of a game environment has been made, an initial price for the value of the shares may be determined. The sale of shares may take place by any means applicable. In one embodiment, the game environment may decide to sell the shares itself, or may select a third party such as an underwriter to handle distribution of the shares. The underwriter or other third party may select the initial price for the game environment and assess demand based on current conditions. The underwriter may charge a fee for such transactions. Such a fee may be a flat fee, a percentage of the total amount to be sold, a percentage of the offering price, or any combination of the above. For example, the initial public offering may take place using a Dutch Auction, Firm Commitment, Best Efforts, Bought Deal or Self Distribution of Stock. In a Dutch Auction, the auctioneer begins with a high asking price which is lowered in increments until some participant is willing to accept the auctioneer's price, or a predetermined reserve price is reached. The winning participant pays the last announced price. In Firm Commitment, an underwriter assumes all inventory risk and purchases all securities directly from the issuer for sale to the public at the price specified. With Best Efforts, the underwriter agrees to use all efforts to sell as much of an issue as possible to the public. The underwriter can purchase only the amount required to fulfill its client's demand or the entire issue. However, if the underwriter is unable to sell all securities, it is not responsible for any unsold inventory. In one embodiment, the underwriter has a set time frame for selling the shares. If all of the shares are not sold within the agreed- upon time frame, the issuer must return any funds collected from investors. In a Bought Deal, an investment bank negotiates a price with the issuer and purchases securities from an issuer before selling them to the public. The investment bank (or underwriter) acts as principal rather than agent and thus actually "goes long" in the security. Once the shares are initially sold, they may be traded on an exchange or other secondary market. In a further embodiment, the game environment or the owners of the game environment may self distribute the stock in a direct public offering.
[0427] Shares may be sold directly to investors, or purchased on an exchange, such as a stock exchange, for virtual or real currency or for items of trade. Exemplary descriptions of exchanges may be found in U.S. Patent Application No. 11/560,456 filed November 16 , 2006, which is hereby incorporated by reference. Such exchanges may exist in the game environment selling the shares or may be located elsewhere in the virtual environment or in a different virtual environment than the virtual environment in which the game environment is located. In one embodiment, game environments may choose to offer stock on a real world stock exchange. Upon the issuance of actual stock in a real stock exchange, players could receive and/or have the option to receive real stock certificates/shares in proportion to and/or in exchange for their ownership of the virtual game environment as translated into real stock. Such a translation may be on a one-to-one basis, or based upon each player character's pro rated share of real to virtual shares, or any other method of conversion as agreed upon by the player characters that own such characters and/or game shares and/or as otherwise agreed to by the player characters and/or game manufacturers or any other duly appointed and authorized body to determine such valuation, and/or based upon a majority and/or super majority vote by all affected game players and/or only by those holding virtual shares and then only in proportion to their pro-rata share amounts and/or based upon their preexisting or subsequently established voting rights, which may be determined based upon their number of shares or based on the value of their shares and/or their exercise price for their options and the like.
[0428] Shares on virtual exchanges may be purchased using real currency, virtual currency, virtual assets or real assets. In one embodiment, purchases may be made in any currency or asset. In another embodiment, the value of the currency or asset must be converted to a specified currency by an exchange rate or conversion rate.
[0429] The exchange rate for one type of virtual currency for another type of virtual currency, virtual currency for real currency, virtual assets for real assets, real assets for virtual assets, real assets for virtual currency, virtual assets for real currency or virtual assets for virtual currency may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, the exchange or conversion rate may be variable. Such a variable rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. 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. In another embodiment, 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.
[0430] Shares may all be of the same class or there may be multiple classes of shares with different rights. For example, some shares could be common stock, other shares could be preferred stock, prior preferred stock, convertible preferred stock, phantom stock, restricted stock, or treasury stock. Common stock usually entitles the owner to vote at shareholders' meetings and to receive dividends. Preferred stock generally does not have voting rights, but has a higher claim on assets and earnings than the common shares. For example, owners of preferred stock receive dividends before common shareholders and have priority over common shareholders in the event that a company goes bankrupt and is liquidated. Voting rights may also differ based on the type of shares. For example, one class may have the right to elect only a small percentage of the managers or members of the board or may have no election rights. Another class may elect the majority of board members. A further class may have the right to elect the government of the game environment.
[0431] In one embodiment, residents of a game environment may be offered shares prior to an IPO and/or offered the opportunity to trade assets owned in the game environment for a particular class of shares using such steps as: 1. Output a virtual IPO cash price of a share of a game environment to a player character.
2. Receive a request to exchange an asset for shares from a player character in the game environment.
3. Determine the asset value.
4. Receive the asset into the game environment account.
5. Transfer stock whose virtual cash value is equal to the virtual cash value of the asset to the player character.
[0432] Tn a further embodiment, all residents may be given an equal number of shares when residency is established. In another embodiment, residents of a game environment may be given shares in an amount representative of their relative assets in that game environment. For example, some or all of the following steps may be used:
1. Determine a total virtual asset value for a game environment based on virtual assets and valuation rules and conditions.
2. Generate a percentage ownership of the total virtual asset value for each player character based on their ownership of virtual assets in a game environment.
3. Convert virtual asset ownership into share ownership of the game environment for each player character.
4. Notify player character of share ownership.
[0433] There may be limitations in the purchase and sale of shares of a game environment. For example, if a character or player becomes the owner of more than a certain percentage of the stock, for example 10%, such an acquisition must be reported to a governing entity, or may be prohibited by the game, game server, or exchange. In another embodiment, there may be blackout periods during which members of a controlling entity of a game environment cannot sell shares.
[0434] Stock options in a game environment may also be distributed. Such options may be given to all members of a game environment, key personnel in a game environment, potential players, leaders in a game environment, as a recruitment tool to encourage people to play in a game environment, may be distributed at random, or according to any criteria determined by the governing body or owners of the game environment, or any combination of the above. Such options may be based on the appraised market value of the shares or on any share strike price desired. Options may be exercisable at any time, or may not be exercisable until a public offering has been made or until a certain amount of time has passed after the initial public offering. Expiration of the options may be set at any time. In one embodiment, options must be exercised within five years. Tn another embodiment, options must be exercised within ten years. In one embodiment, some or all of the following steps may be used to exercise an option:
1. Receive a request to exercise a virtual stock option of a game environment.
2. Determine if request is possible based on exercise conditions.
3. If request is possible, determine a virtual cash amount due based on exercise price of option.
4. Output amount due.
5. Receive payment of amount due.
6. Release stock of game environment to player character.
7. Flag option as exercised.
[0435] 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.
[0436] Various embodiments of the invention provide a means for raising funds for development in an online environment. Such a system allows for the development of the game and widens the financial opportunities available to players, increasing the enjoyment of the players and the sophistication of play available.
[0437] Funding may be sought for a variety of reasons including, but not limited to expansion plans, public works, construction, public services, development of infrastructure, the building of any virtual business, the promotion of any virtual business or event, the payment of a virtual design on any virtual product, the performance of one or more virtual services, or any of a myriad of other reasons for which exterior funding may be required. Such funding may be obtained through a variety of means both public and private including, but not limited to, taxes, fees, licenses, bond issuance, loans, investors, commercial paper, convertible debt, bills, notes, debt issuance, promissory notes, venture capital, the issuance of private shares, transforming the game environment into a public company through an initial public offering, or through a follow on offering such as the issuance of common stock, preferred stock, or treasury stock.
[0438] In one embodiment, a game environment may impose virtual taxes on the characters that play in that environment and/or businesses that operate in an environment. Taxes may be imposed using any means applicable and in any form suited to meet the purposes of the game environment imposing the taxes. Taxes may be direct or indirect. They may be ad valorum taxes such as sales taxes, tariffs, property taxes, inheritance taxes, and value added taxes. Tax rates may be progressive or flat. There may be income taxes, retirement taxes, capital gains taxes, corporate taxes, poll taxes, excises, toll taxes, use taxes, transfer taxes, inheritance taxes, and wealth taxes. Such taxes may be flat fees, percentages, or a combination thereof.
[0439] In another embodiment, the virtual tax system could be a lottery. The virtual governing body could set the lottery ticket price, where the funds are allocated, the percentage of the collected funds that will be distributed to the winner, and the method of distribution. The winning number or other indication of winning could be determined by an independent party or by the governing body. In one embodiment, the funds that are not distributed to the winner could be used to fund virtual public works.
[0440] In a further embodiment, a game environment may charge fees or require licenses for certain virtual services. For example, fees may be charged to open virtual businesses. There may be exchange fees, servicing fees, credit verification fees, processing fees, insurance fees, application fees, late payment fees, prepayment fees, etc. For example, a player or virtual business interested in providing financing options may be required to have a premium account or may be required to pay a fee. In another embodiment, characters providing certain services such as virtual exchange trading may need to pay a licensing fee in order to represent other characters. Fees may be flat fees, per transaction fees, a fee based on a percentage of the transaction or any combination of the above. [0441] In one embodiment, fees may be charged for the use of the virtual project being funded. For example, residents of a game environment may be assessed a fee for the construction of a virtual public work from which they will receive the benefit. In another embodiment, characters could be charged a fee for the use of a virtual public work and such fees could be used to construct other virtual public works. Fees may be a flat fee, a per transaction fee, a percentage fee, or a combination thereof. In yet another embodiment, those who helped fund the virtual public work, will not be charged a fee or may be charged a reduced fee to use the virtual public work once it is completed, while those who did not contribute to its construction would be charged a larger fee. Such rights to reduced or eliminated fees may be marketable, inheritable, or attached to the character who paid the initial fee. An evaluation of such rights and an assessment of the necessary fee could be made using one or more of the following steps: a. Determine that a player has used a virtual asset. b. Determine if player assisted in funding the virtual asset. c. Determine a fee for using the virtual asset based on whether or not and to what degree character funded the creation of the virtual asset. d. Output fee to player.
[0442] In another embodiment, the character could request to use the virtual public work and be assed a fee using some or all of the following steps: a. Receive a request to use a virtual utility. b. Determine a usage fee and a registration fee. c. Output fees. d. Receive payment for fees. e. Register player or group of players to use utility, including player character credit card to be charged if virtual cash is not available for fee.
[0443] Fees could also be assessed automatically, for example using some or all of the following steps: a. Determine a virtual cash fee is due for using a utility; b. withdraw virtual cash fee from account(s) of player character or group of player characters using the utility. [0444] If the virtual cash fee is not available, then some or all of the following steps could be used to obtain fees from other sources: a. Determine real cash value for the utility fee. b. Retrieve credit card associated with player character. c. Charge real cash value to credit card. d. Convert real cash into virtual cash. e. Deposit virtual cash into account.
[0445] In a further embodiment, a game environment, including a business, may obtain funds from third parties on a temporary basis. Funds may be lent through the issuing of virtual bonds, virtual governing entity securities, and virtual consumer and commercial loans or by any other means typically used to advance funds.
[0446] It is to be understood that players may control one or more characters and each character may apply for and obtain one or more loans. Additionally, groups of characters may come together and apply for loans. In some embodiments, 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 with the lending player character. For example, a virtual state run virtual bank may be prohibited from lending money to the virtual state that controls it.
[0447] For ease of description, the term "bank" is used throughout the present disclosure when describing an exemplary embodiment of a financial intermediary or other lending entity which may function as a lending institution, however it is understood that the processes as described herein may apply to any type of financial intermediary or lending institution and the types of services they generally provide in the real world. Virtual banks are described, for example, in co-pending U.S. Patent Application No. 1 1/421 ,263, filed May 30, 2006 and 1 1/535,585, filed November 27, 2006, each of which is hereby incorporated by reference.
[0448] A virtual loan may be obtained by applying for a loan, receiving the terms of the loan, agreeing to the terms of the loan and receiving the funds. An exemplary system 101 configured to provide the virtual environment described above is shown in Fig. 20. As shown, system 101 may include a game server 20a, a bank server 20c, and a credit card server 2Od. [0449] Game server 20a may include a Loan Creation Program 430, whereby a bank server or other third party can register a loan with the game server. Game server 20a may further include a Loan Payment Program 432, a Loan Converted to Shares of Asset Program 434 and a Loan Registration Program 436. Bank Server 20c may equally be any other financial intermediary server including a contractual savings institution or investment intermediary server. Such servers 20c may include a Loan Generation Program 438, a Register Loan with Game Server Program (not shown), a Loan Payment Program 440, a Ping Credit Line 442, a Prohibit Sale of Virtual Assets Program 444, a Release Credit Line when Loan is paid 446, and a Loan Converted to Shares of Asset Program 448. Bank server 20c may additionally include databases such as loan account database 450 and account database 452. Credit Card Server 20d may include a Lock Credit Line Program 454, a Release Credit Line 456, and a Ping Credit Line program 458.
[0450] Loan Generation Program 438 may create a loan using some or all of the following method steps: a. Receive a request to borrow virtual cash including a player character ID and a real world account number. b. Validate real world account number and credit line amount. c. Determine a virtual loan amount based on credit line amount. d. Determine an interest rate and virtual payment schedule. e. Output a virtual loan offer including a virtual cash loan amount, virtual interest rate and virtual payment schedule to player character. f. Receive acceptance of virtual loan offer from player characters). g. Lock real world credit line. h. Create new virtual loan record. i. Output virtual currency to game environment account.
[0451] In one embodiment, the virtual loan may be registered with the game server using loan registration program 436. In another embodiment, a credit line provided may be locked using lock credit line program 454. In a further embodiment, information regarding repayment of a loan may be stored using loan payment program 432. All information regarding the virtual loan, may be stored by any means applicable, for example in loan account database 452.
[0452] In one embodiment, the virtual loan may be the sum of the credit lines a group of player characters are willing to make available on their credit card accounts to secure the loan. Tn another embodiment, a game environment may borrow funds based on its own standing without the security offered by the player characters controlling the game environment. A game environment may have its own accounts, its own funding, and may be evaluated based on its own history, creditworthiness or other valuation.
[0453] Virtual 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. Such collateral may belong to the character or game environment 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 financial institution, a virtual credit line, a virtual financial security, a virtual property or business, a virtual asset, a real world property, a promise to perform certain services or any combination thereof.
[0454] In one embodiment, the collateral is a real world credit line. Each 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. Such a real world credit line may be a credit card, debit card, private or public payment facilitator account (i.e. paypal), brokerage account, equity line 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, 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.
[0455] According to one embodiment, real world credit lines can be frozen by the bank owner or game server, 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 he determined by any means applicable. According to one embodiment, Ping Credit Line program 442 may be configured to complete some or all of the following steps: a. Determine that a player character has an outstanding virtual loan. b. Determine real and virtual cash value of loan. c. Retrieve credit card associated with loan. d. Ping credit card for the outstanding real cash value of the loan amount. e. If credit equal to loan amount is not available. f. Liquidate virtual assets of player character equal to virtual cash value of virtual loan. g. Deposit virtual cash in loan account to pay off loan.
[0456] The "ping" from the bank server may be responded to by ping credit line program 442 on the credit card issuer server.
[0457] In the event a credit line securing the virtual loan is cancelled or closed, the system could receive notification that the credit card or credit line is no longer valid. Upon notification that a credit line is no longer valid, the bank, system, game owner, server owner, or other debt holder may require payment in full of the virtual loan, require the player to provide a new credit line, require additional collateral to secure the virtual loan, secure a secondary line of credit which was previously provided or may be secured from other player characters, notify other characters of the opportunity to purchase a virtual loan, foreclose on virtual assets held by the defaulting character, freeze the virtual accounts of the character or player, or any combination thereof. In another embodiment, the balance of the virtual loan may be reallocated among the remaining credit cards securing a group loan.
[0458] The lock on the real world credit line may be released when the virtual loan is repaid. According to one embodiment, Release Credit Line when Loan is Paid program 456 may be configured to: a. Receive indication that final payment of virtual loan has been received. b. Retrieve credit card associated with virtual loan. c. Notify credit card issuer to release credit line.
[0459] Alternatively, as the virtual loan is paid down, a percentage of the real world credit line(s) may be released in proportion to or in some other ratio with the amount paid. In this example, the real world credit line held is reduced as the virtual loan is repaid, instead of waiting for the entire virtual loan to be repaid, thus freeing real world credit lines for other purposes. Such a release could be managed by any means available. According to one embodiment, Release Credit Line when Loan is Paid program 446 may be configured to: a. Receive indication that a periodic payment of virtual loan has been received. b. Retrieve credit card associated with virtual loan. c. Notify credit card issuer to release an equal or other determined portion of the credit line.
[0460] Management of information regarding payments which would trigger
Release Credit Line when Virtual Loan is Paid program 1446 may be controlled by Virtual Loan Payment program 440. This program may then instruct the credit card issuer server to release the credit line using Release Credit Line program 456.
[0461] A real or virtual credit line can secure the virtual loan payment amount, the entire virtual loan amount, or a ratio of the two. In calculating the amount to be secured 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 virtual loan, the amount of debt the character, player or game environment has outstanding, or any combination thereof may be considered in determining the total amount to secure on the real world credit line. Such 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. Information regarding the credit lines used to secure a virtual loan may be stored by any means applicable. In one embodiment, such information may be stored in Account database 452.
[0462] Tn one embodiment, the amount of a real world credit line to be frozen can be based on the exchange rate of virtual currency for real currency. According to one embodiment, the exchange rate could be one for one. Alternatively, 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 or other credit line is charged. In another embodiment, 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. Alternatively, the exchange rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. 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. In another embodiment, 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. For example, the exchange rate could be fixed for a certain length of time and then change to market forces or vice versa. Alternatively, there may be a cap on the amount of fluctuation in the exchange rate during the term of the loan.
[0463] In the event of a default, the credit cards or other credit lines used as collateral may be charged according to any of a number of criteria including, but not limited to, charging all of the credit cards used to secure the virtual loan in equal percentages until the credit line is maxed out, and then in an equal percentage on the remaining credit lines until no credit line is available; in an order designated by the virtual loan agreement, i.e. charge credit card A first up to a fixed amount, then charge credit card B, etc.; or in a ratio specified under the loan agreement.
[0464] Alternatively or additionally, the collateral may be a non-financial asset.
Such an asset includes any item of economic value including, but not limited to, a virtual object; a virtual skill or attribute; virtual property or business; a real world object or property; a promise to perform certain services, or any combination thereof. In one embodiment, the collateral is the natural resources and/or building materials used to construct the virtual project. In another embodiment, the collateral may be a collection of assets held in escrow. In the event of a default, such assets may be sold, or otherwise liquidated.
[0465] In one embodiment, the bank or other party providing the virtual loan may desire part ownership in an asset in return for the virtual loan. For example in one embodiment, the virtual loan could be structured so that it is convertible for a percentage ownership of the virtual item or asset that it was used to purchase or construct (and/or in addition to additional assets and/or penalties). In this embodiment, the player characters that took out the virtual loan or the bank that issued the virtual loan can convert the virtual loan obligation into a percentage ownership of the asset(s) that the virtual loan was used to purchase or create. The terms of the conversion could be specified in the virtual loan agreement and the conversion rate may change over time as the virtual loan balance is reduced.
[0466] In another embodiment, the bank or other party may take ownership in the game environment. Ownership could also be conferred in the issuance of shares or stock options. Such ownership may include anti-dilution provisions, or other provisions designed to protect the stake of the bank or other lending entity. For example, in the event that the percentage is in stock or stock options, the bank may limit the amount of stock the virtual business may issue such that the percentage ownership does not become diluted. In another embodiment, the bank may receive a percentage of stock or stock options in the virtual business with each issuance of new stock. This decision can be made by the game server based on the venture and the player character credit scores or real world credit line and/or manually. The conversion of the virtual loan to a security or other arrangement may be managed by Loan Converted to Shares of Asset program 448.
[0467] In another embodiment, the bank could obtain possession of the entire virtual item or asset in the event of a default. The bank could then sell or otherwise dispose of the virtual asset.
[0468] Such information or proceeds may be stored by any means available.
According to one embodiment such information is generated through Loan Converted to Shares of Asset program 434 which may be configured to perform some or all of the following steps: a. Receive a request to convert all or a portion of an outstanding virtual loan into shares of a virtual asset by a virtual bank server or player character. b. Retrieve and amend loan obligation. c. Retrieve and amend ownership structure of virtual asset. d. Notify loan parties and owners of asset that virtual loan has been converted into shares of a virtual asset.
[0469] The terms of the virtual loan 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. Alternatively, in another embodiment, 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. In another embodiment, the interest rate may be 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, a) the game manufacturer, b) the owncr(s) of the scrvcr(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) payment performance, j) adherence to loan restrictions or other terms, k) number of initial or subsequent defaults on loans by the player character, 1) real or virtual credit scores, m) any other financial or other terms as determined by the lender and agreed upon by the borrower n) by any real world or virtual rule, law or regulation, or o) any combination of the above.
[0470] Tn another embodiment, interest rates may be customized on the basis of risk: i.e. reasons for or uses of the proceeds of the virtual loan; the financial or business plan underlying the virtual loan; default rate of the borrowers); credit worthiness of the borrowers); type of virtual investment pursued by the borrower(s); portfolio of the bank; outstanding loans of the borrower(s) or the game environment; how much currency the bank has available to lend; costs to the bank for obtaining the currency; the term of the virtual 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, or f) any combination of these.
[0471] In charging interest, 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 rate 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.
[0472] According to another embodiment, some virtual loans may have priority over other virtual loans, i.e., if a player character enters bankruptcy or otherwise defaults on any virtual loan, some virtual loans may recover from the assets of the player character before those of other virtual loans. Priority of virtual loans may be established at the time the virtual loan is secured and/or based upon the date secured, for example, giving preference to virtual loans secured earlier over those secured later. Priority may also be granted based on the type of virtual loan obtained, or the type of underlying assets used to secure the virtual loan. For example, a virtual loan used to purchase property may have priority over a virtual loan used to purchase a disposable asset or vice versa.
[0473] In another embodiment, the game environment, including a business may issue virtual bonds in order to raise capital. A bond is a long term debt security in which the issuer owes the holders a debt and is obliged to repay the principal and interest (the coupon) at a later date, termed maturity. A game environment may issue any type of bond found in the real world as well as types of bonds that are only found in the virtual world. For example, a game environment may issue bonds such as, but not limited to, fixed rate bonds, floating rate notes, high yield bonds, zero coupon bonds, convertible bonds, inflation linked bonds, indexed bonds, equity linked notes, asset backed securities, including, but not limited to mortgage-backed securities, collateralized mortgage obligations, collateralized debt obligations, subordinated bonds, perpetual bonds, bearer bonds, open-end bonds, debentures, mortgage bonds, closed end bonds, equipment trust certificates, and book-entry bonds. Such bonds may be collateralized by real or virtual assets or may have no collateral.
[0474] In one embodiment, for example in the funding of virtual public works, the residents of a game environment may vote to have a virtual bond issuance. For example, a virtual governing body may output a list of virtual public projects for which they are seeking funding. Virtual residents may vote on the virtual projects they want to fund or are willing to pay for, and virtual projects which are not selected do not get funded. Such a process could be completed using some or all of the following steps: a. Output a request for a bond, including a project description and budget. b. Receive votes on bond. c. If majority of votes favor bond, flag bond and associated project as approved.
[0475] An exemplary system 10J configured to provide the virtual environment described above is shown in Fig. 21. As shown, system 10J may include a game server 462, a bank server 474, and a credit card server 482.
[0476] Game server 462 may include a Bond Creation program 464. Game server 462 may additionally include one or more databases including Player Database 466, Character Database 468, Game Environment Database 470, Bond Database 472, a Utility Database(not shown), and a Utility Conditions Database (not shown). Bank server 474 may equally be any other financial intermediary server including a contractual savings institution or investment intermediary server. Such servers 474 may include a Bond Payment Program (not shown) and databases such as Bond Database 478 and a Utility Fee Database (not shown). Credit Card Server 482 may include an Account Database program 486.
[0477] According to one embodiment, the game server and the bank server may be the same server and the method steps for creating and managing utilities and bonds can be divided between the two. For instance, bond creation can be the responsibility of the bank server and registration and fees can be managed by the game server or vice versa.
[0478] Bond creation program 462 may be used to format and manage a bond issuance. Information regarding virtual bonds may, for example, be stored in Bond Database 472. Player database 466 may include information such as, but not limited to, player ID, the character(s) controlled by the player, billing information and personal information. Character database 468 may include information such as, but not limited to, character ID, player ID, assets, skills, obligations, and game environment access. Game environment database 470 may include information such as ownership, debt, assets, outstanding shares, outstanding bonds, government, natural resources, etc. [0479] In one embodiment, bond creation program 462 may assemble an issuance request using some or all of the following steps: a. Receive a group registration. b. Receive a virtual Utility plan blueprint and project timeline. c. Receive a virtual Utility business model, including fees for using a virtual utility and number of potential player character users. d. Determine a credit card payment method in the event of a dividend or bond payment default. e. Generate a list of virtual resources and services required to complete virtual utility based on blueprint. f. Generate a virtual cash value for the virtual resources and services. g. Create and store a virtual bond request based on the group, blueprint, timeline, business model, credit card payment method, resources, services and cash value. h. Generate a bond request registration fee. i. Charge fee to group account.
[0480] Virtual bonds may be issued with particular terms. Such terms include the interest or coupon rate, a face amount, a maturity date, and possible options. The interest or coupon rate may be fixed or variable. Tn one embodiment, 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. In another embodiment, the interest rate may be 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, 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) by any real world or virtual rule, law or regulation, or h) any combination of the above. In another embodiment, the interest rate may be partially fixed and partially variable. The coupon may be paid to the bond holder at any interval agreed upon at the time the bond is issued. For example, the coupon may be paid monthly, semi-annually or annually or on any other schedule.
[0481] In one embodiment, the virtual bond may have a nominal, principal or face amount which has to be repaid at the end. Tn another embodiment, a virtual bond may have an issue price at which investors buy the bonds when they are first issued. Virtual bonds may also have a maturity date at which time the issuer must repay the nominal bond. The length of time until maturity may be any length of time or the virtual bond may never mature.
[0482] In one embodiment, the virtual bond may have an embedded option. For example, the virtual bond may give the issuer the right to repay the bond before the maturity date (callable bond). In another example, some virtual bonds may give the bond holder the right to force the issuer to repay the bond before the maturity date. Options may be executed at any time, or only on specific dates. In one embodiment, the option may be a Bermudan callable in which the issuer may repay the bond on several dates. Such dates may coincide with the coupon dates or may be at other times. In another embodiment, the option may be a European callable in which there is a single specific date on which the issuer may pay the virtual bond early. In a further embodiment, the option may be an American callable in which the issuer may pay the virtual bond at any time until the maturity date. In yet another embodiment, if the issuer does not have the cash on hand to repay the bondholders when the virtual bonds mature, it maybe able to issue new virtual bonds and use the proceeds either to redeem the older virtual bonds or to exercise a call option.
[0483] An issuer may decide or be required to retire a certain portion of outstanding virtual bonds periodically. Such virtual bonds may be recalled randomly, recalled according to a specific system, or purchased on the open market. In another embodiment, the virtual bonds may be convertible in that they may be exchanged for a number of shares of the issuer's common stock. In a further embodiment, the virtual bonds may be exchangeable for shares of a corporation other than that of the issuer.
[0484] The issuance of virtual bonds may or may not require registration. Such registration may take place with the game owner, game server, or some other governing entity. Registration may require information such as the name of the issuer, the names of the characters or player controlling or managing the issuer, affiliates, underwriters, owners, marketing arrangements, financial statements, details regarding the type of securities being offered, the price, commissions, compensation, risk factors, use of the proceeds of the offering, assets of the game environment, significant milestones, or any other related information generally required in the real world for registration of an offering. Such registration may be stored by any means available, for example in bond database 472. In another embodiment, each virtual issuance may be registered with a bank which acts as a clearinghouse for the bonds. Information regarding a particular virtual issuance may be stored by any means applicable, for example in bond database 234.
[0485] In one embodiment, virtual bonds may be brought to market by the issuer, an underwriter or a syndicate. A syndicate is a temporary partnership of dealers which has been established to underwrite and sell a particular issue of bonds. The issuer may approach the underwriter directly, or an issuer may publish an official notice of sale to solicit bids. Such publication may be by electronic mail, regular mail, screen alerts, publication in a journal such as a real or virtual financial journal or any other means calculated to inform potential underwriters that an issuer is seeking to have a bond issuance. In one embodiment, a database may be created in which underwriters can indicate that they are interested in obtaining a bond issuance and issuers can indicate that they are seeking a bid. Such a database may be searchable, browsable, and/or may include a matching program that pairs issuers and underwriters. Tn one embodiment, an underwriter or syndicate may bid on an issuance.
[0486] The virtual bond offering may take place using a Dutch Auction, Firm
Commitment, Best Efforts, Bought Deal or Self Distribution of Bonds. In a Dutch Auction, the auctioneer begins with a high asking price which is lowered in increments until some participant is willing to accept the auctioneer's price, or a predetermined reserve price is reached. The winning participant pays the last announced price. In Firm Commitment, an underwriter assumes all inventory risk and purchases all securities directly from the issuer for sale to the public at the price specified. With Best Efforts, the underwriter agrees to use all efforts to sell as much of an issue as possible to the public. The underwriter can purchase only the amount required to fulfill its client's demand or the entire issue. However, if the underwriter is unable to sell all securities, it is not responsible for any unsold inventory. In one embodiment, the underwriter has a set time frame for selling the shares. If all of the shares are not sold within the agreed- upon time frame, the issuer must return any funds collected from investors. In a Bought Deal, an investment bank negotiates a price with the issuer and purchases securities from an issuer before selling them to the public. The investment bank (or underwriter) acts as principal rather than agent and thus actually "goes long" in the security. Once the shares are initially sold, they may be traded on an exchange or other secondary market. In a further embodiment, the game environment or the owners of the game environment may self distribute the stock in a direct public offering. Once an underwriter or syndicate has won a bid, the syndicate or underwriter may sell the bonds.
[0487] The selling entity may receive orders for the issued virtual bonds. Orders may be prcsalc orders received before the actual bid is submitted, group account orders for the group as a whole at the net offering price, designated orders which specify which syndicate members will receive a credit and member takedown orders which are orders from members for sale to the members' own customers. Once the virtual bonds are sold on the primary market in the initial offering, they may be traded on a secondary market such as the over the counter bond market. In one embodiment, virtual bonds can be bought in incremental units or percentage of the whole. For instance, player characters can buy 100 $1 bonds or 1% of a $100 bond.
[0488] In another embodiment, all or part of an issuance may be purchased using some of the following steps: a. Receive an indication of interest to purchase all or a portion of a bond issuance. b. Receive a virtual cash payment. c. If virtual cash payment fulfills bond, notify group that bond request has been filled. d. Issue virtual cash to group based on business plan associated with bond request.
[0489] Different virtual bonds may have different priorities, risks and repayment rates. In one embodiment, a virtual bond offering may include virtual bonds that are all of the same type. Tn another embodiment, the virtual offering may be in tranches or classes. Each tranche may have different ratings, and may or may not be secured by different assets, or may be unsecured. Subordinated bonds are those that have a lower priority than other bonds of the issuer in case of liquidation.
[0490] Once a bond is issued, payments may be required. Such payments may be the notional value, periodic interest payments, or retiring of all or a portion of the issuance. In one embodiment, payments may be made using Bond Payment Program (not shown). Such a program may use some or all of the following steps: a. Determine that a virtual bond payment is due. b. Withdraw virtual cash amount equal to bond payment amount from issuer account; and c. Transmit bond payment to bond holders based on ownership structure and conditions
Or d. If virtual issuer cannot make bond payment, retrieve character accounts associated with group who registered virtual issuance, including credit card information. i. Determine a real cash value for the virtual bond payment amount, ii. Determine a credit card charge method based on method specified by group. iii. Charge credit card(s) based on charge method until real cash value for the virtual bond payment amount has been collected, iv. Convert real cash to virtual cash and transmit bond payment to bond holders based on ownership structure.
[0491] A virtual bond issuance may take place using any means applicable and for any reason for which funding may be sought. For example, according to one embodiment, a game environment such, as a city/corporation (or other group type such as guild, etc.) may seek to raise funds using a virtual bond issuance. Information regarding the city/corporation may be stored by any means possible, for example in Game Environment Database 470 and may include data such as: a. Group TD b. Character Members 1-n c. Group Assets and Attributes
[0492] A city/corporation may own, or have within the game environment a virtual utility such as water, gas, electricity, etc. or some other public work. The virtual Utility may be privately held or owned by the game environment. Such information may be stored by any means applicable, for example in a Utility Database and may include data such as: a. Utility ID b. Group ID(s) c. Usage Conditions d. Blueprint c. Components) f. Owners (s) g. Ownership Percentage h. Obligations
[0493] Information regarding the virtual utility, its use, status, availability, capacity, or any other necessary information may be stored in a Utility Conditions Database and may include data such as: a. Condition ID. b. Condition Descriptor. c. Utility types 1-n.
[0494] The city/corporation may seek to upgrade the virtual utility or create an additional virtual utility through a virtual bond issuance. The issuance may be voted on and approved by the residents of the game environment. A virtual bond issuance may then be created and information regarding the bond issuance stored in bond, database 478. Such information may include, for example, a. Bond ID. b. Bond Creation Date. c. Bond Amount. d. Group ID. e. City/Corporation ID. f. Utility TD. g. Bond Amount. h. Bond Conditions. i. Bond Payment Schedule.
[0495] Information regarding previous issuances by the same or different game environments, or for the same or different projects may be stored, for example in bond database 472. Such information could include, for example, a. Bank ID b. Utility ID c. Group ID d. Bond Conditions e. Bond Creation Date f. Bond Creation Schedule
[0496] Charges for the use of the virtual utility, including use by those who did not contribute to the funding of the construction of the virtual utility may be stored in Utility Fee Database 480 may include data such as: a. Utility Fee ID b. Utility Fee Descriptor.
[0497] Instead of obtaining a loan, issuing bonds, or imposing taxes or fees, a game environment, including an in-game or virtual business, may seek direct investment, for example through a venture capitalist, angel investor, hedge funds, leveraged buyout and merchant banking funds or a public offering. A game environment, including an in-game or virtual business, may approach a venture capitalist, angel investor, or hedge fund; venture capitalists, angel investors and hedge funds may seek out virtual investment opportunities; or a database may be created listing virtual investment opportunities and/or possible investors. Such a database may be searchable, browsable, or may provide a matching program based on criteria selected by the investors and or game environments seeking investors. Throughout this application, such direct investment funding sources are referred to as "venture capitalist funds" or "VC funds" though the methods and steps may similarly apply to other sources of funding such as angel investors, hedge funds or merchant banking funds.
[0498] An. exemplary system 1OK configured to provide the virtual environment described above is shown in Fig. 22. As shown, system 1 OK may include a game server 488, a venture capital server 504, and a credit card server 516.
[0499] Game server 488 may include' a register VC program 490, manage VC program 492, register VC investment program 494, manage VC investment program 496, Debit Card Issuance Program (not shown), Debit Card Usage Program (not shown), Credit Card Issuance Program 512 and Credit Card Usage Program (not shown). Game server 488 may further have one or more databases, such as, but not limited to, player database 498, player character database 500, VC database 502, Credit Card Database (not shown), and Debit Card Database (not shown). VC server 504 may include programs such as initiate VC Investment Program 506, Receive Dividend Program 508, Receive Proceeds from Sale of Assets Program 510, Initiate Sale of Assets Program 512, Fund Usage Program (not shown) and may include databases such as VC Agreements Database 514, Debit Card Database (not shown), and Credit Card Database (not shown). Credit card server 516 may include programs such as a lock credit line program 518, a ping credit line program 520 and an account database program 522.
[0500] Virtual venture capital funds may be in existence at the time of formation of the game, or may be created by one or more players, characters or game environments. A virtual venture capital fund may be any form permitted by the game server, game owner, or other governing entity of the game or game environment. In one embodiment, a virtual venture capital fund may be a partnership, a private corporation organized as a limited partnership, a company taxed as a partnership such as an LLC, or any such similar organization as regulated by the game owner, game server and/or game environment. In another embodiment, there may be a general partner that may include the virtual fund's management company and investors which may be limited partners in the fund. Information regarding the characters involved in running and investing the venture capital fund may be stored, for example, in player character database 500. Information regarding the players controlling the characters involved in the venture capital fund may be recorded by any means applicable. In one embodiment, such information is stored in a VC database and/or a player database. In a further embodiment, a bank or other financial intermediary may act as a VC fund, investing in game environments rather than providing loans. In another embodiment, there may be limitations on the number of virtual venture capital funds a character can participate in either as part of the management team, or an investor. Such a determination could be based on factors such as the monthly fee the player pays to play the game, i.e. if the player has a premium account; the age of the account; the skill level of the character and/or the virtual or real net worth of the player or player character.
[0501] According to some embodiments, 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 virtual VC funds that can exist in the environment, or the number of particular types of investment funds that can exist in a particular game environment. Accordingly, there may be a licensing requirement and/or a limit on the number of licenses that are available at any particular time in a virtual environment. In some embodiments, if a virtual VC fund closes or becomes inoperable, the license may be forfeited and may revert to the governing entity such that it is available to a new entity desirous of starting a virtual VC fund, 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 license is issued or resold. Such fees could be up front, periodic, or any combination thereof. There may also be different types of virtual licenses which may have different limitations imposed upon them regarding the amount, type, and quantity of investments that can be made by a particular virtual VC fund.
[0502] The granting of a virtual license or the ability to open a virtual VC fund 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 virtual VC fund. 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, particular organizational requirements, funding requirements, 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 virtual license, if one is available.
[0503] The amount of the virtual license fee may be determined using any method suitable for the virtual environment. Tt 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 license, by real and/or virtual law, or any combination thereof.
[0504] Tn another embodiment, a VC fund may need to be registered with the game server or other governing entity. Such registration may be independent of or in conjunction with a licensing requirement. Registration of a virtual VC fund and payment of a virtual license fee may be accomplished, for example, using Register VC program 308 which may use some or all of the following steps: a. Receive a request to register a virtual Venture Capital fund including the VC owners, VC assets, VC location, and VC accounts. b. Determine if a license is available for the VC. c. If a license is available determine a permit price. d. Output license price. e. Receive acceptance of license price. f. Create VC fund. g. Output notice that fund is created. h. Charge VC fund account the license price.
[0505] The management structure and running of a virtual venture capital fund may be ad hoc or may be dictated by organizational documents. Organizational documents may include such information as the time fixed for the fund's existence, an outline virtual investment decision-making, details regarding the involvement of the limited partners, descriptions of percentage ownership, guaranteed dividends, profit distribution, the ability to dissolve the partnership, the maximum virtual investment allowed in any single game environment, the use of virtual debt, re-investment of virtual profits, private investment by the general partner, future raising of capital by the general partner, virtual investments with other funds, the addition of other general partners, management fees, exit strategies for the funds investments or any other type of information generally found in such documents. In one embodiment, a virtual venture capital fund may be run by the game server(s). In another embodiment, a virtual venture capital fund may be run by a financial intermediary.
[0506] Enforcement of the organizational documents may be accomplished by any means necessary, for example using manage VC program 492. Information regarding the organizational documents may also be stored in a database such as a VC governance rules database which may include information such as the specific rule ID and a description of the rules for running the virtual VC fund.
[0507] Programs such as manage VC program 492 could execute the regulations of the organizational documents, pay any fees, update licenses, and otherwise manage the financial activities of the virtual VC fund. For example, manage VC program 492 could be configured to: a. Determine that a VC must pay a license fee. b. Output a notice to player character owners of VC that a license fee is due. c. If payment is not received, the game server or other governing entity may suspend the activity of the virtual venture capital fund.
[0508] Funding for virtual venture capital funds may come from any source applicable. In one embodiment, virtual venture capital funds may be funded upon creation by the game or game server. In another embodiment, virtual venture capital funds may be funded by characters, players, and/or game environments. In a further embodiment, a fund may seek funding from interested players, characters, game environments, or other third parties. Funding may be in real or virtual currency and/or real and/or virtual assets. Investors may be required to guarantee their funding using a credit line or some other source of collateral.
[0509] In one embodiment, a virtual venture capital fund may be formed as outlined in Figure 24 in which a group of characters, institutions or game environments forms a management team to run a fund. The management team may consist of one or more characters. The management team drafts organizational documents describing the running of the fund and applies for registration of the fund. In one embodiment, members of management teams may need to meet certain criteria in order to run a fund. For example, they need to have certain types of accounts such as premium accounts, certain skills, a particular asset base, a particular level of experience, or any other criteria deemed necessary by the requirements of the game. Once the game server or other overseeing entity has verified that the management team is qualified, the game server or other overseeing entity may verify the organizational documents to determine that they fulfill the necessary requirements. In the embodiment in Figure 24, the organizational documents are reviewed for management structure such as the involvement of the limited partners, or what type of organization the fund will be; the length of time the fund will be in existence; and the investment strategy of the fund. The parameters of the game may require some or all of these aspects as well as additional aspects be described in the organizational documents such as the other type of information described above. If the management team and the organizational documents meet the necessary standards, the fund will be registered with the game and may solicit investors. In alternate embodiments, investors may come together to form a fund so that the source of the funding is available prior to the formation of the management team.
[0510] According to one embodiment, game server 488 may be configured to create a virtual venture capital fund using some or all of the following method steps: a. Receive a request from a player character, group of player characters, game environment, or one or more third parties to create a venture capital fund. b. Review organizational documents. c. Determine that organizational documents meet necessary criteria. d. Create new venture capital fund with the requestors as owners. [0511] The request to form a virtual VC fund may be made and received using any suitable method within the virtual environment. For example, 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.
[0512] Information regarding the formation of a virtual venture capital fund may be stored by any means desired, for example on Venture Capital Database 502 and may comprise information such as, for example: a. VC ID number b. Owner ID numbers 1-n c. Owner Percentages 1 -n d. Shareholder Percentages 1-n e. Manager 1-n f. Funding requirements 1-n g. Financial Backing Accounts 1-n
[0513] In a further embodiment, game server 488 may create a link between venture capital rands. 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 venture capital funds, or a combination thereof.
[0514] Once a virtual venture capital fund is in existence, whether formed by the game, by the owners of the server, or formed by players or player characters or otherwise, the fund may seek out or receive virtual investment opportunities. The acquisition of virtual investment opportunities may be accomplished by any means applicable. In one embodiment, such virtual investment opportunities arc located using initiate VC investment program 506. The virtual investments of a virtual VC fund including the type, quantity and amount, may be limited by their license, the rules of the game environment, the total virtual assets of a game environment, or any combination thereof.
[0515] In one embodiment, a virtual VC fund may need to register an investment with a governing body who may determine whether such an investment falls within the virtual license the virtual VC fund has obtained.
[0516] In another embodiment, the requirements of investment opportunities may be outlined in the organizational documents of the virtual venture capital fund. Tn one embodiment, a virtual venture capital fund may require a game environment seeking investment to present a business plan. Such a plan may include information including, but not limited to, the market opportunity; products and services; the business model; the players or characters involved; the fmancials of the game environment including how much funding they are seeking; a positioning statement; operating expenses; revenues; earnings as well as any other financial information generally included in a business plan; prior sources of funding and uses of proceeds; exit strategy; dilution strategy including, but not limited to, current ownership interest, stock options, financings, convertible notes, warrants, common stock, and convertible preferred stock; assets; research on competitors; strategic alliances; milestones; market and customer research.
[0517] In a further embodiment, a valuation may be made of the game environment prior to investment by a virtual VC fund. The valuation may be requested and/or made by the virtual VC fund, the game environment seeking funding, or both. The value of game environments may be assessed by measuring any of a number of parameters including, but not limited to, the growth of the economy, the value of its natural resources, the amount of investment that is being made, the number of characters working or inhabiting the game environment, the amount of development that is taking place, the amount of land available for development, the amount of trade, the stability of the economy, taxes, cash flow, the assets of the inhabitants, the standard of living of the characters, the imports and exports into the economy, assets of the game environment, products sold by the game environment, services provided by the game environment, any other factor that is generally used to value an economy or any combination of the above.
[0518] In one embodiment, the value of a game environment is calculated according to the following equation: consumption + investment + government spending + (exports — imports). In another embodiment, the value of a game environment is determined by the final value of the goods and services produced by the resident characters in a given time frame. In a further embodiment, the value is determined by the market value of the goods and services produced by the resident characters minus the depreciation in a given time period. In yet another embodiment, the value may be calculated by: consumption + investment + government spending + (exports — imports) + net foreign factor income - indirect taxes — depreciation. In yet another embodiment, the value of the assets in a game environment may be assessed. Assets may be valued according to their market value, on a multiple of the underlying natural resource that can be salvaged from the asset, by a professional estimator whether real or virtual, by an investment bank or any other applicable valuation method or combination thereof. In a further embodiment, valuation may be determined by tax revenue or fees generated by the game environment. In another embodiment, cash flow from transactions in the game environment could be calculated. In one embodiment, earnings in the environment over a set period of time could be multiplied by a factor to arrive at a valuation. In another embodiment, valuation may be based on a listing of assets, liabilities and equity of the game environment. Tn a further embodiment, valuation could be determined by measuring cash distribution to owners using a discounted future dividend approach. In yet another embodiment, valuation could be determined using a discounted cash flow and discounted future net income approach. In still another embodiment, valuation could be determined using a market approach by comparing the game environment to similar game environments.
[0519] Valuations may also rely on conversion rates, factors or tables which may convert all assets to a common unit. Conversion rates may be determined by any means applicable. They may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of two game environments, a comparison of a representative basket of goods, the number of player characters in each environment, the amount of a particular virtual asset available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors. For example, a gallon of oil may be converted to two gallons of oil when traded from War Craft® to Second Life®. In another embodiment, a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. 5000 thistle seeds may be worth 3 shares of stock in a particular game environment. In a further embodiment, a game attribute coming from a first environment may be converted into a game attribute in a second environment by multiplying the value of the game attribute in the first environment by a conversion multiplier that reflects the difference in the labor (and/or other factors) required to build, the game attribute in the first environment vs. the second environment. For example, 1000 thistle seeds in one game environment may be worth 700 thistle seeds in another game environment. Alternatively or additionally, the multiplier may take into account any differences in supply, availability, ease or cost of acquisition, or the like, of the resources and/or the prevailing exchange rates of real or virtual currency. Some game environments may be configured to produce items more optimally. These game environments may receive a premium valuation in that their labor is more efficient in that game environment than on other game servers. Alternatively, environments that produce such items more optimally may be penalized or a tariff may be imposed to create a more fair exchange between or among such game environments.
[0520] In one embodiment, some or all of the following steps may be used to convert assets between game environments: a. Generate a conversion value for two or more game environments based on activity and conditions in the game environments. b. Create a conversion multiplier based on the relationship of the values between two or more game environments. c. Store multiplier.
[0521] Analysis of investment opportunities and the information provided by game environments seeking funding may be processed by any means applicable. For example, initiate VC investment program 506 may be used to review applications for funding. Such a process may use some or all of the following steps: a. Receive a request to fund a virtual project from one or more player characters including a virtual project plan, virtual blueprint, a virtual cash budget, and amount of virtual cash necessary to complete the project. b. Determine a project value based on the project request and the credit scores of the player characters. c. Determine an ownership investment structure based on the value, and the credit scores of the player characters. d. Output an investment offer, including an ownership percentage, a required dividend schedule, an investment payment schedule and other terms and conditions to the player characters. e. Receive an acceptance of the offer. f. Create a new virtual project including a virtual account and transfer appropriate virtual cash into project account. g. Register agreement with Game Server. [0522] If a virtual venture capital firm decides to make a virtual investment, it may or may not prepare a term sheet or letter of intent. In one embodiment, a game environment may be required to present a term sheet or letter of intent to the virtual venture capital fund. Such term sheets may provide information related to funding including, but not limited to, valuation, the amount and staging of the investment, the type of securities issued, protection from dilution, and the ability/right to seek alternative funding; corporate governance including, but not limited to, decision making powers, the composition of the board of directors or other governing entity, voting rights, revisions to the by-laws or other governing documents and information rights; and liquidation, including, but not limited to how the venture capital fund will get their money out of the business, the exit strategy, redemption rights, registration rights, and participation rights. Term sheets may be generated by any means applicable. In one embodiment, such term sheets are generated by manage VC investment program 496. Final versions may be stored in VC agreements database 514 which may additionally include information such as agreement ID; agreement Parties 1-n; party type; and agreement terms and conditions. Each investment made by a virtual venture capital fund may be registered using register VC investment program 494. In another embodiment, term sheets are binding in that every activity of the funded entity must comply with the requirements listed in the term sheet or it will be blocked. In a further embodiment, it may be possible to circumvent the term sheet. The circumvention may take place using particular skills or attributes, for example, a high level of the "feather bedding" skill or similar skill such as "pay bribe" or "cook the books" could allow a funded entity to make cushion payments outside of the contract rules, or to pay bribes.
[0523] Once an investment decision is made, investments may need to be registered. Such registration may take place using any means applicable. In one embodiment, registration of an investment may use any register VC investment program 494. Register VC investment program 494 may use some or all of the following steps. a. Receive a term sheet from a VC to fund an investment. b. Determine if the investment qualifies based on VC licenses and investment type. c. Approve investment and register investment. [0524] In another embodiment, the term sheet may require review before registration may be approved. Initiate VC Investment program 506 may be configured to use some or all of the following steps: a. Receive a request to fund a virtual project from one or more player characters b. Determine an ownership investment structure for the project c. Output investment structure to player characters d. Receive acceptance of structure e. Transmit virtual project and ownership investment structure to Game Server f. If structure is accepted, i. receive registration number ii. notify player character's the project was accepted iii. transmit virtual money for project to project account iv. transmit virtual cash fee to game server to register complete project registration g. if structure is not accepted i. receive notice of why structure was not accepted, including changes required to make it acceptable from the game server ii. revise structure according to change requests iii. transmit revised structure to player characters iv. Receive acceptance of revised structure v. Transmit revised structure to game server for approval vi. receive registration number. vii. notify player character's the project was accepted, viii. transmit virtual money for project to project account, ix. transmit virtual cash fee to game server to register complete project registration.
[0525] The term sheet may also include the type of security that is being provided to the venture capital fund in exchange for the investment. Such security may be debt or equity. In one embodiment, such a security may be convertible preferred stock. There may also be dividends to be paid. Such dividends may begin accruing immediately once funding starts. They may accrue on the entire investment, or just the stage of investment reached at that point. Dividends may also be converted into stock if the company is sold or has a public offering.
[0526] An agreement with a virtual venture capital fund may also include an anti-dilution provision. In one embodiment, the percentage ownership will always remain the same as when the initial investment was made. In another embodiment, there may be a conversion formula adjustment attached to convertible preferred stock, convertible debt or debt with warrants obtained by the virtual venture capital fund. The formula adjustment may be "full ratchet" in which if the company issues even one share of stock at a price below the price paid by the investors, then the conversion price drops fully to that price. In another embodiment, the formula adjustment may be a "weighted average ratchet" in which the conversion price is adjusted to the average price received by the company for stock issuances. This average may or may not take into account the amount of money raised at different prices.
[0527] A virtual venture capital fund may also seek control over game environment governance issues. For example, they may seek control over such things including, but not limited to, the calling of elections, the selection and removal of the CEO, or other titular head of the game environment, compensation of the managers of the game environment, board membership, or other executive membership, political appointments, voting rights, raising the debt ceiling, selling assets above a given threshold, issuing additional stock, changing the rights and structure of the classes of stock, stock options, acquisitions, sales and mergers.
[0528] In another embodiment, the venture capital fund may seek such things as redemption rights, registration rights, drag-along rights, tag-along rights, and participation rights. Tn one embodiment, the venture capital fund may acquire the right to sell the game environment or take it public. In another embodiment, the venture capital fund may require the game environment to purchase the virtual venture company's stock after a certain period of time, or upon the occurrence or nonoccurrence of certain milestones.
[0529] Once terms are agreed to, investment by a venture capital fund may take place in a single lump sum or in stages. In one embodiment, each stage of investment may be contingent on the meeting of certain conditions or milestones. In another environment, a venture capital fund may require that additional funds or other income sources be brought in at certain stages.
[0530] According to one embodiment, an account may be created with a financial entity, or with the VC fund that contains the funding. Virtual invoices may be submitted, reviewed and verified before payments are released. Such funds may be used to make qualified purchases as outlined above, or to hire virtual architects, craftsmen, designers, or characters with other skill sets important in the development of the project for which funding was sought. For example funds could be released using some or all of the following steps: a. Receive a request to pay a virtual invoice. b. Determine if the invoice is from a qualified virtual entity. c. Determine if virtual build contract has budget allocated for the invoiced product or service. d. Release funds to pay the invoice if the invoice is qualified for payment.
[0531] In another embodiment, determinations could be made regarding how the virtual invoice fills the allocations in the budget for particular tasks or types of assets. For example, payment of the virtual invoice could be made using some or all of the following steps: a. Receive a request to pay a virtual invoice. b. Determine virtual cash budgeted for invoiced item or service. c. If virtual cash budgeted is less than invoice by x%, flag account. d. Transmit warning to VC fund and/ or funded entity administrator that invoice is out of budget.
[0532] According to another embodiment, the funding from the VC may be issued as a virtual debit card. The use of the card may be limited to purchases that are specified in the term sheet or other agreements between the VC fund and the borrowing entity. Player characters and game environments can give these debit cards to other player characters or game environments 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 funding round 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.
[0533] Information regarding the virtual debit card may be stored by any means applicable. In one example, such information is stored on game server 488. In another embodiment such information is stored on bank server 504.
[0534] A Debit Card Database may comprise information such as: a. VC lD b. Debit Card ID c. Debit Card Amount by category 1-n d. Debit Card Issue Date c. Debit Card Conditions 1-n
[0535] In another embodiment, information regarding the virtual debit card may be stored on game server 488 through a Debit Card Issuance program which may be configured to: a. Receive an indication that a debit card was issued from a VC fund including player character info, VC info, debit card amount and conditions b. Create and store debit card record
[0536] According to another embodiment, percentages of the virtual 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 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 virtual debit card issuer's account. The specific virtual asset classes or services may be outlined in the term sheets or determined by a) the VC fund, 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.
[0537] Information regarding the issuance of the virtual debit card may be stored according to any means applicable. In one embodiment, a Debit Card Issuance program may be configured to follow one or all of the following steps: a. Receive a request to create a debit card including a virtual cash amount, a specified receiver of the card, and conditions (if any) for spending the virtual cash from one or more player characters. b. Create debit card including usage conditions (if any). c. Transfer cash from player characters) accounts) to debit card.
d. Output debit card to specified receiver. e. Notify player character(s) and game server that debit card was created and issued. f. Update debit card database.
[0538] Information regarding the allocations and usage of the virtual debit card may stored according to any means applicable. In one embodiment, such information may be stored by the Debit Card Usage program on the bank server which may be configured to follow some or all of the following steps: a. Receive an indication that the purchase of a virtual item or service will be paid for with a virtual debit card. b. Determine if purchase qualifies based on debit card conditions (if any). c. If purchase is qualified, allow purchase and deduct virtual cash from the account balance. d. Tf purchase is not qualified, disallow purchase. e. Notify bank that purchase was attempted and made.
[0539] In another embodiment, Debit Card usage information may be stored on the game server and the Debit Card Usage Program may be configured to: a. Receive request to use debit card from a player character to purchase an in game good or service or to pay a debt. b. Determine if use falls within debit card condition parameters (if any) c. Allow use if condition parameters allow it d. Don't allow use if it falls outside of condition parameters e. Notify player character using debit card, player characters) who created debit card, and game server if debit card was used or not allowed to be used. f. Update remaining cash balance
[0540] Such limitations could also be imposed using, for example, a Fund Usage
Program.
[0541] Funding may additionally be issued in the form of a virtual credit card in which the character, group of characters or virtual environment may make purchases up to the amount of the funding provided by the VC fund using the virtual credit card or may give the virtual credit card to another party to make the purchases. Such credit cards may be issued, for example, using Credit Card Issuance Program. The VC fund may limit the use of the credit card to purchases in support of the term sheet, or reason for obtaining the funding, 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. Such information may be stored by any means applicable, for example in Credit Card Database. In one embodiment, the credit line on the credit card may be increased at additional stages of funding.
[0542] In another embodiment, funding may only be used with certified vendors.
Such a system 1OM is exemplified in Figure 25. System 1OM may include a game server 538, a VC fund server 550, and a bank server 564.
[0543] Game server 538 may include a register project program 540, and a manage project program 542. Game server 538 may additionally have one or more databases, such as, but not limited to, a character database 544, player database 546, and a skills database 548. Venture capital server 550 may include a manage investment program 552, Fund allocation program 554, payment program 556, invoice verification program 558, certified worker database 560, and invoice database 562. Bank server 564 may include an account database 566. [0544] Each funded project may be registered using register project program.540 which could include information such as the fund source for the project, timelines, blueprints, ownership, resource allocation, or any other details descriptive of the project. The project could be managed using manage project program 542. Such management may include oversight of budgeting, funding, construction, workers, resource allocation and deadlines. Information regarding characters involved in the project such as their identification, assets, responsibilities, and skills may be stored in character database 544. Player database 546 may contain information regarding the players behind the characters and include the players, identification of the players, billing information, and character information. The types of skills available in a particular game environment or a particular area of a game environment and the number, or names of characters with those skills could be stored in skills database 548.
[0545] Virtual venture capital funds may be managed using manage investment program 552. Such a program could manage selection of investments, control of investments, track payments, funding, dividends, budgets, invoices, timelines, deadlines, milestones or any other information necessary to adequately manage the portfolio and projects funded by the venture capital fund. Each investment funded could have funding allocated to specific pieces, for example 30% to natural resources; 15% to design; 40% to labor costs; 10% to management; 5% to taxes, fees and licenses. Such allocations may be controlled and/or determined using Fund allocation program 522. Payments in each of the allocated categories could be made using payment program 554. In one embodiment, payment program 556 will only release funds once the object the funding is paying for is completed. In another embodiment, payment may be released in stages, for example 10% upon initiation of the project, 25% when the project reaches a certain point and the remainder released upon completion. Vendors and service providers may be required to submit invoices which could be verified using invoice verification program 558 and a history of payments, or submitted invoices may be stored using invoice database 562. Certain skill sets may be required in order to work on the project, or only certified workers may be allowed to work on a project. Information regarding the necessary skills and/or a list of certified workers and their available skills may be stored in certified worker database 560. Payment of the workers and of the supplies could be made into different accounts owned by characters, suppliers, game environments, or accounts established for the project or the VC fund. Such information may be stored in account database 566.
[0546] If a project runs over budget or behind schedule, warnings may be issued to the game environment or the VC fund. Such warnings may result in fees being charged to the virtual contractors, or the game environment or other entity that received the funding from the VC fund. In one embodiment, fees could be charged to the accounts of the characters responsible. In another embodiment, the fees could be charged to the funding account resulting in fewer funds available for completing the project. The VC fund may also halt or withdraw funding. For example, such warnings could be issued using one or more of the following steps: a. receive warning that project is over budget or behind schedule. b. output warning to VC fund c. determine or receive fee. d. charge fee to project account, or project manager character accounts.
[0547] In a yet another embodiment, the terms of the funding could be renegotiated or another round of funding may be initiated. Such negotiations could take place using some or all of the following steps: a. Receive an indication that a project is over budget. b. Output a request to renegotiate the project. c. Receive a renegotiation term sheet. d. Determine if term sheet is acceptable. e. If acceptable, accept term sheet and modify original term sheet. f. If unacceptable, determine counter offer. g. Output counter offer terms. h. Receive acceptance of counter offer terms. i. Modify original term sheet.
[0548] At some point, the virtual VC fund will seek a return on its investment.
Such a return may take the form of dividends, divestment of the investments, sale of assets, the sale of stock, or in an initial public offering. [0549] The use of dividends may be controlled, for example, by receive dividend program 508. Receive dividend program 508 may also track the payment of dividends, for example, using some or all of the following steps: a. Determine that a dividend is due. b. Determine a dividend amount based on virtual project performance and investment structure conditions. c. Output request for dividend payment. d. Receive payment.
Or e. If payment is not received, retrieve credit card(s) associated with project. f. Determine a real cash value of the virtual cash dividend. g. Charge real cash value to credit card(s).
[0550] According to an alternate embodiment, Receive Divided program 508 may be configured to: a. Receive a virtual dividend for a virtual investment from the game server. b. Deposit virtual cash into virtual account. c. Flag investment as "dividend paid".
[0551] In another embodiment, dividends could be managed by manage VC program 492. In one embodiment, manage VC program 492 could determine when any fund are due to the VC fund. Such funding may come from promises from investors, dividend payments, conversion of assets, sale of stock, or any other applicable source. In one embodiment, manage VC program 492 may be configured to perform some or all of the following steps: a. Receive an indication that a VC investment has a dividend payment due. b. Output dividend request to investment. c. Receive dividend payment. d. Transmit payment to VC fund account. e. Generate and charge the VC fund a dividend payment processing fee. [0552] If the payment, regardless of source, is not received in a timely manner, or after a specific length of time, whether that time is days, weeks, months, or some other time interval agreed upon in the documents governing the payment, manage VC investment program 496 could be configured to perform some or all of the following steps: a. Notify VC fund and investment that dividend was not received. b. Determine a penalty. c. Apply penalty. d. Charge VC fund fee for applying penalty.
[0553] Such a penalty may be monetary or non-monetary and may be governed by the term sheet or other documents dictating the terms of payment.
[0554] In another embodiment, the game environment, characters) or player(s) seeking the venture capital funding must provide certain guarantees. Such guarantees may be used to ensure that dividends or other obligations are paid to the venture capital company and to ensure against loss of the initial investment. Guarantees may take the form of financial or non-financial collateral as defined above, for example a credit line or an escrow account containing assets which may be liquidated in the event of a default. Such guarantees may be locked as explained above using lock credit line program 518 or pinged to determine viability using ping credit line program 520. Account information for collateral may be stored by any means applicable, for example in account database 522.
[0555] In one embodiment, if the dividend, milestones or other obligations are not met, the VC fund may initiate a sale of assets program, for example, sale of assets program 512. Such a program may be configured to perform some or all of the following steps: a. Receive an indication that a payment has been missed. b. Initiate the sale of a virtual asset provided as a guarantee. c. Determine virtual proceed amount based on ownership percentage defined by investment agreement. d. Transmit request for virtual proceed amount to player character(s) who own the asset including a virtual cash amount and a date due. e. Receive a virtual cash payment equal to the virtual proceed amount.
[0556] In the event that the owner is unable to provide the cash payment, some or all of the following steps may be used: a. Determine that cash payment is not made by date specified. b. Retrieve the credit card(s) associated with the investment. c. Determine a real cash value equal to the real cash value of the virtual proceed amount. d. Charge the real cash value to the credit card(s).
[0557] In another embodiment, a virtual VC fund may seek to divest itself of some or all of its investments or other holdings. Such sales could be performed using Receive Proceeds from Sale of Assets program 510 using some or all of the following steps: a. Receive or request the sale of a virtual asset. b. Receive a selling price. c. Receive a virtual cash value based on the ownership percentage defined by the investment agreement. d. Mark investment record as sold.
[0558] Another source of funding is through a public offering. Once a game environment goes public, the sale of shares may be accomplished by any means applicable. In one embodiment, shares are sold using a system such as the exemplary system 1OL shown in Fig. 23. As shown, system 1OL includes a master game server 20a a game environment server 20b and an exchange server 20e. Public offerings in game environments are described, for example, in U.S. Patent Application Nos. 11/428,263, filed June 30, 2006 and 11/567,122, filed December 55 2006, each of which is hereby incorporated by reference. Furthermore, inter- and intra- game exchanges are also described in U.S. Patent Application No 11/428,263, as well as in U.S. Patent Application No. 11/560,456, filed November 16, 2006, which is also hereby incorporated by reference.
[0559] Game environment server 20b may include databases such as player database 524, player character database 526, exchange open offers database 528, exchange transaction database 530. [0560] In one embodiment, Player Database 524 may include information such as, but not limited to Player ID, Player Billing Info, Player Personal Info, Player Credit Info, Player Exchange Seat ID, and Player Assets. Player Character Database 526 may include information such as, but not limited to, Character ID5 Player ID, Character Assets, Character inventory, Character Skills, Exchange Seat Owner Account Number, Exchange Seat Number, virtual account numbers.
[0561] Exchange Server 2Oe may include or host various programs, routines, subroutines and/or databases including, but not limited to an exchange database 532, an exchange open offers database 534, and an exchange transaction database 536.
[0562] In one embodiment, Exchange database 532 may include information such as, but not limited to, exchange ID, exchange type, allowable assets, and allowed traders. In another embodiment, exchange database 532 may include information regarding seats on the exchange such as the exchange seat price, maximum exchange seats allowed, exchange seats issued, and exchange seat qualifying conditions. Exchange open offers database 534 could contain information such as: a. Offer ID b. Offer type c. Offer posting date d. Offer expiration date e. Offer Item f. Offer Quantity g. Offer Price.
[0563] Exchange open offers may additionally be associated with the character or player submitting the offer. Such information could be stored in Exchange Open Offer Database 528 and include information such as the character ID, holdings, offer ID, offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price.
[0564] In one embodiment, each transaction could be stored in an Exchange
Transaction Database, for example in Exchange Transaction Database 536. Such a database could store information such as: a. Order ID b. Order Buyer c. Order Seller d. Order Date e. Order Price f. Order Type g. Order terms and conditions
[0565] In another embodiment, such transactions could be associated with the character in Exchange Transaction Database 530. Such a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.
[0566] Shares on virtual exchanges may be purchased using real currency, virtual currency, virtual assets, real assets, or any combination thereof. In one embodiment, purchases may be made in any currency or asset. In another embodiment, the value of the currency or asset must be converted to a specified currency by an exchange rate or conversion rate.
[0567] The exchange rate for one type of virtual currency for another type of virtual currency, virtual currency for real currency, virtual assets for real assets, real assets for virtual assets, real assets for virtual currency, virtual assets for real currency or virtual assets for virtual currency may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, the exchange or conversion rate may be variable. Such a variable rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. 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. In another embodiment, 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. [0568] In tiie event that the game environment becomes delinquent in payments, whether loan payments, dividend payments, bond payments, or the meeting of certain milestones, the game environment and/or the characters and/or players securing the loan or bonds for the game environment or guaranteeing returns for the VC fund may have one or more limitations imposed upon his actions in the virtual world 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, e) the VC fund or f) any combination thereof. According to one embodiment, the delinquent game environment may be prevented from obtaining any further funding. Tn another embodiment, the players guaranteeing the funding may be blocked from converting virtual currency to real currency. In a further embodiment, a lien may be imposed upon the assets of the game environment. In yet another embodiment, the game environment or the players and/or characters guaranteeing the funding may be excluded from transacting business, owning land, or engaging in other contracts within the virtual world. Additionally, or alternatively, the assets of the game environment or securing players and/or characters may be seized and sold to cover the debt, for example by using a program such as initiate sale of assets program 512. The proceeds from such a sale would then be deposited with the account of the injured party, for example using receive proceeds from sale of assets program 510. The real world credit line used to secure the debt may also be charged in real world currency to cover the amount due. In one embodiment, upon delinquency, the entire amount of the loan may become immediately due. In a further embodiment, the funds may be automatically debited from the account guaranteeing the funding. In another embodiment the virtual representation of the game environment can be altered to indicate that the game environment has a delinquent account. In a further embodiment, if a payment is missed, any preferential terms may be subject to change. For example, the interest rate could increase, payment terms could accelerate, guaranteed exchange rates could become variable, caps on interest or exchange rates could be removed, etc.
[0569] 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.
[0570] According to yet another embodiment, the present invention provides an online video game environment where player characters invent items by creating blueprints that are registered to a virtual patent office and used by other player characters. The game environment allows player characters to design and build in-game objects and/or software from artificial, natural or virtual resources and in-game objects that are already in existence in the game environment and/or otherwise transferred and/or permitted by and/or within a game, including, but not limited to in-game objects, virtual blueprints, business processes, software programs, subroutines, etc, which are collectively referred to herein as "objects".
[0571] According to one embodiment, a player character can design an object from a pre-existing game resource(s) and/or items and/or creates human readable and/or machine readable code. The object can be designed and the components required to build the object can be specified. The object can then be registered with a central and/or local virtual patent office. As applicable, each component of the object that was designed by another player character and registered with the patent office receives a royalty. The royalty amount to use the invention design can be specified by the player character registering it with the patent office or via other predetermined or dynamically determined means. The design can specify not only the object, but also the pre-existing tools and resources that are used to create the object.
[0572] The patent office may follow rules to determine if an object or other invention, method, or process qualifies for a patent. Such rules may be based in whole or in part on US laws and regulations (which are hereby incorporated by reference in their entirety for all purposes), USPTO rules and regulations (which are hereby incorporated by reference in their entirety for all purposes), US court precedence, and/or any other country's laws, regulations, rules, precedence's, etc., and/or based upon rules and regulations, that may be established by any one or more of: the game manufacturers); one or more players of the game(s); representatives appointed elected by the game manufacturer and/or the game players; and/or any other government, body or group of individuals that are duly authorized or are otherwise able to create, impose and/or enforce such laws, rules or regulations.
[0573] A system for patent office structure and management has been disclosed by applicants in US provisional patent application number 60/727,191, which is incorporated herein by reference. Such system may by employed or incorporated in the presently described embodiment.
[0574] As a non- limiting example of the present embodiment, a player character can use the raw resource of metal ore, combined with the skills of metal smithing and fire making, to design and build an axe and a saw. The design for the axe and saw, along with the resources, other game items, and attributes required to build them, can be registered with a virtual patent office and sold to other player characters who need them to build, various items. The design may be that of an actual or virtual blueprint, i.e., a drawing with written specifications of manufacture, and/or the design may be a computer program or specification to create a virtual object and its attributes and method(s) of interaction with and/or insertion to a game, game space, or network of one or more games and/or it may be a disclosure of the invention including the necessary information to reduce the item to practice, again, according to rules established by the players, manufacturers, virtual patent office or otherwise.
[0575] According to one embodiment, designs can be created using an in game blueprint creator and editor.
[0576] According to another embodiment, a first set of items and blueprints can be included with or generated by the game server. Once those items have been assembled, they can be used as building blocks for items created by player characters.
[0577] Optionally, items created by player characters can have a limited edition number, GUID or other identifying number, mark, or logo.
[0578] Alternatively, the player character could submit the object or document in hard copy or electronic copy, e.g., Microsoft Word file, for subsequent review by the virtual patent office. A player character assembling a new object from existing items may have to purchase or otherwise acquire blueprints for those items along with the raw and/or finished materials needed for those items. Purchasing blueprints can serve the purpose of licensing the intellectual property needed to assemble an item. Once the raw or other materials and blueprints have been purchased or acquired, the player character can then assemble the items either with skills he has or by hiring other player characters with the appropriate skills to assemble the item. If other player characters or NPCs are used to assemble an item, they may be paid a set fee or fees established by the game, free market, player voting, or, in the case of indentured players or NPCs5 free (or for a maintenance fee). The assembly of each component that requires the services of an NPC or other player character can be contracted out by posing a request to assemble an item from a blueprint and raw materials. NPCs and player characters can submit offers or accept a posted fee to assemble an item.
[0579] According to another embodiment, there can be a marketplace for item blueprints and/or the actual item(s). Each creator of an item can set a price for his item or blueprint. Other player characters can create competing blueprints (if the item or blueprints does not violate a patent right) for items and the marketplace can allow the blueprints to be sold side by side.
[0580] The intellectual property system allows player characters to register blueprints for objects. The system also compares the blueprints to existing blueprints to determine if they are patentably distinct. If the system is unable to make such a determination, the matter may be determined by a court of competent jurisdiction (in either the real or virtual world) which may or may not include a judge, arbiter, and/or a jury and/or another governing or administrative body or a group of players or player characters that has been established for the purpose of such review. Each player character must distinguish the blueprint of his item from the prior art. A player character, group of player characters or the game manufacturer and/or game server can act as the patent examiner. A group of player characters who are ranked as experts on a certain class of blueprints can also vote on the patentability of a new blueprint. Player characters can pay a fee in real or virtual dollars to have their blueprint examined and a patent issued on the blueprint. Tn an embodiment, only blueprints that have been patented can be sold and used in the game environment.
[0581] According to one embodiment, certain items cannot be blueprinted unless the player character has access to certain technologies. These technologies can be discovered and/or purchased by the player character, his race, class, or city if they are healthy. Technology discoveries and/or patents can be traded between player characters, cities, races, classes, game servers, and games. [0582] According to one embodiment, a rules based expert system or genetic algorithm can be applied to a blueprint and the prior art to determine the degree of difference between one design and another. If the degree of difference is not of an adequate percentage, the blueprint can be rejected by the patent office system of the game server.
[0583] According to another embodiment, every item that is created may have a provenance. All the resource(s), maker(s), item(s), objects, blueprint(s) serial number, edition number, etc that went into creating the object are stored with the object and can be viewed by clicking on a provenance link. Searches can be conducted on items by these provenance categories to locate their positions, prices, availability and owners.
[0584] According to one embodiment, the central system can query the database of all items in existence to determine if an item exists that has an identical number to another item. If more than one item exists with the same number, one of them may be identified as a forgery and the item(s) can be flagged as such and/or submitted for further review to the appropriate governing body and/or player characters and/or game servers, etc. Alternatively, a query can be made against an item to determine if the serial number matches the provenance on file, if the item docs not match its database entry, it can be flagged as a forgery.
[0585] Alternatively or additionally, a player character may assemble a group of game attributes and combine them together in order to generate one-time or ongoing wealth. For example, a player character may need to purchase or inherit a parcel of land, hire a real player or NPC farmer, and purchase seeds in order to grow and sell crops. Groups of game attributes can be combined with other groups in order to generate even greater up front or per turn wealth. For instance a corn farm could be combined with a warehouse to store corn until it can be sold at the highest possible price.
[0586] Tn another embodiment, certain objects, skills, resources, etc., may only be built in cooperation with two or more players, thus requiring certain levels of cooperation to build certain objects and/or obtain certain resources or skills. For example, a game may require that twenty player characters cooperate to obtain certain individual skills, such as physics, electronics, mining, etc in order to build an atomic or other type of weapon. Such requirements may naturally evolve in a game, and/or be pre-established by the game manufacturer, and/or by user groups and/or by majority or other voting systems, etc. The number of game attribute groups that can be created can be limited based on the size of the game environment, city, or player character family and/or by mutual majority or super majority agreement and/or by a vote of the player characters, and/or by a representative governing body.
[0587] According to one embodiment, a defined list of grouped attributes and the corresponding game attributes they create on a one time or ongoing basis can be made available to the player characters via a pop up screen.
[0588] According to one embodiment, a player character can indicate that he wants to assemble a particular game attribute and the game server can tell him the additional game attributes that are needed to assemble the item. In the case that additional players are required, the game server may be configured to indicate to the player character which other player characters have the skills and/or resources required to complement the requesting player's skills and/or resources.
[0589] According to one embodiment, players can pay an additional up front or recurring fee so that their characters can assemble attributes into groups to form new attributes.
[0590] According to another embodiment, a player character may be prevented from or otherwise restricted to only being able to build a plan to build an item from resources that already exist in the game and/or that may be transferred into the game from another game and/or exchange. Every item that is created in a game can be registered with a central virtual patent office as an invention. Inventions then become building blocks for new inventions. For instance, a player character can create a door handle. The door handle can be combined with a plank of wood to create a door. The plank of wood could only exist if a saw or other tool was invented to cut the wood.
[0591] In an embodiment, the object being designed or created by the player character is in the form of a software application or portion or an application, e.g., a subroutine or software object, that performs one or more functions. For example, the software application may be a program that creates a virtual car wash that, once added to the game space, can provide virtual car washes for virtual cars. The benefits of such software applications can vary widely and owners or licensors of such applications may charge a fee for use of the application and/or usage charges based upon in game play. For example, the game creator may charge player characters 10 virtual dollars to wash their virtual cars. The benefit of such an action may be purely cosmetic or of entertainment value. Alternatively or additionally, such an action may have a beneficial effect on the virtual car, e.g., the car is faster or wears out more slowly.
[0592] In another embodiment, all existing issued and pending prior art and patents in the real world become prior art and/or patents in the virtual world and may be recognized as valid intellectual property within the virtual world. Alternatively, only virtual items that are created, developed and/or patented in the virtual world are recognized, meaning that any virtual item may be developed and inventorship is only attributed to the game player.
[0593] In an alternate embodiment, a player character can build a plan for an object and assign materials to each piece of the object. The materials that are available may be based on the types of materials that are available in the particular game environment. Moreover, the materials may be limited to only those materials that would be available in the particular era of the game, and the suitable technologies known to the player characters given the game's environment and/or era. Based on the plan and the materials specified, a price may be determined for the materials. A list of NPC and player characters who posses the skills necessary to build the object or pieces of it may also be made available to the player characters. According to some embodiments, player characters can create contracts to build items. Several player characters or NPCs may be needed to create an object, and each character can bid on a part, sub-part or all of the contract. A general contractor may be hired to find, organize, manage, and pay for all necessary resources and/or players or NPCs to build an item.
[0594] According to one embodiment, physical limitations can be assigned to game objects. For instance, the weight, size, and shape of an object can be limited based on the player character for whom the item is being made. For instance a helmet has to have a certain diameter, a sword has to have a certain handle size and weight, etc.
[0595] According to one embodiment, the size and weight of an item may affect the cost to use an item, e.g., if a vehicle is built, the cost to operate and/or maintain the vehicle may increase with the size and weight of the vehicle. The amount of energy required to use the item, e.g., gasoline for a vehicle, may also increase with the size, weight or shape of the item. Moreover, the ability for an item to perform certain tasks, e.g. for a vehicle to carry a certain load such as passengers and/or items, may be restricted, based upon the size and design of the item.
[0596] According to one embodiment, the virtual size and weight of an item may affect the effectiveness of the item, e.g., if a sword weighs 50 pounds it may be more lethal when striking a blow, but it may fatigue its user faster than a sword that weights only 10 pounds. Such effects may also be affected by the size and strength of the bearer of arms. For example, a 50 pound sword in the hands of a 300 pound virtual character may be both more lethal and less strenuous than when wielded by a 150 pound player character. Tn the preceding example, the heavier character may be able to effectively swing or thrust the sword three times per turn, and an unlimited number of times in a given battle sequence, while the lighter player character may only be able to effectively swing or thrust the sword once each turn and only a maximum of five times during the course of a battle sequence.
[0597] According to another embodiment, NPC or Player Characters can create any item in a blueprint for a fee. A blueprint can be posted on an exchange and player characters having the appropriate skills can bid to assemble the item. Such bids may or may not include the raw materials necessary to build the item. If raw materials arc not included, the player making the request may be expected to supply, purchase or otherwise acquire (e.g., pillage, plunder, or steal) the raw materials and/or the component parts. The player character who posted the item can then accept one of the bids posted on the exchange to assemble the item. Payment terms may be established by the game, players and/or agreed to between the requesting player and the supplier player or NPC. Terms may created using any financial arrangement including but not limited to: cash up front, partial initial payment and lump sum upon completion, credit card or other financing instrument, series of equal or unequal payments, total amount upon completion, etc. Methods to provide for use of credit cards and other financial instruments in virtual environments are disclosed in U.S. Patent Application Nos. 11/279,991, 11/380,489, and 11/421025, each of which is hereby incorporated by reference in its entirety for all purposes.
[0598] According to one embodiment, other attributes and/or effects may be assigned to an object. For example, use of a virtual lubricant might make a virtual car run faster and/or wear more slowly. [0599] According to one embodiment, a character may only be able to create objects that he has the ability to use. For example, a player character cannot make a blueprint for an item that he does not have the skills to assemble. Characters may hire other players and/or NPCs having the requisite skill(s) to create an item from a blueprint for a fee, or, if indentured, for free.
[0600] According to one embodiment, in-game objects can include, but are not limited to: a. Weapons b. Tools c. Buildings d. Vehicles e. Workers f. Devices g. Designs h. Programs, e.g., software or "plug-ins" i. Intellectual Property, including logo's, trademarks, blueprints, etc.
[0601] According to one embodiment, players can pay an additional up front or recurring fee so that their characters can build one or more in game objects
[0602] When a player character submits a request for an object he has designed to be built, the game server can display a list of the natural resources and quantities required to assemble the object. The game server can also list all the skills necessary to assemble the item and list other player characters or NPCs who have the required skill level to assemble components of the item. The game server may also list any general contractors (within the current or any other connected game) who are available and have demonstrated the skills, connections, etc., necessary to acquire the necessary resources and labor to build the object. Such player and/or contractor listings may be listed alphabetically, or sorted according to any one or more of: experience, other player ratings or rankings, quality, quantity/capacity, price for similar or identical items, bid, availability, reputation, past legal violations, e.g., prior patent infringement or lawsuits or claims by other players, etc. The player character can immediately contact characters who have the necessary skills and/or other desired attributes to build the item and request bids to assemble all or part of the in game object and/or control or manage the process for the player requesting the item(s).
[0603] According to one embodiment, the game system can determine the skill level required to assemble an item based on the complexity of the design and the natural resources required to assemble it. For some items the skill level may be greater than the skill that any one or more player character(s) in the game environment has or can have. Moreover, according to some embodiments, a player character with the appropriate skill set(s) may only reside in another game environment. In such a case, in order for the item to be assembled, the player character may be required to sell his blueprint(s) on an intra or inter game environment exchange to the character with the appropriate skill set(s), have the item built by the player character with the appropriate skill set(s), and then purchase the item on the exchange from the character with the appropriate skill set(s).
[0604] According to one embodiment, a table, rules-based system, or genetic or other algorithm may be used to determine the skill level required to assemble an item and assign that skill level to a blue print.
[0605] According to one embodiment, certain skill levels and types may only be available in certain game environments. These skills may trade on intcr-gamc servers.
[0606] According to one embodiment, exchanges can exist between cities, states, races, clans, classes or other collections of players in a game environment and/or multiple connected game environments.
[0607] According to one embodiment, items can be invented and registered with a patent office server that manages the filing of blueprints from all game environment servers. According to some embodiments, if a blueprint is created and filed in one game environment, it cannot be created and filed again in another game environment.
[0608] According to one embodiment, a virtual or real cash fee can be charged to a player character who wants to register a blueprint to be patented. A portion of this fee can be paid to other player characters that are willing to examine the filed blueprint for patentability. In one embodiment, such volunteers or paid examiners must agree that they cannot create or be involved with the creation of patents in the field of use for applications that they agree to examine. In another embodiment, examiners are hired and governed by laws and rules, such as the laws and rules of the United States of America, the USPTO, or by laws, rules and regulations established by the game manufacturer, one or more players in the game designated for such purpose, any other body elected by the players and/or appointed by the game manufacturer, and/or any other entity that is duly authorized to appoint and/or hire examiners.
[0609] According to one embodiment, the licensing fee a player can charge for a patent blueprint can be a percentage of the total item value on an exchange at the time the item is created. The percentage can be variable. For example, a patent with a higher licensing percent fee can have a shorter life than a patent with a lower percent licensing fee. For example, a player can receive a 10% license fee for a patent blueprint for one year or 10,000 units, or could receive a 5% license fee for a patent blueprint for three years or 30,000 units. Alternatively, the fixed or flat fee of a patent license can have an effect on the life of the patent. For instance, a player can elect to receive $10 virtual dollars for the use of a patent blueprint for one year or 10,000 units, or can receive $5 for three years or 30,000 units.
[0610] According to one embodiment, the total resources, virtual assets, or skills need to create an item from a blueprint can have an effect on the maximum licensing fee that a player can charge to use a blueprint to create an item. For example, a virtual shovel can have a maximum blueprint license fee of $1, but a virtual space station can have a maximum blueprint license fee of $2000.
[0611] According to one embodiment, the blueprint licensing fee can be reduced over time or when a certain number of units of an item have been created. For instance, a license to assemble an item from a blueprint can be $10 for the first year or 10,000 items, and $5 for the second year or second 20,000 items.
[0612] According to one embodiment, patent blueprint ownership can be transferred from one assignee to another on an exchange.
[0613] Fig. 27 provides an exemplary system 1OP that may be used to provide the embodiment described above. As shown, system 1OP may include a patent office server 2Of, a game environment server 20b, and an exchange server 2Oe.
[0614] Patent Office Server 20f may include or host various programs, routines, or subroutines including, but not limited to: a. Blueprint registration program 630 b. Patent examination and issuance program 632 c. Blueprint patent expiration program 634 d. Blueprint licensing configuration program 636
[0615] Game Environment Server 20b may include or host various programs, routines, or subroutines including, but not limited to: a. Item creation and blueprint registration program 642 b. Create item from blueprint program 644 c. Create contract to create item from blueprint program 646 d. Accept contract to create item from blueprint program 648 [0616] Moreover, patent office server may host one or more databases including, as non-limiting examples, a registered blueprint database 638 and an examiner database 226.
[0617] Registered Blueprint Database 638 may include information such as, but not limited to: a. Blueprint ID b. Blueprint Inventor c. Blueprint Assignee d. Blueprint Class c. Blueprint Subclass f. Blueprint Status g. Blueprint Content h. Skills Required to assemble item from blueprint i. Blueprints required to assemble blueprint j. Resources required to assemble blueprint k. Blueprint Registration Date 1. Blueprint Royalty/Licensing Configuration m. Examiner ID n. Max quantity o. Quantity remaining p. Quantity sold q. Expiration Date r. Expiration Quantity
[0618] Examiner Database 640 may include information such as, but not limited to: a. Examiner ID b. Examiner Class c. Examiner Subclass d. Examination History
[0619] Game Environment Server 20b may include one or more databases such as, without limitation, player database 649, player character database 651, available skills database 653, available NPC database 650, and available natural resource database 652.
[0620] Player Database 649 may include information such as, but not limited to: a. Player ID b. Player Characters 1-n c. Player Personal Information d. Player Billing information
[0621] Player Character Database 651 may include information such, as, but not limited to: a. Character ID b. Player ID c. Character Assets d. Blueprints Invented e. Blueprints Owned f. Skillsl-n g. Skill level 1-n
[0622] Available Skills Database 653 may include information such as, but not limited to: a. Skill ID b. Skill Descriptor c. Maximum Allowed (per level) d. Issued to date (per level) e. Remaining to be issued (per level) f. Permit Price g. Available Date Range h. Last market value levels 1-n i. Max level
[0623] Available NPC Database 650 may include information such as, but not limited to: a. NPC ID b. NPC descriptor and attributes c. Last Market Value d. Maximum Allowed e. Issued to Date f. Remaining to be Tssued g. Issuance conditions h. Dates available i. Permit Price
[0624] Available Natural Resources Database 652 may include information such as, but not limited to: a. Resource ID b. Resource Descriptor c. Last market value d. Maximum Allowed e. Issued to Date f. Remaining to be issued g. Permit Price h. Available Date Range i. Last market value j. Resource Attributes 1-n
[0625] Exchange Server 2Oe may include various database including, but not limited to, blueprint marketplace (or exchange) database 656, and available blueprints database 658.
[0626] Blueprint Marketplace (or Exchange) Database 656 may include information such as, but not limited to: a. Game Environment ID b. Transaction Fee c. Monthly Fee [0627] Available Blueprints database 658 may include information such as, but not limited to: a. Blueprint Number b. Blueprint Price (by usage type) c. Quantity Remaining
[0628] System 1OP may be configured to determine if a blueprint can be patented by performing steps such as: a. Receive a blueprint filing, including a player character inventor TD, a virtual entity assignee TD, a blueprint design, a blueprint class and subclass, required resources and skills to assemble the blueprint, and required other blueprints to assemble the blueprint b. Compare filed blueprint to existing filed blueprints and generate a similarity rating c. If similarity rating is greater than allowable threshold, flag blueprint as requiring further examination. d. If similarity rating is less than allowable threshold c. Generate a patent number f. Assign patent number to blueprint record g. Notify blueprint owner that blueprint has been patented h. Post blueprint in patent office
[0629] System 200 may be configured to pay examiners for reviewing blueprints by performing steps such as: a. Output a blueprint that has a similarity rating higher than allowable threshold to a player character b. Receive opinion from player character that blueprint can be patented c. Generate a patent number d. Assign patent number to blueprint record e. Notify blueprint owner that blueprint has been patented f. Post blueprint in patent office g. Set Up Blueprint Licensing Structure h. Receive a request to set up a blueprint licensing structure i. Output allowable licensing structure, including per usage fee, usage type, maximum usage (limited edition number) j. Receive a licensing structure configuration k. Store licensing structure configuration with blueprint
[0630] System 1OP may be configured to create an item from a blueprint by performing steps such as: a. Receive a request to create an item from a blueprint from a player character b. Generate and Output a licensing amount to the player character c. Receive an acceptance of the licensing amount from the player character d. Generate a blueprint license number e. Create a new item record, including blueprint license number f. Generate and Output a list of necessary virtual skills, resources, blueprints, and components necessary to assemble item g. Receive necessary skills, resources, blueprints, and components necessary to assemble item h. Create item i. Output item to item creator j. Output licensing payment, less applicable fees to patent assignee [0631] System 1OP may be configured to post a contract to build an item from a blueprint by performing steps such as: a. Create a contract to build an item, including the item record, the date of completion, the necessary skills, the actual virtual assets need to assemble the item, and a contract price from a player character b. Store contract offer c. Withdraw contract offer price, plus applicable fees, from player character account
[0632] System 1OP may be configured to accept a contract to build an item by performing steps such as: a. Receive an acceptance of a contract offer to assemble an item from a blueprint b. Receive an indication that a contract has been completed c. Flag item record as complete d. Transmit payment for fulfilling contract, less applicable fees, to player character
[0633] System 1OP may be configured to make a bid to build an item by performing steps such as: a. Receive a counter offer to a contract offer to assemble an item from a blueprint, including a counter offer price and assembly date from a player character b. Store and output offer to the player character who initially created the contract offer
[0634] System 1OP may be configured to post a blueprint patent on an exchange in order to transfer an assignee by performing steps such as: a. Receive an offer to sell a blueprint patent, including an offer price, a remaining edition number from a player character who controls a blueprint assignee. b. Store offer and post offer on exchange
[0635] System 1OP may be configured to purchase a blueprint patent on ab exchange by performing steps such as: a. Receive a request to purchase a blueprint patent from a player character b. Receive a new assignee name c. Withdraw purchase price, including applicable fees, from new assignee account d. Transfer blueprint to new assignee e. Transmit purchase price, less applicable fees, to former assignee of blueprint patent
[0636] System 1OP may be configured to expire a patent or copyright term by performing steps such as: a. Determine that a blueprint patent has reached its expiration date b. flag licensing configuration for patent blueprint as expired
[0637] System 1OP may be configured to find duplicate items or forged items by performing steps such as: a. Retrieve an ID number for a virtual asset that is posted on an exchange b. Determine if ID number is a valid number c. Determine if ID number is unique d. Remove item from exchange if ID number in not valid or unique [0638] According to yet another embodiment, the present invention provides a system and methods for digital rights management in a video game environment. According to one embodiment, a player character can acquire, buy, and/or create music, text and images (or the real or virtual rights to these or other copyrightable materials) that other player characters can subscribe to and use in their virtual spaces. For example, a player character creates images, text and music either by using editors in the game environment or by importing them from a remote editor. Each image, text and or song is registered with the copyright office of the game or an independent copyright gaming system. The copyright office system determines if the image, text or song is distinct from text, songs and images already copyrighted. If the system determines that the text, song or image is unique, a copyright can be obtained.
[0639] According to one embodiment, images, text and songs can then be sold on an exchange. Other player characters can buy the right to use the images, text and songs in virtual structures they have created. Pricing for the images, text and songs is based on the virtual space in which they are being used. For example, the use of a set of one or more images and or one or more songs in a virtual house costs $x virtual or real dollars per virtual or real time period, while showing the same image(s) or playing the same song(s) in a virtual restaurant may cost $y virtual or real dollars. Fees to use images, text and songs could be set on the number of unique impressions of those images by player characters or for an unlimited use license. The system can track how many player characters were exposed to or otherwise used, viewed or played the image or song and charge the owner of the billboard or virtual space where the image or song is being used a per use fee. [0640] According to one embodiment, the methods, laws, rules and regulations for the virtual copyright office to follow to determine if an image, song, text or other work is the valid property of an applicant may be determined solely or in part by the laws, rules, regulations and precedence of the United States of America and/or the USPTO (each of which is hereby incorporated by reference in its entirety for all purposes) and/or by one or more laws, rules regulations and precedence of one or more foreign countries, and/or by laws, rules and regulations created or passed by any one or more of the a) game manufacturer, b) one or more player characters assigned that duty and who otherwise posses the right and obligation to perform such duties, c) a representative government elected by a majority or super majority or other voting methods as established by the player characters, user group, manufacturers, group or consortium of manufacturers and/or player characters, and/or any combination of these.
[0641] Fig. 28 provides an exemplary system 1OQ that is suitable for use with the embodiment described above. As shown, system 1OQ includes a games server 20 which may include or host various programs, routines, or subroutines including, but not limited to a digital rights management program 660. Game server 20 may further maintain or be in contact with a plurality of databases, examples of which include, but are not limited to a copyright database 662, a player database 664, and a player character database 666.
[0642] Copyright Database 662 may include information such as, but not limited to: a. Copyright ID b. Copyright Owner c. Copyright Creator d. Royalty/Licensing Configuration e. Copyright content f. Player Database 664 may include information such as, but not limited to: g. Player ID h. Player Billing Info i. Player Personal Info j. Player Characters 1-n [0643] Player Character Database 666 may include information such as, but not limited to: a. Character ID b. Player ID c. Character assets 1 -n d. Character attributes 1-n e. Character copyrights invented 1-n f. Character copyrights owned 1-n
[0644] System 1 OP may be configured to determine if an item can be copyrighted by performing steps such as: a. Receive a request to copyright an item from a player character, including the item b. Determine if item can be copyrighted based on other copyrighted items c. If item can be copyrighted, copyright item and output copyright notice to player character
[0645] System 1OP may be configured to establish copyright royalty payment criteria by performing steps such as: a. Output Royalty Payment Criteria Options b. Receive Royalty configuration based on options c. Store royalty configuration
[0646] System 1OP may be configured to sell rights for the usage of copyrighted items on an exchange by performing steps such as: a. Receive a request to use a copyrighted item, including a usage type from a player character b. Determine royalty payment based on royalty configuration c. Charge royalty payment to player character d. Issue item to player character e. Transmit royalty payment, less applicable fees, to copyright holder.
[0647] System 1OP further may be configured to charge a royalty fee when an item is used in a game environment by performing steps such as: a. Receive an indication that a copyrighted item has been used by a player character in a game environment under a particular usage type b. Determine a royalty payment based on usage type c. Charge royalty payment to player character d. Transmit royalty payment, less applicable fees, to copyright holder.
[0648] Accordingly, a virtual embodiment may be configured to allow player characters to create digital works that are accessible in the virtual environment and ensure that an author of a digital work receives compensation from other player characters that access the digital work. It will be appreciated that for the purposes of the present disclosure the term "author" is intended to mean any entity that creates a digital work including, but not limited to, the author of a literary work, a composer, an artist, a choreographer, a lyricist, a computer programmer, a lexicographer, a photographer, a producer, or any other entity or entities that create a digital work.
[0649] In order to accomplish the above-mentioned goals, the virtual environment may include a digital work editor and a virtual copyright office. The digital work editor may provide the author with tools needed to create the digital work. Accordingly, the digital work editor may provide access to musical instruments, paint, canvases, bronze, clay, publishing tools, cameras, etc.
[0650] The virtual copyright office may be configured to receive copyright applications and determine if the digital work associated with the copyright application is unique to the virtual environment. For example, the virtual copyright office may be configured to compare the digital work with other digital works that have been previously submitted to the copyright office. For the purposes of the present disclosure, the term "copyright office" is intended to mean any entity that has authority to bestow copyright ownership upon an author. For the purposes of the present disclosure, a "copyright" is the right to prevent others from using the digital work. For the purposes of the present disclosure "use" includes, but is not limited to, copying, distributing, viewing or listening to the digital work.
[0651] According to some embodiments, a virtual character may want to use a digital work that exits in the virtual environment. For example, virtual character A may wish to hang a painting created by virtual character B in the living room of A's virtual house. Accordingly, once a request to use a digital work is received, the game server may be configured to identify whether the digital work is subject to copyright. If it is, the server may further be configured to determine who the copyright owner is. It should be noted that the copyright owner need not necessarily be the author of the work, since, an author may be allowed to sell or otherwise transfer copyright ownership to another entity. Upon a determination that the work is subject to copyright, the copyright owner may be given the right to refuse the use request. Alternatively, the copyright owner may suggest or be automatically paid a royalty, license fee, or other compensation.
[0652] As stated above, while virtual games as previously described may provide an environment for gaming, the degree of interaction with the environment of the game may be limited. For example, such environments may be static or come equipped solely with a limited amount of predetermined pre-formed objects whose aspect cannot be altered or which can only be assembled in predetermined ways. Additionally, the distribution of resources in most games is controlled completely by the game server and limited to a single game or game environment, stifling the development of the game and limiting the ingenuity of the gamers.
[0653] Various embodiments of the present invention address this issue by providing a system of distribution of natural resources, raw materials, skills and NPCs and means of allocating and acquiring such resources to be used within a virtual environment. Such resources may be improved upon, altered, or developed into other game attributes depending on aspects of game play. They may also be traded or exchanged between game environments and other games improving the depth of the interactions of the game. For ease of description, natural resources, raw materials, skills and NPCs may collectively be referred to as resources throughout the application.
[0654] Resources may be distributed or available for selection for distribution at the beginning of a game or at the beginning, end or other point of time within a turn, when a game environment is formed or modified, at the beginning of a specific time point in a game such as at the beginning of an era, periodically throughout the existence of a game environment or the game, when a certain number of players have entered or leave a game environment, when one or more player characters have discovered, created, or purchased a skill or attribute, when the virtual wealth or output (e.g., the gross domestic or game product) of a game environment reaches or falls below or exceeds a certain threshold and/or rate of change, when a certain number of virtual loans have been issued to player characters or virtual entities in a game environment and/or such loans have been accepted, and/or defaulted upon, when a game owner, server or other application or entity determines that such resources are needed or desired by a game objective, when one or more players or player characters achieve a certain goal, when a database element changes, at prescribed dates/times or when a new feature or function is added to the game or the game environment, when a new item or attribute has been received from another game or from another area or economy within a game or an item or attribute is invented, added, traded, stolen, lost, created, or destroyed, and/or when an "alert event" occurs or is expected to occur, or in any combination thereof. The selection and the placement of resources in an environment may be based on the decisions of the game server, the server owner, a player or group of players, a character or group of characters, or based upon any learning algorithms designed for such purpose which may seek to optimize or maximize play and/or revenues, extend or shorten length of play, optimize, maximize or otherwise affect the distribution, use, price, availability or other objectives (e.g., speed up or slow down game play) or use of any item, attribute or resource or a combination thereof.
[0655] Game environments are particular levels or areas in a virtual environment. They may exist within, each other or may be independent or have varying dependent or independent associations and/or connections and/or dependencies and/or hierarchies. In some embodiments they are controlled, in whole or in part, by the game server. In other embodiments they may be controlled, in whole or in part, by a character or group of characters, a player or group of players, a company, a religion, a government, genetic algorithm, or any combination thereof. In some embodiments, game environments may be formed as empty space. Tn other embodiments, game environments may be created with a certain amount of resources. Such virtual resources may be predetermined wherein every game environment starts with the same amount of resources, the same type or resources, the same value of resources, or resources may be distributed according to any relevant criteria including, but not limited to, randomly; as determined by the game sever or other game parameters; as determined by the game owner; as determined by the results from a previous game or games, e.g., certain attributes, settings, prices, etc., may be determined in whole or in part, or "inherited" from a previous game, game era, segment, or any other related or unrelated game(s), as determined by the game environment owner; according to an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the player(s) and/or characters) has accumulated, the amount of time the characters) has been in existence or the player(s) behind the character(s) has played the game, assessments of the skill level of the characters); the population of the game environment; the pace of game play; the relative price of objects constructed from resources; the relative demand for such resources; the choices of the game environment owners; the choices of other game environment owners; or any other criteria relevant for assigning resources, or a combination of the above. In one embodiment, resources may be purchased from other games or game environments or the game server for allocation within the game environment site the exchange case. In another embodiment, the game server, game owner, game environment owner or other governing entity may add resources that were not originally part of the game environment or remove resources that were originally part of the game or added thereafter. In a further embodiment, there may be a master server that may control a finite set of resources for all participating sub-scrvcrs. This server controls some or all of the resources available to some or all of the other sub- servers at a global level, thus permitting games to focus on their versions, plot lines, characters and other unique variables, while the master server controls all the legal and structural matters. The master server may permit transactions between sub-servers allowing for variable arrangements of resources without compromising the integrity of the game.
[0656] The amount of resources available may be fixed or variable, finite or infinite, and/or change from among these options over time. In one embodiment, there may be a fixed amount of resources available for allocation at the time of commencement of the game, regardless of the growth of the game or the number of game environments that develop within a game. In another embodiment, there may be a set amount of resources that are available for allocation for each game environment that forms. In an additional embodiment, there may be a set amount of resources that are available for each type of game environment that forms. For example, virtual cities may receive a different amount of resources than countries; virtual islands may receive a different amount of resources than continents. In a further embodiment, there may be a set value of resources available when or at some point after each game environment forms or changes. In still another embodiment, there may be a set amount or value of resources available at a particular level, within a particular era, or at any other determined point within the game and/or additional resources may be made available when existing resources are partially or completely depleted. In yet another embodiment, the amount of resources or the value of the resources available may depend on market rates; a rate setting agency; the choices made at the time of formation of other game environments, choices made by other players; character wealth; the size or type of game environment; the discretion of the game manufacturer, game server, or other managing entity or genetic algorithm; or any combination thereof. [0657] Inequities within the gaming environment may be addressed through resource distribution. For example, in one embodiment, the amount of a resource available to be allocated may be altered by the game manufacturer, game server, or other managing entity or genetic algorithm. In another embodiment, if the lack of a certain resource is determined to unfairly benefit one player or group of players over another player or group of players, then additional resources may be made available according to criteria determined by the managing entity, which additional resources may or may not bring such deficient players into parity with such other players. Such resources may be made available to all players on an equal or unequal basis, only to those at the disadvantage, to new players or new game environments, distributed randomly, distributed to some characters, to all characters or any combination thereof. In one embodiment, a player may receive a resource (or a choice of several resources) and then elect which of his characters will receive the resource (and/or which resource to choose). For example, a game environment owner can specify what types of resources each player character can start with in the game environment. The owner is given a certain number of resources points for the game environment, they choose what resources are available until all points are used up, and they allocate the resources to the first n players that enter the game environment to play. In another embodiment, the same percentage of resources may always be available. For example, the same percentage of resources may be available to new players, new game environments, eras, clans, or the like. Alternatively, or additionally, when a resource is used up, lost, traded or otherwise removed in one environment the resource may be replenished so that the total percentage of available resource in the environment does not change and/or it may be replenished at a pre or other determined rate. In another embodiment, when a resource is depleted, it may revert back to the control of the game or may be otherwise recycled so that the same or other amount of a given resource is always or generally available within the game or game environment though the allocation may change.
[0658] Once the amount of resources in a game environment is determined, the resources may be allocated within that environment. Such an allocation may be automatic depending on the type of resource, may be determined by the game, game server, game owner, alert event criteria or specifics, a character or group of characters, player or group of players, the game environment owner, one or more genetic algorithms or any combination of the above. Allocation may or may not follow any known physical laws and. may or may not be equally or evenly distributed. For example, in one embodiment, mineral deposits may only or may always be found in mountains. In another embodiment, placement of mineral deposits may be unrelated to geological features, for example, the placement of mineral deposits may be random, directed by an entity related or unrelated to the game, or based on other game features or factors.
[0659] The allocation of resources within a game environment may be fixed once established, may be variable, may be fixed and variable or may be fixed or variable depending on the time point or other criteria in the game. For example, resources may be distributed through a game environment during certain time periods or eras in a game and may be reallocated or different resources may be selected and allocated at the start of the next time period or era.
[0660] The renewability of some of the resources may be determined by the game environment managing entity, the game server, game owner, server owner, a character, a player, a group of characters or group of players, chance, one or more genetic algorithms, or any combination thereof. For example, certain resources may be renewable at certain times, such as agricultural resources which may have growing seasons. In another embodiment, resources are available until they are depleted or nearly depleted or at some other pre or otherwise determined point during their depletion. In a further embodiment, the types of resources available may depend on the level or era of the game. For example, radioactive materials may only be available when a character has acquired the skills to handle such materials. Virtual resources may be renewable or non-renewable according to the renewability or non-renewability of that resource in the real world, or may be governed by a different set of physical laws and/or for any other reason including magic. For example, fish are generally considered a renewable resource unless an area is over fished. In the virtual environment, fish may be a renewable resource, or there may be a set number of virtual fish available, or the number of fish may depend upon "natural selection" or available food or rates of reproduction of fish. Minerals such as types of ores are generally considered to be nonrenewable in the real world. In the virtual environment, virtual mineral deposits may replenish themselves once they reach a certain level and/or they may be replenished by one or more players or characters paying a fee or achieving a goal or learning or acquiring a skill or potion. There may be additional factors which influence renewability or non-renewability of a resource such as weather, natural disasters, the demand for the resource, growth of the game environment, wealth of the game environment, population, overuse, underutilization, or any combination thereof.
[0661] Resources or parts of resources may also be recycled. For example, if a character dies or stops playing, the character's various acquisitions including natural resources, raw materials, assets, NPCs, and skills may be available, in whole or in part for redistribution within the parameters of the game or may simply disappear. Such reuse may be subject to a payment or may be free. In another embodiment, some objects may have a natural rate of decay, for example food stuffs may have an expiry date. When that expiry date is reached, the food stuffs may become available somewhere else or available for redistribution within the game. Skills may have continuation requirements, or "use it or lose it" provisions so that if the skill is not used within a certain amount of time, or additional training is not pursued, a character may lose all or part of a skill. In one embodiment, such a skill may then become available elsewhere in the game. Objects may also be disassembled and their component parts used to build other objects.
[0662] Game environments and resource availability and allocation may be created and run by any means applicable. In one embodiment, an exemplary system 1OT is configured to provide the virtual environment described above. As shown in figure 31, system 1OT includes a master game server 20a and a game environment server 20b for one or more game environments within the game.
[0663] Master game server 20a may host a program such as game environment creation and set up program 772. Master game server 20a may further host a plurality of databases including, for example, game environment database 774 and player database 776. Game environment server 20b may host a plurality of programs including, for example, game environment creation and set up program 778, game environment management program 780, game attribute valuation program 782, exchange multiplier determination program 784, and a game item assembly program (not shown).
[0664] Game Environment server 20b may include a plurality of databases including, for example, current date database 786, raw material database 788, NPC database 790, skill database 792, era database 796, exchange multiplier database 798, player database 800, player character database 802, natural resources database 794.
[0665] In one embodiment, game environment database 774 may store information regarding the game environment such as the game environment ID, identification of the owners, percentage ownership, configurations, natural resources, raw materials, creation date, fee structure, or any other information relating to the game environment. Player database 776 may include information regarding the players in a virtual environment, their ID(s), the character(s) they control, billing information and the game environments in which the players have characters.
[0666] Natural resources are naturally occurring substances that are considered valuable in their relatively unmodified (natural) form. They are generally classified as renewable or non-renewable. The rate of sustainable use of a renewable resource is determined by the replacement rate and amount of standing stock of that particular resource. Information regarding natural resources may be stored, for example, in Natural Resources Database 794 and may include information such as, but not limited to: resource ID, resource descriptor, last market value, maximum allowed, issued to date, remaining to be issued, permit price, available date range, resource attributes 1-n, renewability, perishability, decay rate and level in which it exists.
[0667] Raw materials may include crude or processed material that can be converted by manufacture, processing, or combination into a new and useful product. In one embodiment, raw materials include semi-processed materials such as building supplies or food. Conditions for the existence of raw material may be established when the game environment is formed, or may evolve or be reassigned as the game environment develops. In one embodiment, raw material database 794 may include, for example, raw material TD, raw material type, location, first date available, conditions for use, conditions for discovery, conditions for availability, max quantity allowed, quantity issued, quantity remaining, license or permit fee, expiration date, natural decay rate / perishability factor, and available times during the game.
[0668] NPCs may aid in the acquisition or creation of resources. For example they may be used to harvest, or mine resources, and/or to construct or modify objects. In some embodiments, NPCs may have a predetermined skill set. In other embodiments, NPCs must be taught or given skills and/or given or shown an example to follow. The capabilities of the NPCs may be stored by any means available, for example in NPC database 790. NPC database 790 may include information such as, but not limited to, NPC ID, type, skill set, training level, location, availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee, available eras, etc.
[0669] The skills to acquire and use the natural resources and raw materials may be stored by any means applicable, for example in Skill database 792. Skill database 792 may include information such as, but not limited to, skill ID, type, conditions for use, conditions for availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee, and available eras.
[0670] Once resources are acquired, characters may use them to construct other objects, may trade or sell them, may use them, may consume them, may use them to acquire wealth or in any other manner they desire. In one embodiment, natural resources and raw materials may be assembled into other game items using particular skills or NPCs with particular skills. Such construction may be administered by a game item assembly program.
[0671] Information relating to player acquisitions of resources may be stored by any means applicable. In one embodiment, such information is stored in player database 800. Player database 800 may include information such as, but not limited to, player ID, the characters) controlled by the player, billing information, accounts length of time playing, and personal information. Player character database 800 may include information such as, but not limited to, character ID, player ID, assets, skills, obligations, and game environment access.
[0672] Some resources may only become available at particular time points in the game. Information regarding the chronological progression of the game may be stored for example in current date database 786 or era database 796 or such progression may be determined based upon game play, need, or any other applicable means. Current date database 786 may be configured to track the passage of time and the resources available at the particular point in the game play. Era database 796 may include information as Era ID, date range, and the skills, resources, raw materials and NPCs available in each era. Exchange multiplier database 798 may track the exchange ID number and the multiplier number.
[0673] In one embodiment, each game environment is created with a certain number of points, credits or other unit of value of available resources. Such points may be a fixed amount for each environment, may be renewable, may be assigned randomly, may be based on an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the playcr(s) and/or charactcr(s) has accumulated, the amount of time the characters) has been in existence or the player(s) behind the characters) has played the game, assessments of the skill level of the character(s), any other criteria relevant for assigning resources, (good place for the new list of factors) or a combination of the above. The type and quantity of natural resources, raw materials, skills and NPCs available may be determined by the choices made regarding the allocation of those points. In one embodiment, a certain number of points may be available for natural resources, raw materials, skills and NPCs. In another embodiment, there may be a pool of points or other unit of value that may be divided among natural resources, raw materials, skills and NPCs. Within each category, each type of resource may be worth a certain number of points for a particular quantity. For example, ten points may acquire 3 guns or 10 spools of thread or 5 tuna or 20 days of sunshine or 1 NPC with mining skills or 3 apprenticeships for weaving. During formation of the game environment, the points may be allocated to particular resources with the number of points reflecting the amount of the resource to be available in that environment based on the value of that resource. The value of the resource may be fixed or may be variable. For example, the value may fluctuate based on the demand for that resource in the virtual game. In some embodiments, each game environment may select from the same amount of resources at the same price. In another embodiment, there may be a finite amount of a resource available for the game or a particular segment of the game and if it has been allocated in other game environments it may not be available for selection. In a further embodiment, the price or number of points a resource is worth may increase as the availability declines. The price and amount available may be tied in whole or in part to real world exchanges, for example some natural resources or raw materials may be tied to the availability or price of commodities on real world commodity exchanges such as, but not limited to, COMEX, Chicago Board of Trade, Chicago Mercantile Exchange, Euronext.liffe, Kansas City Board of Trade, London Metal Exchange, Minneapolis Grain Exchange, New York Mercantile Exchange, New York Board of Trade, Intercontinental Exchange (ICE), Winnipeg Commodity Exchange, or to real world commodity indexes such as Dow Jones-AIG Commodity Index, Goldman Sachs Commodity Index, Reuters/Jefferies CRB Index, Rogers International Commodity Index, Standard & Poor's Commodity Index, NCDEX Commodity Index or the Deutsche Bank Liquid Commodity Index and/or any one or more of their virtual world counterparts or equivalents. In another embodiment, the price or value may be determined by one or more virtual world exchange rates, virtual world markets or virtual commodity exchanges or any combination of these. In yet another embodiment, the value may be set by the game environment, game server, game owner or other controlling authority, and/or via any applicable method, e.g., a statistical or genetic algorithm or neural net or other learning algorithm.
[0674] According to one embodiment, system 1OT may be configured to allocate resource points by performing the following steps: a. Receive an indication that a game environment has been established. b. Output game environment point configuration options (e.g. to the player(s)). c. Receive a configuration based on options from entity that has established the game environment. d. Store Configuration. [0675] In another embodiment, resources may be purchased from other game environments or other games. Such purchases may be made by the owner(s) or controlling entities of a game environment, or by individual characters or groups of characters.
[0676] Attributes and resources exchanged between game environments or game servers or exchanges may be uniform or may be exchanged using multipliers to recognize differences in supply and demand between game environments and/or differences in prices, taxes and/or tariffs. Conversion rates may be determined by any means applicable. They may be fixed, on an automated trading system, as determined by an exchange on the open market, or any combination thereof. For example, conversion rates may be based on a comparison of the economies of two game environments, a comparison of a representative basket of goods, the number of player characters in each environment, or the attributes or characteristics of the player characters or game environments, the amount, supply or demand of a particular or group or type of virtual asset(s) available in a particular game environment, the amount of production or price or relative value of a virtual asset or group or type of assets in the game environments or on any other number of market forces or comparable factors. For example, a gallon of oil may be converted to two gallons of oil when traded from War Craft to Second Life. In another embodiment, a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. 5000 thistle seeds may be worth 3 shares of stock in a particular game environment. In a further embodiment, a game attribute coming from a first environment may be converted into a game attribute in a second environment by multiplying the value of the game attribute in the first environment by a conversion multiplier that reflects the difference in the labor (and/or other factors) required to build or acquire the game attribute in the first environment vs. the second environment. For example, 1000 thistle seeds in one game environment may be worth 700 thistle seeds in another game environment. Alternatively or additionally, the multiplier may take into account any differences in supply, availability, ease or cost of acquisition, or the like, of the resources and/or the prevailing exchange rates of real or virtual currency. Some game environments may be configured to produce items more optimally or have greater virtual resources. These game environments may receive a premium valuation in that their labor is more efficient or scarcer and/or better satisfies one or more game objectives in that game environment than on other game servers. Alternatively, or in addition, environments that produce such items more optimally may be penalized or a tariff may be imposed to create a more fair exchange between or among such game environments.
[0677] In one embodiment, some or all of the following steps may be used to convert assets between game environments. a. Generate a conversion value for two or more game environments based on activity and conditions in the game environments. b. Create a conversion multiplier based on the relationship of the values between two or more game environments. c. Store multiplier.
[0678] Such a multiplier could be calculated or stored using any means applicable, for example using exchange multiplier determination program 784.
[0679] In another embodiment, system 1OT may be configured to determine the value of an item on an exchange based on a multiplier by performing the following steps: a. Receive a request to purchase an item from a player character in one game environment. b. Determine available items to fulfill the request that are owned by player characters in other game environments. c. Retrieve the exchange multiplier between the game environments of the purchasing player and the selling players. d. Multiply each available item by the appropriate exchange multiplier. e. Output available items, with a corresponding price that has been adjusted based on exchange multipliers. f. Receive a request to fulfill the request to purchase with one of the available items. g. Withdraw virtual funds from the purchasing player character equal to the purchase price. h. Convert the purchase price using the exchange multiplier into a virtual currency value. i. Deposit virtual currency value into account of selling virtual player.
[0680] According to one embodiment, the owner or manager of a game server can set a maximum trade amount per time period on currency and other resources both in the game environment and between game environments. Such settings can be accessed through a specified game server management GUI and application and/or they may be created, determined, modified and/or maintained via automated means, such as through the use of a statistical or genetic algorithm or neural net or other learning algorithm. This amount could be based on any one or more of, the total amount of a resource available in a game parameter, the amount per player character of a resource available in a game parameter, the amount of open buy orders for a resource in a game environment, the amount of open sell orders for a resource in a game environment, any other factors and/or rules and regulations as disclosed herein. In one embodiment, the system could monitor the supply and demand for any given resource or resource type within a game, and/or across multiple games and/or exchanges to ensure that there isn't an oversupply or undersupply given a set of game objectives and/or to achieve various game objectives. In one embodiment, oversupply could be defined as any supply that causes a game imbalance or might cause or prevent a game objective from being achieved as desired or expected, whether for one person, race, environment, entire game, multiple games, etc., or any other criteria established by the game or any governing body within the game.
[0681] In another embodiment, import or export taxes may be imposed. Such taxes may be a percentage of the value of the import or based on the amount per unit of the import. Such taxes may also be imposed or eliminated and/or increased or decreased to help achieve or prevent the achievement of a game objective. They may be imposed and/or changed and/or collected by the game server, game owner, server owner, game environment owners), a character or group of characters, a duly authorized body including a third party, or any combination thereof. In some embodiments, there may be agreements between or among games and/or game environments and/or exchanges regarding import and export taxes. Taxes may be imposed to raise funds, reduce the level of imports, counter the practice of dumping, retaliate against trade barriers, protect key industries, protect a new industry, retaliate against fraud or outside negotiations, achieve or thwart a game objective, and/or for any reason such taxes are generally imposed. Taxes may be manually or automatically adjusted based on taxes imposed by other servers and/or game environments or imposed unilaterally.
[0682] In some embodiments, once a resource has been selected or acquired, it must be allocated within the game environment. In one embodiment, such allocation may be done automatically according to the rules of the game, game server, or game owner. In another embodiment, such an allocation may be done by the owner(s) or other controlling entities of the game environment. In some embodiments, allocation must adhere to certain physical rules, for example salt water fish are only found in salt water. In other embodiments, resources may be placed according to whim, for example salt water fish are found in the leaves of silver oak trees during the waning moon.
[0683] According to one embodiment, system 1OT may be configured to place resources in virtual locations of the game environment by performing the following steps: a. Receive a Resource Allocation Configuration from a Player Character. b. Generate a Game Environment Map. c. Receive a placement of resources on the game environment map. d. Store placement of resources on game environment map.
[0684] In some embodiments, resources may only become available if certain conditions are met. Such conditions may apply to a game environment as a whole or to a particular character, group of characters, or other entity. In other embodiments, resources are made available only when required by one or more game objectives For example, certain resources may only become available if certain skills are acquired, if a particular mission is completed, a certain amount of wealth is acquired, technological development has reached or should have reached a particular threshold, if a game environment reaches or should have reached a particular age, if a particular population density is achieved, or any other criteria as determined by the game, game owner, game server or other intervening authority. For example, minerals may only appear if a character has the skills to extract those minerals. In another embodiment, iron ore will not become available if the game environment is in a bronze age, but will be available, for example, during or after the Iron Age. In another embodiment, if players fail to achieve the bronze age within a desired amount of time, the game may make certain skills or discoveries available without further player interaction so as to keep the game moving forward at a desired pace and/or to help one or more players and/or the game and/or game owner or server owner(s) to achieve certain game objectives. [0685] According to one embodiment, system 1OT may be configured to make a resource available based on a game condition by performing the following steps: a. Determine that a game condition has been satisfied in a game environment. b. Determine if a resource is to be made available if the condition is satisfied. c. Make resource available.
[0686] Once resources are available in an environment, they may be acquired by residents of that environment. Natural resources and raw materials may be found, harvested, gathered, mined, husbanded, grown, distilled, purified or otherwise acquired from the game environment. In some embodiments, certain skills or tools may be needed in order to acquire certain resources or to achieve certain game objectives. For example, a certain amount of strength, or skills such as mining or fishing skills may be necessary in order to acquire a natural resource. In another embodiment, anyone may acquire a natural resource or raw material. Resources may additionally be combined. For example, a player character may need to purchase or inherit a parcel of land, hire a real player or NPC farmer, and purchase seeds in order to grow and sell crops. Groups of game attributes can be combined with other groups in order to generate even greater up front or per turn wealth or to achieve a certain or group of game objectives. For instance a corn farm could be combined with a warehouse to store corn until it can be sold at the highest possible price. In another example, to increase game revenues, game or server owners may introduce new items or increase prices to encourage purchases and/or loans.
[0687] According to another embodiment, a character or other entity may be required to apply for and/or buy a virtual permit in order to acquire resources. Permits may apply to any acquisition of that resource, to all resources, or to the acquisition of a resource in that particular 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 the resource available, the amount of the resource that character has previously acquired, the number of characters or other entities applying for permits, the population density of a particular game environment, whether the resource is renewable or non-renewable, vote by a group of player characters and/or an entity or player character elected to represent the player characters, the game manufacturer, by the game, market prices, or any combination of the foregoing.
[0688] According to one embodiment, game server 20a may be configured to perform some or all of the following steps: a. Receive a request from a player character, group of player characters, or one or more third parties to acquire a permit. b. Determine if there is an available permit for the resource the player characters wish to acquire. c. If there is an available permit determine and output a permit fee. d. Receive an acceptance and payment for the permit fee.
[0689] According to another embodiment, game server 20a may be configured to perform some or all of the following steps: a. Monitor player activities b. Monitor resources c. Determine the status of one or more game objectives d. Determine if there is a need to change the availability of one or more resources and/or resource allocations, availability, pricing, tariffs, taxes, etc. given player and resources activities and game objectives e. Change resources as required f. If applicable, impose and/or collect fees, taxes, tariffs, etc. g. If applicable, send communications to affected entities, e.g., game owners, exchanges, players, etc. Such communications may be made via an alert. [0690] According to another embodiment, game server 20a may be configured to perform some or all of the following steps: a. Monitor player activities b. Monitor resources c. Monitor databases d. Monitor intra and inter-game communications e. Determine the status of one or more game objectives f. Determine if one or more alert events have occurred g. Send alert
[0691] Within a virtual environment, virtual natural resources and virtual raw materials are a function of the game. Their existence, allocation, availability, duration and sustainability may be determined or governed by the game manufacturer, game server, game owner, server owner, genetic or other learning algorithm, character, group of characters, chance, an overseeing authority or any combination of the above. In some embodiments, certain skills or other attributes may be required in order to acquire resources. In another embodiment, characters may only be able acquire a particular amount of resources. Such determinations may be decided at random, based on the amount of virtual resources available, the number of characters in a particular environment, the skill level of a particular character, one or more game objectives, or any other criteria as governed by the rules of the game and/or by any other applicable means.
[0692] An exemplary system 1OU configured to provide a virtual environment which permits the acquisition and use of virtual natural resources and virtual raw materials is shown in Figure 32. As shown, system 1OU includes a game server 804 and a natural resource management server 806. Game server 804 may include a game environment condition and set up program 808, an allocation of natural resources program 810, a renewabiliry program 818 and an allocation of raw materials program 820. Game server 804 may further include player database 812, character database 814 and skills database 816. Natural resources management server 806 may include programs such as skill acquisition program 832 and permit program 830 as well as master natural resources database 822, available natural resources database 824, character database 826, player database 828, master raw materials database 834 and. raw materials available database 836.
[0693] Allocation of natural resources program 810 may, for example automatically distribute selected virtual natural resources, contain the rules or other regulations for allocating natural resources, or may be configured to allow the owner or governing entity of a game environment to distribute virtual natural resources, which distribution may be affected or controlled (in whole or in part) based upon game objectives and/or rules and/or learning algorithms.
[0694] Player database 812 may include information such as, but not limited to, player ID, the character(s) controlled by the player, billing information and personal information. Player character database 814 may include information such as, but not limited to, character ID5 player ID, assets, skills, obligations, and game environment access.
[0695] Skill database 816 may contain information such as the skill ID, type, conditions for use, conditions for availability, maximum quantity allowed, maximum quantity issued, quantity remaining, license or permit fee, and available era(s).
[0696] Rcncwability program 818 may be configured to determine if and when a resource is renewable, if there is a timing to the renewability, an amount that can be renewed, methods to determine if the virtual natural resource or virtual raw material has been over used, whether or not a resource is required by one or more game objectives, or any other similar criteria. For example, renewability program 818 may be configured to use some or all of the steps in Figure 34 where a determination is made that a virtual resource has been depleted, whether it is depleted beyond recovery and the time of the renewal.
[0697] Allocation of raw materials program 820 may, for example, automatically distribute selected virtual raw materials, contain the rules or other regulations for allocating virtual raw materials, or may be configured to allow the owner or governing entity of a game environment to distribute virtual raw materials. In some embodiments, particular virtual raw materials may only appear when certain criteria are met such as mission completion, wealth accumulation, population density, time line, etc. or that are needed to achieve one or more game objectives. Allocation of raw materials program 820 may distribute these virtual raw materials when the required criteria are met.
[0698] Master natural resources database 822 may include, for example, a list of all virtual natural resources available in the game and/or the list of virtual natural resources selected in a particular game environment, the conditions for use, conditions for discovery, conditions for availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee, perishability, and available eras.
[0699] Available natural resources database 824 may include, for example, all of the virtual natural resources that have been chosen or otherwise selected for a particular game environment, and/or that support or constrain one or more given game objectives, the amount of each type of virtual natural resource remaining in that game environment, restrictions and/or taxes and/or duties on imports or exports of virtual natural resources, conditions for use, conditions for discovery, skills necessary for acquisition, conditions for availability, real or virtual patent or other intellectual property ownership rights or restrictions and/or licenses and/or royalty payment requirements, minimum or maximum quantity allowed in that game environment generally, overall and/or at any given point in time, quantity remaining, licenses or permits needed to acquire a natural resource, natural resource descriptor, natural resource ID, available date range, natural resource attributes 1-n, and renewability.
[0700] Player database 812 may include information such as, but not limited to, player ID, the character(s) controlled by the player, billing information and personal information. Player character database 828 may include information such as, but not limited to, character ID, player ID, assets including natural resources and raw materials, skills, permits, allowable resource consumption limits and game environment access.
[0701] Virtual raw materials may include crude or processed or partially processed material(s) that can be converted by manufacture, processing, or combination into a new and useful product. In one embodiment, virtual raw materials include semi- processed materials such as building supplies or food. Such conditions for virtual raw material may be established when the game environment is formed, or may evolve or be reassigned as the game environment develops. Master raw materials database 834 may include, for example, all raw materials which could potentially be allocated in a game environment, the amount of each raw material available in the game, raw material ID, raw material type, raw material attributes 1-n, renewability, natural decay rate/perishability, and quantity.
[0702] In one embodiment, available raw material database 836 may include, for example, the virtual raw materials that have been chosen and/or otherwise selected for a particular game environment, the amount of each type of virtual raw material remaining in that game environment, restrictions on imports or exports of virtual raw materials, conditions for use, conditions for discovery, skills necessary for acquisition, conditions for availability, maximum quantity allowed in that game environment, quantity remaining, licenses or permits needed to acquire or use virtual raw materials, virtual raw material ID, virtual raw material type, location, first date available, expiration date, natural decay rate / perishability factor, available times and renewability.
[0703] Permit program 830 may include configurations for the need, use and issuing of permits. In one embodiment, during the formation of a game environment, or at any other applicable point, the type and amount of permits available may be determined. For example, it may be determined that only ten fishing permits may be issued, or it may be determined that an unlimited number of fishing permits may be issued but only to characters with the fishing skill set. The price of permits may be fixed or variable. The value may be fixed for the entire game or a particular segment of the game. In one embodiment, the value may fluctuate depending on the market, their desirability, and availability. In another embodiment, the value and/or availability may be determined based upon one or more game objectives or goals. In one embodiment permit program 830, for example, may be configured to calculate permit fees for characters, or may be configured to allocate permit and fee points within a game environment using some or all of the following steps: a. Receive an indication that a player character has purchased a game environment. b. Generate and output a configuration request for permits and fees in the game environment. c. Receive and store a configuration for permits and fees in the game environment.
[0704] In another embodiment, there may be skills such as poaching which allow a character to circumvent permit requirements. In such an embodiment, permit program 830 may follow some or all of the steps in Figure 33 where the skills and permits required are verified.
[0705] In another embodiment, certain skills may be required in order to acquire virtual natural resources or raw materials. For example, some virtual natural resources or raw materials may be available to anyone who comes across them, for example certain wild plants may be harvested by anyone. Other virtual natural resources and raw materials may require particular skills to use, for example, building supplies may be available to anyone but only a character with building skills may be able to utilize them. Tn another embodiment, particular skills may be necessary in order acquire the virtual natural resources or raw materials. For example, fishing skills may be required in order to fish, or a particular spell may be needed to extract ores. In order to determine if the character has the necessary skills, some or all of the steps in Figure 33 may be followed to verify that the character has the skills necessary. In a further embodiment, there may be ways to circumvent the requirement for particular skills. For example, an NPC could have the necessary skills even if the locating character does not.
[0706] In the same way that virtual natural resources and raw materials are selected and placed in a game environment, skills may be selected and placed in a game environment. Any skills may be available in a game environment, or the types of skills and the number of characters who have those skills may be predetermined wherein every game environment starts with the same amount of skills available. In another embodiment, the availability of skills or particular types of skills may be distributed according to any relevant criteria including, but not limited to, randomly; as determined by the game sever or other game parameters; as determined by the game owner; as determined by the game environment owner; according to an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the player(s) and/or characters) has accumulated, the amount of time the character(s) has been in existence or the player(s) behind the character(s) has played the game, the era of the game, the previous skills the character has acquired, opportunities within the game environment, any other criteria relevant for assigning resources, and/or based upon any one or more game objectives or goals, and/or a combination of the above. In one embodiment, additional skills may be purchased for allocation within the game environment. In a further embodiment, the game server, game owner, or other governing entity may add skills that were not originally part of the game environment or remove skills that were. In another embodiment, each game environment may have a certain number of skill points that can be attributed to server or player defined trades. In this manner, player characters on one game server can become expert in certain types of trades up to the total skill level specified by the settings of that game environment or server and/or another server with which they may interact. In another embodiment, some skills may have continuing education requirements or use it or lose it provisions in which the skill must be used periodically or it will atrophy and/or disappear. In another embodiment, players receive such points or additional points if such player assists one or more other players to learn a skill or perform other services. In yet another embodiment, players may be permitted to purchase some or all of the points needed to acquire one or more resources.
[0707] An exemplary system 10 V configured to provide a virtual environment which permits the acquisition and use of skills is shown in Figure 35. As shown, system 10V includes a master game server 838 and a master skills server 840. Master game server 838 may include game environment creation and set up program 842 and databases such as player database 844, character database 846, and skills database 848. Master skills server 840 may include programs such as requirements for skills 850, use of skills 852 and skill acquisition 858 as well as databases such as character database 854, player database 856 and available skills database 760.
[0708] Game environment creation and set up program 842 may determine the number and type of skills available to be accessed in a game environment. In another embodiment, game environment creation and set up program 842 may provide the space in which skills may be placed. In another embodiment, set up program 842, determines the number and type of skills based upon one or more initial or subsequent game objectives or goals.
[0709] Player database 844 may include such information as player ID, characters 1-n, billing information, personal information, account type, and assets. Character database 846 may include information such as character ID, player ID, assets, debts and skills.
[0710] Requirements for skills program 850 may evaluate characters to determine if they qualify for skills. For example, certain skills may have prerequisites such as a requirement that an apprenticeship has been served or that a journeyman level is obtained before a master level. Other skills may require that the game environment has reached or should have reached a particular point in development or that a character has obtained a particular level of wealth. In a further embodiment, certain skills may only be available to certain types of characters or limited to a certain number of characters. Requirements for skills program 850 may use some or all of the following steps to determine if the requirement has been met: a. Character discovers or seeks to acquire skill. b. Verify that any prerequisites have been met. c. If prerequisites have been met, award skill to character.
[0711] Skill acquisition program 850 may include means for acquiring skills, for example apprenticeship programs, education programs, training programs, schools, etc. Some skills may have multi-step processes towards acquiring skills so that as each level is completed, a character may acquire a part of a skill until the entire skill is obtained. For example, as part of an apprenticeship program in order to obtain a journeyman ranking, three skills must be acquired. A character may acquire one or more skills at the same time, but docs not need to acquire all three skills at the same time. Skill acquisition program 320 may also provide opportunities for skills to be acquired such as through the establishment of programs such as apprenticeships or through the establishment of the criteria that need to be met in order to acquire a skill. Skills may optionally be introduced or expanded through education or randomly. If certain skills are in high demand, players may choose to pay for an education to obtain these skills. Skills may also be acquired by any one or more of the following including by chance, purchased, learned, stolen, inherited, won, acquired through game play, i.e. achieving a certain level, winning a conflict, war, battle, eating your opponent, casting a spell, solving a puzzle, etc. Tn another embodiment, a player may skip the need to learn one skill that is customarily or generally required to learn a higher skill. For example, a player may be granted a skill without learning any prerequisites if such player serves as a tutor for new players.
[0712] When, how, and with what effectiveness skills may be used may be determined by any means applicable, for example through use of skills program 852. In some embodiments, certain tools or other assets may be required in order to use a skill. In another embodiment, a particular amount of a character attribute such as strength or energy may be required, for example if the character is low on energy, the skill may be less effective.
[0713] Player database 856 may include such information, for example as player
TD, characters 1-n, billing information, personal information, account information, assets, length of time playing the game, previous characters etc. Character database 854 may include information such as character ID, character type, player ID, Assets 1-n, skills 1-n, debts, obligations 1-n, progress towards skills, inventory, resources, and raw materials.
[0714] The availability of particular skills for acquisition may be determined or stored by any means applicable, for example in availability of skills database 860. Such a database may include all skills available within a game and/or the skills available within a particular game environment. Skills database 860 may further include information regarding skill ID, type, conditions for use, conditions for availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee and available era(s).
[0715] In one embodiment, each game environment is created with a certain number of points or other unit of value of available skills. Such points may be a fixed or variable amount for each environment, may be renewable, may be assigned randomly or based upon one or more game objectives or goals, e.g., may be based on an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the player(s) and/or character(s) has accumulated, the amount of time the character(s) has been in existence or the player(s) behind the characters) has played the game, assessments of the skill level of the characters), any other criteria relevant for assigning skills, or a combination of the above. The type and quantity of skills available may be determined by the choices made regarding the allocation of those points. For example, each type of skill may be worth a certain number of points. During formation of the game environment, the points may be allocated to particular skills that may be acquired in that game environment with the number of points reflecting the number of characters that may acquire that skill in that environment or the value of that skill. The value of the skill may be fixed or may be variable. For example, the value may fluctuate based on the demand for that skill in the virtual game. In some embodiments, each game environment may select from the same skills at the same price. In another embodiment, there may be a finite amount of skills available for the game or a particular segment of the game and if it has been allocated in other game environments it may not be available for selection. In another embodiment, the players create or invent the skills themselves and may also establish the rules for use of such skills. Tn a further embodiment, the price or number of points a skill is worth may increase or change as the availability declines. The price and amount available may be tied, in whole or in part, to real or virtual world evaluations, for example indexes of job growth or evaluations of areas in which more people are needed.
[0716] According to one embodiment, system 10V may be configured to allocate skill points by performing the following steps: a. Receive an indication that a game environment has been established. b. Output game environment skill configuration options (e.g. to the player(s)). c. Receive a configuration based on options from entity that has established the game environment. d. Store Configuration.
[0717] In another embodiment, skills may be purchased from other game environments or other games or character with particular skills may be recruited. Such purchases and recruitment efforts may be made by the owner(s) or controlling entities of a game environment, or by individual characters or groups of characters. In certain embodiments, such purchases may be enabled or disabled based upon current game play status and/or player attributes and/or one or more game objectives or goals.
[0718] According to one embodiment, the game server can set a maximum trade amount per time period on skills or characters both in the game environment and between game environments. This amount could be based on any one or more of, the total amount of a skill available in a game parameter, the amount of open buy orders for a skill in a game environment, the amount of open sell orders for a skill in a game environment, the amount of put or call orders, and/or any other objectives, goals, factors and/or rules and regulations as disclosed herein above. In one embodiment, the system could monitor the need and/or the supply and demand for any given skill. There may also be limits on the types of skills that may be brought into a game environment, for example skills to make gas powered motors may not be brought into a pre-industrialized era game environment. In certain embodiments, such limits may change overtime based upon game objectives or goals.
[0719] Tn some embodiments, skills may only become available if certain conditions are met or are desired. Such conditions may apply to a game environment as a whole or to a particular character, group of characters, or other entity. For example, certain skills may only become available if certain resources are acquired, if a prerequisite skill has been acquired, if a particular mission is completed, a certain amount of wealth is acquired, a certain game goal or objective is desired, technological development has reached a particular threshold, if a game environment reaches a particular age, if a particular population density is achieved, or any other criteria as determined by the game, game owner, game server or other intervening authority or as otherwise defined herein. For example, the skill to make steel will not become available if the game environment is in a bronze age, or the skill to make steel is made available to push game play into the bronze age.
[0720] According to one embodiment, system 10V may be configured to make a skill available based on a game condition by performing the following steps: a. Determine that a game condition has been satisfied in a game environment. b. Determine if a skill is to be made available if the condition is satisfied. c. Make skill available.
[0721] According to one embodiment, system 10V may be configured to make a skill available based on a game objective or goal by performing the following steps: a. Determine that a game objective has been or should be achieved in a game environment. b. Determine if a skill is to be made available if the required by the objective or goal c. Make skill available.
[0722] According to another embodiment, a character or other entity may be required to apply for and/or buy a virtual permit in order to use a skill. 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 number of characters that have that skill, the number of times the character has previously used that skill, the number of characters or other entities applying for permits, the population density of a particular game environment, vote by a group of player characters and/or an entity or player character elected to represent the player characters, the game manufacturer, by the game, market prices, any one or more factors that are or may be required by one or more game objectives, or any combination of the foregoing.
[0723] According to one embodiment, game server 838 may be configured to perform some or all of the following steps: a. Receive a request from a player character, group of player characters, or one or more third parties to acquire a permit. b. Determine if there is an available permit for the skill the player characters wish to use. c. If there is an available permit determine and output a permit fee. d. Receive an acceptance and payment for the permit fee.
[0724] Even with the necessary skills, characters may require assistance in acquiring virtual natural resources or raw materials and/or using the virtual natural resources or raw materials. Characters may act alone or together to accumulate resources and raw materials or otherwise amass wealth. In one embodiment, NPCs may also be acquired, bought and sold in and between game environments and games and used to assist a character or characters to acquire resources or raw materials. NPCs may have skills of their own, may be simple laboring entities and/or may be trainable in that they may acquire skills or further education. Each game server or game environment can have a fixed or variable number of NPCs. In one embodiment, the number and skill levels of NPCs may be predetermined wherein every game environment starts with the same number or the same skill sets. In another embodiment, the availability of NPCs or NPCs with particular skills may be determined according to any relevant criteria including, but not limited to, randomly; as determined by the game sever or other game parameters; as determined by the game owner; as determined by the game environment owner; according to an evaluation of the game environment owner characters) or player(s) such as, the amount of wealth the player(s) and/or character(s) has accumulated, the amount of time the character(s) has been in existence or the player(s) behind the character(s) has played the game, the era of the game, opportunities within the game environment, any other criteria relevant for assigning NPCs, as determined by any of the forgoing based upon one or more game objectives or goals, or a combination of the above. Tn one embodiment, additional NPCs may be purchased for availability within the game environment. In a further embodiment, the game server, game owner, or other governing entity may add NPCs or particular skill sets to NPCs that were not originally part of the game environment or remove NPCs that become obsolete. In another embodiment, players can obtain resources or skills by any one or more of the following, including, but not limited to: stealing or killing an NPC, taking over an NPCs body, eating an NPC, defeating an NPC in war, hypnotizing an NPC, casting a spell, conning an NPC into giving up the skill or resource, paying the NPC, learning from the NPC, befriending the NPC, encouraging or paying the NPC to learn, steal or otherwise acquire a skill or resource that the player could not otherwise obtain on his own at that time or at all, "annex" the NPC by absorbing the NPC into the players makeup or DNA, or any combination of the forgoing. In another embodiment, NPCs may acquire one or more skills or resources directly from the game or other entity as a means of introducing such skills or resources to based upon one or more game objectives or goals.
[0725] An exemplary system 1OW configured to provide and regulate NPCs is shown in Figure 36. As shown, system 1OW includes a master game server 862 and a master NPC server 864. Master game server 862 may include such things as a game environment creation and set up program 866, and databases such as player database 868, character database 870, and NPC database 872. Master NPC server 864 may include an NPC database 874, NPC acquisition program 876, use of NPCs program 878, NPC availability DB 880, player database 882 and character database 884.
[0726] Game environment creation and set up program 866 may determine the number and type of skills available to be accessed in a game environment. In another embodiment, game environment creation and set up program 866 may provide the space in which skills may be placed. In another embodiment, set up program 866 may evolve overtime and may modify the space and/or number and type of skills and/or resources available based upon any one or more game objectives or goals. [0727] Player database 868 may include such information as player ID, characters 1-n, billing information, personal information, account type, and assets. Character database 870 may include information such as character ID, player ID, assets, debts and skills.
[0728] NPC database 872 may include information such as NPC TD, type, location, conditions for use, conditions for availability, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee and available eras.
[0729] NPC acquisition program 876 may include means for acquiring, destroying, conning, absorbing, eating, learning from, or purchasing NPCs. NPCs may be assigned, hired, discovered, captured, charmed, conned, eaten, absorbed, destroyed, controlled, or otherwise acquired using any suitable means.
[0730] When, how, and with what effectiveness skills or resources may be used may be determined by any means applicable, for example through use of NPCs program 424. In some embodiments, NPCs may be able to do almost anything. In another embodiment, NPCs may be issued with particular skills or may acquire certain skills or resources. In a further embodiment, certain types of NPCs may have certain abilities, levels of strength, recuperation, or any other attribute with which an NPC may be supplied. In certain embodiments, NPC play, skill levels, resources, etc., may be further controlled or determined by a set of game objectives or goals.
[0731] The availability of particular NPCs for acquisition may be stored by any means applicable, for example in availability of NPCs database 874. Such a database may include all NPCS available within a game and/or the skills available within a particular game environment. Available NPC database 880 may further include information regarding NPC ID, type, ability, conditions for use, conditions for availability, character ID, maximum quantity allowed, quantity issued, quantity remaining, license or permit fee, valuation, equivalents and available eras. Tn one embodiment, NPCs may be capable of being upgraded or combined to achieve other NPCs, for example two spearmen may be traded or combined for (or to make) one swordsman or two spearmen and a swordsman may be traded or combined to make or in exchange for one knight.
[0732] Player database 882 may include such information, for example as player
ID, characters 1-n, billing information, personal information, account information, assets, length of time playing the game, previous characters etc. Character database 884 may include information such as character ID, character type, player ID, Assets 1-n, skills 1-n, debts, obligations 1-n, progress towards skills, inventory, resources, and raw materials.
[0733] Tn one embodiment, each game environment is created with a certain number of points or other unit of value of available NPCs. Such points may be a fixed amount for each environment, may be renewable, may be assigned randomly, may be based on an evaluation of the game environment owner character(s) or player(s) such as, the amount of wealth the player(s) and/or characters) has accumulated, the amount of time the character(s) has been in existence or the player(s) behind the character(s) has played the game, assessments of the skill level of the character(s), or any game objective or goal and/or any other criteria relevant for assigning skills, or a combination of the above. In one embodiment, a game environment may be assigned a total number of points or a particular value which may be divided among natural resources, raw materials, skills and NPCs according to the desire of the creator. The type and quantity of NPCs and the attributes of the NPCs available may be determined by the choices made regarding the allocation of those points. For example, each type of NPC may be worth a certain number of points. During or subsequent to the formation of the game environment, the points may be allocated to particular NPCs that may be acquired in that game environment with the number of points reflecting the number of NPCs of that type available or the value of that NPC. The value of the NPC may be fixed or may be variable. For example, the value may fluctuate based on the demand for that type of NPC in the virtual game. In some embodiments, each game environment may select from the same types of NPCs at the same price. In another embodiment, there may be a finite amount of NPCs available for the game or a particular segment of the game and if it has been allocated in other game environments it may not be available for selection. In a further embodiment, the price or number of points a NPC is worth may increase as the availability declines. In another embodiment, the number and availability and/or price and/or skill set and/or resources of any one or more NPC may be partially or entirely affected by the current, anticipated or desired state of the game and/or the need or desire by any one or more of the game owner, server owner, players, player characters, exchanges, or any interested entity or third party, regarding or relating to any one or more game objective or goal as determined by any of the preceding parties and/or as further defined herein, and/or as determined over time within the game itself based upon one or more rules and/or as learned by a learning algorithm (e.g., a neural net or genetic algorithm) and/or statistical model, and/or by influences of outside applications or sources such as a stock or other exchange, and/or third party application or other games, and/or any combination of any of the forgoing methods.
[0734] According to one embodiment, system 1OW may be configured to allocate NPC points by performing the following steps: a. Receive an indication that a game environment has been established. b. Output game environment point configuration options (e.g. to the player(s)). c. Receive a configuration based on options from entity that has established the game environment. d. Store Configuration.
[0735] In another embodiment, NPCs may be purchased or acquired from other game environments or other games. Such purchases may be made or controlled by the owner(s) or controlling entities of a game environment, or by individual characters or groups of characters.
[0736] According to one embodiment, the game server can set a maximum trade amount per time period NPCs both in the game environment and between game environments. This amount could be based on any one or more of, the total number of NPCs available in a game parameter, the amount of open buy orders for a type of NPC in a game environment, the amount of open sell orders for a type of NPC in a game environment, any other factors and/or rules and regulations and/or game objectives and/or goals, and/or as otherwise disclosed herein above. Tn one embodiment, the system could monitor the supply and demand for any given NPC and/or group of NPCs and/or type or types of NPCs.
[0737] In some embodiments, some types of NPCs may only become available if certain conditions are met and/or based upon one or more game objectives. Such conditions may apply to a game environment as a whole or to an era, time frame and/or to a particular character, group of characters, type or class of characters, or other entity. For example, certain NPCs may only become available if certain resources are acquired, if a prerequisite skill has been acquired, if a particular mission is completed, a certain amount of wealth is acquired, technological development has reached a particular threshold, if a game environment reaches a particular age, if a particular population density is achieved, or any other criteria as determined by the game, game owner, game server or other intervening authority. For example, NPCs may have hidden abilities that are only unlocked if a particular puzzle is solved by the controller of the NPC and/or the system or game determines that such abilities are necessary based upon one or more game objectives. As another example, NPCs with sword making abilities may only be available in environments that use swords.
[0738] According to one embodiment, system 1OW may be configured to make a NPC or the skills of an NPC available based on a game condition by performing the following steps: a. Determine that a game condition has been satisfied in a game environment. b. Determine if a NPC is to be made available if the condition is satisfied. c. Make NPC available.
[0739] According to another embodiment, system 1OW may be configured to make a NPC or the skills of an NPC available based upon one or more game objectives or goals by performing the following steps: a. Determine that a game objective or goal is desired in a game environment. b. Determine if the objective or goal can be achieved by making such NPC available. c. Make NPC available.
[0740] In one embodiment, natural resources, raw materials, skills, NPCs and permits may be sold or traded on a virtual exchange. Such an exchange is further described in detail in U.S. Patent Application Serial Nos. 11/428,263, filed June 30, 2006, and 11/560,456, filed November 16, 2006, each of which is herein incorporated by reference in its entirety. [0741] An embodiment of an exchange system is shown in Figure 37. As shown, system 1OX includes a master game server 20a a game environment server 20b and an exchange server 20e.
[0742] In another embodiment, payments (in whole or in part) for natural resources, raw materials, skills, NPCs and/or permits may be paid for through the use of credit and/or loans and/or other financial instruments.
[0743] Game environment server 20b may include databases such as player database 886, player character database 888, exchange open offers database 892, exchange transaction database 890.
[0744] In one embodiment, Player Database 886 may include information such as, but not limited to player ID, player billing info, player personal info, player credit info, and player assets. Player Character Database 888 may include information such as, but not limited to, character ID, player ID, character assets, character inventory, character Skills, virtual account numbers, character permits, NPC employment.
[0745] Exchange Server 20e may include or host various programs, routines, subroutines and/or databases including, but not limited to an exchange database 894, an exchange open offers database 896, and an exchange transaction database 898.
[0746] In one embodiment, Exchange database 894 may include information such as, but not limited to, exchange ID, exchange type, allowable assets, and allowed traders. Exchange open offers database 892 could contain information such as: a. Offer ID b. Offer type c. Offer posting date d. Offer expiration date e. Offer Item f. Offer Quantity g. Offer Price.
[0747] Exchange open offers may additionally be associated with the character or player submitting the offer. Such information could be stored in Exchange Open Offer Database 892 and include information such as the character ID, holdings, offer ID, offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price. [0748] In one embodiment, each transaction could be stored in an Exchange
Transaction Database, for example in Exchange Transaction Database 890. Such a database could store information such as: a. Order ID b. Order Buyer c. Order Seller d. Order Date e. Order Price f. Order Type g. Order terms and conditions
[0749] In another embodiment, such transactions could be associated with the character in Exchange Transaction Database 898. Such a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.
[0750] According to one embodiment, the game server can set a maximum trade amount per time period on currency and other resources both in the game environment and between game environments. This amount could be based on any one or more of: the total amount of a resource available in a game parameter; the amount per player character of a resource available in a game parameter; the amount of open buy orders for a resource in a game environment; the amount of open sell orders for a resource in a game environment; any other factors and/or rules and regulations as disclosed herein above. In another embodiment, there may be permits required or import and export taxes imposed on items exchanged between game environments or between games. Such calculations may be made, for example, using some or all of the following steps: a. Receive a request to sell a virtual item on an exchange. b. Determine if item is unique. c. Determine if a permit exists to sell the item. d. If the item is unique and a permit exists, post item on exchange. e. Receive acceptance of request. f. Determine an import tax amount and an export tax amount. g. Apply import tax amount to purchase price. h. Withdraw virtual cash equal to purchase price plus tax from buyer, i. Transmit purchase price, less applicable export tax fees to seller.
[0751] Items bought and sold on the exchange may generate virtual currency, and/or real currency and/or may generate an exchange of assets. The value of a currency or an asset may be based on a conversion factor as described above or on an exchange rate. Purchases may be made in real or virtual currency and/or may be made via real or virtual credit and/or via a loan.
[0752] The exchange rate for one type of virtual currency for another type of virtual currency, virtual currency for real currency, virtual assets for real assets, real assets for virtual assets, real assets for virtual currency, virtual assets for real currency or virtual assets for virtual currency (or any combination of these) may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, the exchange or conversion rate may be variable. Such a variable rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. 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. In another embodiment, 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, or based upon the affect of said rates on one or more game objectives or goals. 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, g) game objectives, or h) any combination of the above.
[0753] It will be appreciated that while, for the sake of discussion, various databases have been described separately, the data in these and any other suitable databases could be merged into a single large databases and/or maintained separately in additional databases, or in other structures besides a database. Moreover, any such databases could be independent or linked, and the data in these databases could be stored centrally on a server or separately on game devices.
[0754] The present disclosure provides numerous systems and methods related to virtual environments in online computer games. It should be appreciated that numerous embodiments are described in detail and that various combinations and subcombinations of these embodiments are contemplated by the present disclosure.
[0755] Of course it will be appreciated that the systems methods described herein are provided for the purposes of example only and that none of the above systems methods should be interpreted as necessarily requiring any of the disclosed components or steps nor should they be interpreted as necessarily excluding any additional components or steps. Furthermore, it will be understood that while various embodiments are described, such embodiments should not be interpreted as being exclusive of the inclusion of other embodiments or parts of other embodiments.
[0756] The invention is described with reference to several embodiments.
However, the invention is not limited to the embodiments disclosed, and those of ordinary skill in the art will recognize that the invention is readily applicable to many other diverse embodiments and applications as arc reflected in the range of real world financial institutions, instruments and activities. Accordingly, the subject matter of the present disclosure includes all novel and nonobvious combinations and subcombinations of the various systems, methods configurations, embodiments, features, functions, and/or properties disclosed herein.
[0757] Where a limitation of a first claim would cover one of a feature as well as more than one of a feature (e.g., a limitation such as "at least one widget" covers one widget as well as more than one widget), and where in a second claim that depends on the first claim, the second claim uses a definite article "the" to refer to the limitation (e.g., "the widget"), this does not imply that the first claim covers only one of the feature, and this does not imply that the second claim covers only one of the feature (e.g., "the widget" can cover both one widget and more than one widget).
[0758] Each claim in a set of claims has a different scope. Therefore, for example, where a limitation is explicitly recited in a dependent claim, but not explicitly recited in any claim from which the dependent claim depends (directly or indirectly), that limitation is not to be read into any claim from which the dependent claim depends. [0759] When an ordinal number (such as "first", "second", "third" and so on) is used as an adjective before a term, that ordinal number is used (unless expressly specified otherwise) merely to indicate a particular feature, such as to distinguish that particular feature from another feature that is described by the same term or by a similar term. For example, a "first widget" may be so named merely to distinguish it from, e.g., a "second widget". Thus, the mere usage of the ordinal numbers "first" and "second" before the term "widget" does not indicate any other relationship between the two widgets, and likewise does not indicate any other characteristics of either or both widgets. For example, the mere usage of the ordinal numbers "first" and "second" before the term "widget" (1) does not indicate that either widget comes before or after any other in order or location; (2) does not indicate that either widget occurs or acts before or after any other in time; and (3) does not indicate that either widget ranks above or below any other, as in importance or quality. In addition, the mere usage of ordinal numbers does not define a numerical limit to the features identified with the ordinal numbers. For example, the mere usage of the ordinal numbers "first" and "second" before the term "widget" does not indicate that there must be no more than two widgets.
[0760] When a single device or article is described herein, more than one device
/ article (whether or not they cooperate) may alternatively be used, in place of the single device / article that is described. Accordingly, the functionality that is described as being possessed by a device may alternatively be possessed by more than one device / article (whether or not they cooperate).
[0761] Similarly, where more than one device or article is described herein
(whether or not they cooperate), a single device / article may alternatively be used in place of the more than one device or article that is described. For example, a plurality of computer-based devices may be substituted with a single computer-based device. Accordingly, the various functionality that is described as being possessed by more than one device or article may alternatively be possessed by a single device / article.
[0762] The functionality and / or the features of a single device that is described may be alternatively embodied by one or more other devices which are described but are not explicitly described as having such functionality / features. Thus, other embodiments need not include the described device itself, but rather can include the one or more other devices which would, in those other embodiments, have such functionality / features.
[0763] Numerous embodiments are described in this patent application, and are presented, for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. The presently disclosed invention(s) are widely applicable to numerous embodiments, as is readily apparent from the disclosure. One of ordinary skill in the art will recognize that the disclosed invention(s) may be practiced with various modifications and alterations, such as structural, logical, software, and electrical modifications. Although particular features of the disclosed invention(s) may be described with reference to one or more particular embodiments and / or drawings, it should be understood that such features are not limited to usage in the one or more particular embodiments or drawings with reference to which they are described, unless expressly specified otherwise.
[0764] The present disclosure is neither a literal description of all embodiments of the invention nor a listing of features of the invention which must be present in all embodiments.
[0765] Neither the Title (set forth at the beginning of the first page of this patent application) nor the Abstract (set forth at the end of this patent application) is to be taken as limiting in any way as the scope of the disclosed invention(s). An Abstract has been included in this application merely because an Abstract of not more than 150 words is required under 37 C.F.R. § 1.72(b).
[0766] The title of this patent application and headings of sections provided in this patent application are for convenience only, and are not to be taken as limiting the disclosure in any way.
[0767] Devices that are described as in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. On the contrary, such devices need only transmit to each other as necessary or desirable, and may actually refrain from exchanging data most of the time. For example, a machine in communication with another machine via the Internet may not transmit data to the other machine for long period of time (e.g. weeks at a time). In addition, devices that are in communication with each other may communicate directly or indirectly through one or more intermediaries. In certain embodiments, communications may be made in the form of an alert. (Ellen, this might be a good place to reference the alerts application — since we haven't filed this yet, you may just want to insert the alert application text here instead — I'll send the alerts case by the end of tomorrow. I think we should include the use of alerts and the use of alert events and game objectives in most of our video game applications... agree?).
[0768] A description of an embodiment with several components or features does not imply that all or even any of such components / features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention(s). Unless otherwise specified explicitly, no component / feature is essential or required.
[0769] Although process steps, algorithms or the like may be described in a sequential order, such processes may be configured to work in different orders. In other words, any sequence or order of steps that may be explicitly described does not necessarily indicate a requirement that the steps be performed in that order. On the contrary, the steps of processes described herein may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultancously (e.g., because one step is described after the other step). Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to the invention, and does not imply that the illustrated process is preferred.
[0770] Although a process may be described as including a plurality of steps, that does not imply that all or any of the steps are essential or required. Various other embodiments within the scope of the described inventions) include other processes that omit some or all of the described steps. Unless otherwise specified explicitly, no step is essential or required.
[0771] Although a product may be described as including a plurality of components, aspects, qualities, characteristics and / or features, that does not indicate that all of the plurality are essential or required. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the described plurality. [0772] Unless expressly specified otherwise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are mutually exclusive. Therefore it is possible, but not necessarily true, that something can be considered to be, or fit the definition of, two or more of the items in an enumerated list. Also, an item in the enumerated list can be a subset (a specific type of) of another item in the enumerated list. For example, the enumerated list "a computer, a laptop, a PDA" does not imply that any or all of the three items of that list are mutually exclusive - e.g., an item can be both a laptop and a computer, and a "laptop" can be a subset of (a specific type of) a "computer".
[0773] Likewise, unless expressly specified otherwise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are collectively exhaustive or otherwise comprehensive of any category. For example, the enumerated list "a computer, a laptop, a PDA" does not imply that any or all of the three items of that list are comprehensive of any category.
[0774] Further, an enumerated listing of items does not imply that the items are ordered in any manner according to the order in which they are enumerated.
[0775] In a claim, a limitation of the claim which includes the phrase "means for" or the phrase "step for" means that 35 U.S.C. § 112, paragraph 6, applies to that limitation.
[0776] In a claim, a limitation of the claim which does not include the phrase
"means for" or the phrase "step for" means that 35 U.S.C. § 112, paragraph 6 does not apply to that limitation, regardless of whether that limitation recites a function without recitation of structure, material or acts for performing that function. For example, in a claim, the mere use of the phrase "step of or the phrase "steps of in referring to one or more steps of the claim or of another claim does not mean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).
[0777] With respect to a means or a step for performing a specified function in accordance with 35 U.S.C. § 112, paragraph 6, the corresponding structure, material or acts described in the specification, and equivalents thereof, may perform additional functions as well as the specified function.
[0778] Computers, processors, computing devices and like products are structures that can perform a wide variety of functions. Such products can be operable to perform a specified function by executing one or more programs, such as a program stored in a memory device of that product or in a memory device which that product accesses. Unless expressly specified otherwise, such a program need not be based on any particular algorithm, such as any particular algorithm that might be disclosed in this patent application. Tt is well known to one of ordinary skill in the art that a specified function may be implemented via different algorithms, and any of a number of different algorithms would be a mere design choice for carrying out the specified function.
[0779] Therefore, with respect to a means or a step for performing a specified function in accordance with 35 U.S.C. § 112, paragraph 6, structure corresponding to a specified function includes any product programmed to perform the specified function. Such structure includes programmed products which perform the function, regardless of whether such product is programmed with (i) a disclosed algorithm for performing the function, (ii) an algorithm that is similar to a disclosed algorithm, or (iii) a different algorithm for performing the function.
[0780] The present disclosure provides, to one of ordinary skill in the art, an enabling description of several embodiments and / or inventions. Some of these embodiments and / or inventions may not be claimed in this patent application, but may nevertheless be claimed in one or more continuing applications that claim the benefit of priority of this patent application. Applicants intend to file additional applications to pursue patents for subject matter that has been disclosed and enabled but not claimed in this patent application.

Claims

What is claimed is:
1. A server that is operable to: communicate with a plurality of game devices, wherein each game device allows at least one respective player to access the server; facilitate play of a game between the plurality of players; identify a first player as a sponsor; identify a second player as a sponsoree; create a contract between the sponsor and the sponsoree; provide, to the sponsoree, an initial benefit from the sponsor based on the contract; and allocate, to the sponsor, a plurality of periodic benefits based on the contract and on the sponsoree's performance in play of the game.
2. The server of claim 1, in which the server is further operable to: grant rewards to the sponsoree based on the sponsoree's game play; and wherein at least some of the plurality of periodic benefits allocated to the sponsor represent a portion of the rewards granted to the sponsoree during game play.
3. The server of claim 1, in which the server is further operable to maintain a database including sponsorship information.
4. The server of claim 3 in which the server is further operable to create and maintain a player account for each player.
5. The server of claim 1 where the server is further operable to provide a list of available pending sponsorship contracts.
6. The server of claim 1 where the server is further operable to identify one or more prerequisites for entering into a given sponsorship contract.
7. The server of claim 6 wherein the prerequisite includes one or more game criteria that must be met by a player before entering into the given sponsorship contract.
8. The server of claim 6 wherein the server is further operable to determine whether a player has fulfilled the requirements.
9. The server of claim 8 wherein the server is further operable to create the sponsorship contract upon a determination that the player has fulfilled the requirements.
10. A system comprising : one or more servers hosting at least a portion of an online game environment; a game console in communication with the server such that the online game environment is accessible to a player via the game console; and a contracts database residing at least one of the one or more servers, wherein the contracts database includes data related to sponsorship contracts in the online game environment.
11. The system of claim 10 wherein the contracts database includes data related to the creation of sponsorship contracts in the online game environment.
12. The system of claim 10 wherein the contracts database includes data related to pending contracts.
13. The system of claim 10 wherein the contracts database includes data related to active contracts.
14. The system of claim 13 wherein the contracts database includes the terms of the active contracts.
5. The system of claim 10 wherein the contracts database includes data related to expired contracts.
16. The system of claim 10 further comprising a user-interface configured to allow the player to access at least some of the data in the contracts database.
17. The system of claim 14 wherein the terms of an active contract identify a sponsor, a sponsoree, and at least one condition under which the sponsor is to be provided a benefit based on the sponsoree's performance in the online game environment.
18. The system of claim 17 wherein the system includes a benefit calculation module configured to identify when a condition has been met by the sponsoree and bestow a benefit to the sponsor.
19. The system of claim 10 further comprising a player account for one or more players accessing the online game environment.
20. The system of claim 19 further comprising a player database including data related to the player accounts.
21. The system of claim 19 wherein the data includes information identifying whether the player associated with the player account is eligible to enter into a sponsorship contract.
22. The system of claim 21 wherein the data includes information identifying whether the player associated with the player account is eligible to enter into a sponsorship contract as a sponsor.
23. The system of claim 21 wherein the data includes information identifying whether the player associated with the player account is eligible to enter into a sponsorship contract as a sponsoree.
24. The system of claim 22 wherein the data identifies one or more prerequisite conditions that must be met by a player before the player is eligible to enter into a sponsorship contract as a sponsor, and whether or not the player has met the prerequisite conditions.
25. The system of claim 24 wherein one of the prerequisite conditions is payment of a fee.
26. The system of claim 25 wherein one of the prerequisite conditions is achieving a given result in the online game environment.
27. The system of claim 10 further comprising a contract value calculation module configured to calculate the periodic value for a sponsorship contract over time.
28. The system of claim 10 further comprising a sponsorship contract market configured to enable the players to buy and sell active sponsorship contracts.
29. The system of claim 27 further comprising an auction module configured to receive bids from a plurality of players and award a sponsorship contract to the player who provides a winning bid.
PCT/US2007/062119 2006-02-14 2007-02-14 Virtual environment with binding contracts between players WO2007095567A2 (en)

Applications Claiming Priority (28)

Application Number Priority Date Filing Date Title
US11/355,232 US20070191103A1 (en) 2006-02-14 2006-02-14 Online game environment that facilitates binding contracts between player characters
US11/355,232 2006-02-14
US11/428,263 2006-06-30
US11/428,263 US20080004116A1 (en) 2006-06-30 2006-06-30 Video Game Environment
US11/559,158 US20070087822A1 (en) 2005-10-14 2006-11-13 Financing Options in a Virtual Environment
US11/559,158 2006-11-13
US11/560,456 2006-11-16
US11/560,456 US20070111770A1 (en) 2005-10-14 2006-11-16 Financing Options in a Virtual Environment
US11/567,122 US7780532B2 (en) 2005-10-14 2006-12-05 Ownership of game environments in a virtual world
US11/567,122 2006-12-05
US11/611,050 US20070191104A1 (en) 2006-02-14 2006-12-14 Online Game Environment that Facilitates Sponsorship Contracts
US11/611,050 2006-12-14
US11/620,563 US20080046222A1 (en) 2006-06-30 2007-01-05 Copyright of Digital Works in a Virtual Environment
US11/620,542 US7686691B2 (en) 2005-10-14 2007-01-05 Satisfaction of financial obligations in a virtual environment via virtual and real world currency
US11/620,563 2007-01-05
US11/620,542 2007-01-05
US11/624,659 2007-01-18
US11/624,662 US7666095B2 (en) 2005-10-14 2007-01-18 Securing contracts in a virtual world
US11/624,659 US7677975B2 (en) 2005-10-14 2007-01-18 Video game with registration of funding sources
US11/624,662 2007-01-18
US11/625,229 US7651395B2 (en) 2005-10-14 2007-01-19 Video game with venture capital funding voting
US11/625,225 US20070117601A1 (en) 2005-10-14 2007-01-19 Video Game with Venture Capital Funding Management
US11/625,229 2007-01-19
US11/625,225 2007-01-19
US11/670,304 US20070129126A1 (en) 2005-10-14 2007-02-01 Method and System for Allocating Resources in a Video Game
US11/670,304 2007-02-01
US11/671,373 2007-02-05
US11/671,373 US7677979B2 (en) 2005-10-14 2007-02-05 Method and system for allocating resources in a video game

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WO2007095567A3 WO2007095567A3 (en) 2008-01-31

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