Awarding of avatar items in video game environment
Claim Score by NHIP
Abstract
Embodiments related to the introduction of new avatar items to a video game environment are disclosed. One embodiment provides a computer-readable medium comprising code executable by a computing device to perform a method of presenting a video game to a user. The code comprises code executable to display in the video game an avatar representing the user, code executable to receive input from a user of the video game during game play, code executable to detect an occurrence of a designated event in the video game during game play that results from input received from the user during game play, code executable to award the user access to an avatar item upon the occurrence of the designated event, and code executable to store code representing the appearance of the avatar item in a location external to the video game.

Term
Projected expiry 4 March 2029.
- Priority and filed
- Published
- Today
- Projected expiry
20 claims: 3 independent, 17 dependent
- 1Broadest claimClaim Score 62, broad(NHIP)A computer-readable medium comprising code stored thereon that is executable by a processor on a computing device to perform a method of presenting a video game to a user, the code comprising:code executable to display in the video game an avatar representing the user;code executable to receive input from a user of the video game during game play;code executable to detect an occurrence of a designated event in the video game during game play that results from input received from the user during game play;code executable to award the user access to an avatar item upon the occurrence of the designated event;and code executable to store code representing the appearance of the avatar item in a location external to the video game.
- 10A method of operating a video game console, the method comprising:presenting a first video game to a user via the video game console, the first video game comprising an avatar that represents the user;receiving input from the user during game play of the first video game;detecting an occurrence of a designated event during play of first video game that results from input received from the user;in response, awarding access to an avatar item stored in the first video game environment, storing code representing the avatar item at a location on the video game console, and modifying a data structure stored on the video game console to indicate that the avatar item is possessed;receiving an input requesting application of the avatar item to the avatar;displaying the avatar with the avatar item in the first video game;receiving a request from the user to play a later interactive entertainment activity;presenting the later interactive entertainment activity to the user;and displaying the avatar with the avatar item in the later interactive entertainment activity.
- 18A method for incorporating an avatar item award into a video game program, the method comprising:receiving an input of a model of the avatar item for conversion to a binary format;converting the model of the avatar item to the binary format to form a binary model of the avatar item;receiving an input of one or more items of metadata associated with the avatar item;receiving an input of computer-readable code representing the video game program, the computer-readable code comprising code configured to award the avatar item to a video game player upon an occurrence of a designated event when playing the video game, code configured to store the binary model of the avatar item at a location external to the video game upon award of the avatar item, and code configured to update a data structure located external to the video game upon award of the avatar item to the video game player;and packaging the binary model of the avatar item, the one or more items of metadata, and the computer-readable code representing the video game into a container file readable by a video game system.
Independent claims3
44 paragraphs in 4 sections, as filed
BACKGROUND
p-0002Video game systems sometimes feature two-dimensional or three-dimensional representations of users known as avatars. An avatar may represent a user in a variety of contexts, including computer or video games, applications, chats, forums, communities, and instant messaging services. An avatar can be thought of as an object representing the embodiment of a user, and may represent various personal characteristics, qualities, interests, etc. of the user.
p-0003Some avatar use environments may enable the customization of the appearance of an avatar in various ways. For example, in some video game systems, a user may customize facial features, hair style, skin tone, body build, clothing, and/or accessories of an avatar. However, many such systems have a pre-defined set of clothing and accessory options, collectively referred to herein as “avatar items.” In such systems, the set of items that can be added to an avatar is limited to those items that are defined when the video gaming system was manufactured.
p-0004Other avatar use environments may allow the introduction of new game-specific avatar items. However, such functionality may be limited to a single game, and a user may not be able to use such items outside the context of the game.
SUMMARY
p-0005Accordingly, various embodiments related to the introduction of new avatar items to a video game environment are disclosed. For example, one embodiment provides a computer-readable medium comprising code stored thereon that is executable by a processor on a computing device to perform a method of presenting a video game to a user. The code comprises code executable to display in the video game an avatar representing the user, code executable to receive input from a user of the video game during game play, code executable to detect an occurrence of a designated event in the video game during game play that results from input received from the user, code executable to award the user access to an avatar item upon the occurrence of the designated event, and code executable to store code representing the appearance of the avatar item in a location external to the video game.
p-0006This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter. Furthermore, the claimed subject matter is not limited to implementations that solve any or all disadvantages noted in any part of this disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
p-0007<figref idrefs="DRAWINGS">FIG. 1</figref> is a block diagram of an embodiment of a video game environment.
p-0008<figref idrefs="DRAWINGS">FIG. 2</figref> is a block diagram of an embodiment of an extensible avatar system for use in a video game environment.
p-0009<figref idrefs="DRAWINGS">FIG. 3</figref> is a flow diagram depicting an embodiment of a method of awarding an avatar item in a video game.
p-0010<figref idrefs="DRAWINGS">FIG. 4</figref> is a flow diagram depicting another embodiment of a method of awarding an avatar item in a video game.
p-0011<figref idrefs="DRAWINGS">FIG. 5</figref> is a flow diagram depicting a method of incorporating an avatar item award into a video game.
DETAILED DESCRIPTION
p-0012Before discussing the introduction of new avatar items in a video game environment, an example of a suitable use environment is described with reference to <figref idrefs="DRAWINGS">FIG. 1</figref>, which shows an example embodiment of a video game environment <b>100</b>. Video game environment <b>100</b> comprises a first video game console <b>102</b> with a video game storage medium <b>104</b> inserted therein. The video game storage medium <b>104</b> may comprise any suitable type of storage, including but not limited to a digital versatile disk (DVD), a flash memory cartridge, etc. The video game console <b>102</b> is also connected to a video game server <b>106</b> via a network <b>108</b>. In this manner, a player using the video game console <b>102</b> may play games accessed from the video game medium <b>104</b>, from the video game server <b>106</b>, and/or from a combination of both the video game medium <b>104</b> and video game server <b>106</b>.
p-0013Further, other video game consoles may be connected to the video game server <b>106</b> via network <b>108</b>, as illustrated by video game console <b>2</b><b>110</b> and video game console n <b>112</b> in <figref idrefs="DRAWINGS">FIG. 1</figref>. This allows players using different video game consoles at different physical locations to play multi-player games over the network <b>108</b>. It will be understood that the network <b>108</b> may represent any suitable network or combinations of networks, including but not limited to public and/or private local area networks, and/or public and/or private wide area networks, including but not limited to the Internet.
p-0014Video game console <b>102</b> comprises memory <b>114</b> and a processor <b>1</b><b>16</b>. The memory <b>114</b> may comprise computer-readable instructions, for example, in the form of computer programs, stored thereon that are executable by the processor <b>104</b> to implement a video game environment. Such instructions may be executable, for example, to present a video game via instructions read from video game medium <b>104</b>, to communicate with the video game server <b>106</b> over the network <b>108</b>, and/or perform any other suitable operations related to the presentation of a video game to a player.
p-0015Further, the instructions stored on memory <b>114</b> also may be configured to implement an avatar system, an example embodiment of which is described in more detail below. In brief, such an avatar system may be configured to allow a user to design a personalized avatar, accessorize the avatar with various avatar items, and then use the avatar as a personal representation in video games and other video entertainment activities. As such, the memory <b>114</b> on the video game console <b>102</b> may comprise one or more user profiles <b>118</b> stored thereon, wherein the user profiles may store avatar information for each player, as described in more detail below.
p-0016The video game server <b>106</b> likewise comprises a processor <b>120</b>, and memory <b>122</b> that comprises instructions executable by the processor to present a video game <b>123</b> to players at video game consoles <b>102</b>, <b>110</b> and <b>112</b> over network <b>108</b>. The video game server <b>106</b> may further comprise, or be in communication with, storage <b>124</b>, such as a database, that contains copies of profiles for a plurality of players who access the video game server <b>106</b>. As shown in <figref idrefs="DRAWINGS">FIG. 1</figref>, a copy of the user profile stored on video game console <b>102</b> is also stored in storage <b>124</b> (as shown at <b>126</b>), along with a number of other user profiles, up to user profile n <b>128</b>. While only one video game <b>123</b> is shown being presented on video game server <b>106</b> for the purpose of clarity, it will be understood that any suitable number of video games may be presented via a video game server <b>106</b> at any time, and that such games may be stored in a database or the like (not shown) accessible by the video game server <b>106</b>.
p-0017Further, an avatar item <b>130</b> may be contained within the video game stored on the video game medium <b>104</b> such that a player may obtain the avatar item <b>130</b> by playing the video game stored on video game medium <b>104</b>. Likewise, an avatar item <b>132</b> may be contained within the video game <b>123</b> stored on video game server such that a user may obtain the avatar item <b>132</b> by playing the video game <b>123</b> presented by the video game server <b>106</b>. The award of avatar items in a video game is discussed in more detail below.
p-0018<figref idrefs="DRAWINGS">FIG. 2</figref> shows an avatar system <b>200</b> that may be implemented via instructions executed on video game console <b>102</b>. The avatar system <b>200</b> may be implemented as system software <b>201</b>, library code <b>203</b> available to publishers of video games and other content providers, or as a combination of system software <b>201</b> and library code <b>203</b>, as illustrated by the dashed box in <figref idrefs="DRAWINGS">FIG. 2</figref>. The avatar system <b>200</b> generates an avatar <b>202</b> that represents a user in any of a variety of contexts, including, for example, video games, chat or instant messaging applications, forums, communities, and the XBOX LIVE® service.
p-0019The avatar system <b>200</b> may generate or maintain a three-dimensional “skeleton” <b>204</b>, a deformable body mesh <b>206</b>, a set of attributes <b>208</b> specifying the appearance of the face and/or body of the avatar <b>202</b>, and a basic set of avatar items <b>210</b>, such as clothing <b>212</b> and accessories <b>214</b>. This information may be stored in system software. In addition, video game disks may store packages of assets that define further options for any of these characteristics.
p-0020The skeleton <b>204</b> may comprise a standardized skeleton that allows avatar computing applications <b>216</b>, such as video game applications that are designed to incorporate avatars in the context of the game, to move parts of the skeleton <b>204</b> at well-defined pivot points. Such avatar computing applications <b>216</b> can animate any avatar with knowledge of the standardized skeleton and without any other specific knowledge about the appearance of the avatar.
p-0021In addition to the skeleton, the avatar system <b>200</b> may generate or maintain a body mesh <b>206</b> that defines the form of the avatar <b>202</b>, e.g., the height of the avatar <b>202</b> and whether the avatar <b>202</b> is of a slim, average, or muscular build. The avatar system <b>200</b> may also generate or maintain a set of attributes <b>208</b> relating to the appearance of the face or body, or both, of the avatar <b>202</b>. For example, the avatar system <b>200</b> may maintain a set of attributes that describe certain aspects of the avatar's face, such as eye color, hair style, coloration, etc.
p-0022In some embodiments, the avatar system <b>200</b> generates or maintains a basic set of avatar items <b>210</b>, such as clothing <b>212</b> and accessories <b>214</b>, that can be applied to the avatar <b>202</b>. For example, the avatar <b>202</b> may have handbags, sunglasses, hats, jewelry, and the like. Some avatar items <b>210</b> may be applied to the avatar <b>202</b>, such that the avatar computing application <b>216</b> displays the avatar <b>202</b> as wearing or using the avatar items <b>210</b>. Other avatar items <b>210</b> may be possessed by the avatar <b>202</b>, but not applied to the avatar <b>202</b>. For example, the avatar <b>202</b> may possess several different pairs of sunglasses, but can wear one pair at a time. In other words, the avatar <b>202</b> can only have one pair of sunglasses applied at any given time. Avatar items <b>210</b> that are possessed by, but not currently applied to, the avatar <b>202</b> can be applied to the avatar <b>202</b> at a later time. The user profile (user profiles <b>118</b>, <b>126</b> and <b>128</b> are represented generically in <figref idrefs="DRAWINGS">FIG. 2</figref> as user profile <b>218</b>) can store a data structure, referred to herein as an avatar item list <b>219</b>, that identifies which avatar items <b>210</b> are possessed by the avatar <b>202</b>. The user profile <b>218</b> also may store another data structure, which may be referred to as an avatar manifest <b>220</b> that identifies which avatar items are currently applied to the avatar <b>202</b>. It will be understood that, in other embodiments, both types of information (possessed avatar items and applied avatar items) may be stored in a single data structure.
p-0023The avatar item list <b>219</b> and manifest <b>220</b> each may comprise a number of fields, including, for example, a field identifying a type of an item (e.g., shirt, glasses, etc.), an item identifier comprising a name of the item, and a location identifier that denotes where on the body of the avatar <b>202</b> the item is applied. Further, in embodiments where both types of information are stored in a single data structure, the data structure may further comprise a flag indicating whether the item is currently applied to the avatar <b>202</b>. An existing media identifier scheme, e.g., the media identifier scheme used by the XBOX LIVE® service, may be used to represent items. In this way, the avatar system is extensible because items conform to a standardized identification scheme. The avatar items <b>210</b> themselves, i.e., graphical representations of the avatar items <b>210</b>, can be stored either locally on the video game console <b>102</b>, and/or remotely on server <b>106</b> connected to the video game console <b>102</b> via network <b>108</b>.
p-0024The instructions stored on the video game console <b>102</b> also may include a closet application <b>226</b> that, among other functions, allows the user to apply avatar items <b>210</b> to the avatar <b>202</b>. The closet application <b>226</b> may allow the user to “try on” an avatar item <b>210</b> on his or her avatar <b>202</b> by temporarily applying the avatar item <b>210</b> to the avatar <b>202</b>.
p-0025In addition, according to an aspect of this disclosure, the closet application <b>226</b> allows the user to customize the avatar <b>202</b> by acquiring new avatar items <b>210</b>. Unlike some conventional avatar systems in which the set of items that can be applied to an avatar is determined when the game console is manufactured, the avatar system <b>200</b> disclosed herein is extensible. In particular, the avatar system <b>200</b> allows the user to acquire and apply avatar items <b>210</b> that are defined after the game console <b>102</b> is manufactured.
p-0026<figref idrefs="DRAWINGS">FIG. 3</figref> shows an embodiment of a method <b>300</b> of introducing a new avatar item into avatar system <b>200</b>. Method <b>300</b> allows a user to win access to an avatar item <b>210</b> by reaching a goal, or performing any other suitable designated action, during computer or video game play. Further, upon winning access to the avatar item <b>210</b>, the user may apply the avatar item <b>210</b> to the avatar <b>202</b> for use in other environments than the video game in which the avatar item <b>210</b> was awarded, including but not limited to applications, chats, forums, communities, and instant messaging services. The term “video game” as used herein may apply to any computer or video game played on any suitable computing device, whether single-player or multi-player, console-based, computer-based, network-based, etc.
p-0027Method <b>300</b> first comprises, at <b>302</b>, displaying in a video game an avatar representing a video game user, and then, at <b>304</b>, receiving input from the user of the video game during game play. Such input may be any suitable input in any suitable video game environment. For example, the input may come from a hand-held controller, keyboard, joystick, motion sensor, image sensor, or any other input device with which the user may interact with the game.
p-0028Next, at <b>306</b>, method <b>300</b> comprises detecting an occurrence of a designated event in the video game, where the occurrence of the designated event results from input received from the player during game play. Occurrence of the designated event serves as a trigger for the awarding of access to an avatar item that can be obtained in the video game. As such, the designated event may be any suitable event in the video game. For example, where a game is a scored game, access to the avatar item may be awarded upon reaching a designated game score. Likewise, where a game is an unscored game (such as an adventure game), access to the avatar item may be awarded by meeting specified challenges in the game. As a more specific example, an avatar item may be awarded upon completing a game, upon completing a level in a game, upon defeating a specific character in a game, or in any other suitable Thus, the avatar item may indicate to other users the status and/or level a user has reached in a game. In yet other embodiments, a user may acquire an avatar item from a “shop” in the video game environment upon acquiring a sufficient amount of a currency used in the video game environment. In these embodiments, the designated event comprises the purchase of the item in exchange for previously earned currency. It will be understood that these specific embodiments are described for the purpose of example, and are not intended to be limiting in any manner.
p-0029Continuing with <figref idrefs="DRAWINGS">FIG. 3</figref>, upon detecting the occurrence of the designated event in the video game, method <b>300</b> next comprises, at <b>308</b>, awarding the user with access to the avatar item. This may comprise, for example, calling an API on a video game console that updates the user's avatar item list <b>219</b> and/or avatar manifest <b>220</b> with the awarded avatar item. For example, the user's avatar item list and/or avatar manifest may be updated to show that the user has acquired access to the avatar item, as described above. Further, upon being awarded access to the avatar item, the user may be presented with the choice of whether to apply the avatar item to the user's avatar. If the user elects to apply the avatar item to the user's avatar, the user's avatar item list and/or avatar manifest may further be modified to indicate that the newly acquired avatar item is currently applied to the avatar.
p-0030Upon awarding the avatar item to user upon occurrence of the designated event, method <b>300</b> comprises, at <b>310</b>, storing code representing an appearance of the avatar item in a location external to the video game. The term “external to the video game” as used herein refers to a location where the code representing the appearance of the avatar item can be accessed for application to the avatar even when the video game from which the avatar item was obtained is no longer inserted in or otherwise directly available to the console. For example, code representing the appearance of the avatar item may be stored locally on a game console, and/or remotely on a user profile on a video game server or other remote computer. Storing the code in a location external to the video game allows the user to apply the avatar item to the user's avatar when playing other video games that utilize the user's avatar. For example, if the user is playing a video game via an optical disk inserted into a video game console, an avatar item won during the game may be stored locally on the video game console. Then, if the user removes the disk and then inserts a second disk to play a different game, the avatar item will still be available to the user, even if a copy is not located on the second disk.
p-0031Further, if the user is connected to a remote computer, such as a video game server, via a network link or the like, the user's updated avatar item list <b>219</b> and avatar manifest <b>220</b> may be synchronized with a copy of the user's manifest stored on the remote computer. Then, if the user logs onto a game from a different console also connected to the remote computer via a network link, that console may access the manifest, and then acquire the avatar item from a copy of the video game stored on the remote computer. Further, other users who are interacting with the user in a multi-player activity may see the avatar item by obtaining a copy of the avatar item over the network connection. It will be understood that such other users may be restricted from using the avatar item on their avatars unless they have themselves been awarded the avatar item for game play.
p-0032<figref idrefs="DRAWINGS">FIG. 4</figref> shows another embodiment of a more detailed method <b>400</b> of introducing a new avatar item into avatar system <b>200</b>. Similar to method <b>300</b>, method <b>400</b> first comprises, at <b>402</b>, presenting a first video game to a user, wherein the first video game includes an avatar that represents the user. The first video game may be presented via an optically readable disk or flash cartridge on a video game console, via a network server, or via any other suitable medium. Method <b>400</b> then comprises, at <b>404</b>, receiving input from a user during play of the first video game, and, at <b>406</b>, detecting an occurrence of a designated event during play of the first video game. Upon detecting the occurrence of the designated event, method <b>400</b> comprises, at <b>408</b>, awarding access to an avatar item stored in the first video game environment to the user.
p-0033Any suitable avatar item may be awarded to the user. <figref idrefs="DRAWINGS">FIG. 4</figref> shows three non-limiting examples as clothing <b>410</b>, wearable accessories <b>412</b>, and carryable accessories <b>414</b>. Clothing <b>410</b> may include such items as shirts, pants, shoes, suits, vests, outfits, etc. Wearable accessories <b>412</b> may include such items as rings, other jewelry, wristbands, glasses, hats, etc. Carryable accessories <b>414</b> may include items such as purses, guitars or other musical instruments, animated items such as small dogs, cats, and/or any other suitable item that can be carried by an avatar.
p-0034Upon awarding the user access to the avatar item, method <b>400</b> next includes, at <b>416</b>, storing code representing the avatar item in a location on the video game console. Further, if the code representing the avatar item is encrypted, the avatar item may be decrypted, as indicated at <b>418</b>, when stored, when applied to the user's avatar, or at any other suitable time. Code representing an appearance of an avatar item may be encrypted, for example, when the avatar item is sent to the user over a network link. This may help prevent “man in the middle” attacks on the video game console in which a copy of the avatar item is intercepted during network transport and then modified with malicious code. Likewise, an avatar item may be encrypted with a key owned by a video game console manufacturer to help control the creation and distribution of avatar items, and therefore to help maintain the value of avatar items.
p-0035In addition to storing the avatar item on the video game console, method <b>400</b> may further comprise, at <b>420</b>, storing metadata related to the avatar item on the video game console. In some embodiments, an avatar item may comprise metadata in addition to the code representing the appearance of the avatar item. Such metadata may include, but is not limited to, a description <b>422</b> of the avatar item and a thumbnail image <b>424</b> of the avatar item. The description <b>422</b> and thumbnail image <b>424</b> of the avatar item may be displayed, for example, when a user requests information related to the avatar item, and allow such a user to obtain information on the avatar item without actually applying the avatar item to the user's avatar. The description <b>422</b> may include any suitable information related to the avatar, including but not limited to text showing an avatar item name, a description of the appearance of the avatar item, a description of an achievement that the user met to acquire access to the avatar item, etc. Likewise, the thumbnail image <b>524</b> may show any suitable visual representation of the avatar item.
p-0036Continuing with <figref idrefs="DRAWINGS">FIG. 5</figref>, after awarding the user access to the avatar item, method <b>400</b> may further include, at <b>426</b>, modifying a user's avatar item list and/or avatar manifest in the manner described above to show that access to the avatar item has been obtained. The avatar item list and/or avatar manifest may be modified on the video game console, as indicated at <b>428</b>, on a remote computer (such as a game server), as indicated at <b>430</b>, and/or at any other suitable location where these data structures are stored.
p-0037Upon being awarded access to the avatar item, the first video game may present the user the option of applying the avatar item to the user's avatar. Alternatively, the user may open a closet application, as described above, at a later time to apply the avatar item to the user's avatar. In either case, method <b>400</b> next comprises, at <b>432</b>, receiving an input requesting the application of the avatar item to the user's avatar, and then, at <b>5434</b>, displaying the user's avatar with the avatar item. This may occur during play of the first video game, during play of another video game after ceasing play of the first video game, between video games, or at any other suitable time.
p-0038Next, at <b>436</b>, method <b>400</b> comprises receiving a request from the user to play a later interactive entertainment activity. The later interactive entertainment activity may be a second video game, an application, chat session, forum, community, and instant messaging service, or any other activity in which the user's avatar is displayed. Then, method <b>400</b> comprises, at <b>438</b>, presenting the later interactive entertainment activity to the user, and, at <b>440</b>, displaying the avatar with the avatar item in the later interactive entertainment activity. Because the avatar item and manifest are stored outside of the first video game environment, the avatar item is available for display in other video games. Further, when the avatar item is stored on a networked computing device, other players of a multi-player game, other chat participants, etc. may also view the avatar item by accessing the item on the network server. It will be noted that the other users will not be able to wear the item themselves unless they obtain or have obtained access to the avatar item themselves via game play.
p-0039A video game console manufacturer may allow outside companies to develop games for use with its console. Such a company may wish to allow outside developers to utilize avatar item awards in games developed for its console. However, such a company also may want to protect the value of such avatar items via controls in the game development and approval process. Therefore, <figref idrefs="DRAWINGS">FIG. 5</figref> shows an embodiment of a method <b>500</b> of incorporating avatar item awards in a video game during a game development and publishing process that may help to preserve avatar item value and quality.
p-0040Method <b>500</b> first comprises, at <b>502</b>, receiving an input of a three dimensional (3-D) model of an avatar item for conversion into a format readable by the video game console, such as a binary format. The 3-D model may be prepared, for example, via proprietary or commercially available 3-D graphics creation software. In some embodiments, samples and templates may be made available for use by the 3-D graphics creation software to aid in avatar item creation. After creation, the model further may be exported into a designated file format for conversion into the format readable by the video game console. For example, in one specific embodiment, the 3-D model of the avatar item may be exported from the graphics creation software into an FBX file, which is an open file format developed by Autodesk of San Rafael, Calif. In other embodiments, any other suitable file format may be used.
p-0041Next, method <b>500</b> comprises, at <b>504</b>, converting the model of the avatar item to a binary avatar model. As different 3-D graphics software programs may convert files to FBX (or other) format in slightly different ways, the conversion performed at <b>504</b> may be done with different conversion modules corresponding to different software used to create the original 3-D avatar item model.
p-0042Method <b>500</b> next comprises, at <b>506</b>, receiving an input of metadata associated with the avatar item. Such metadata may include, but is not limited to, a description <b>508</b> of the avatar item, and a thumbnail image <b>510</b>. Method <b>500</b> also comprises, at <b>512</b>, receiving an input of computer-readable code that represents the video game program and that is executable to present the video game to a user. Such code may include, but is not limited to, code <b>514</b> configured to award the avatar item to a user upon occurrence of a designated event in the video game; code <b>516</b> configured to store the model of the avatar item at a location external to the video game when the avatar item is awarded to a user; and code <b>518</b> configured to update a user's avatar item list, avatar manifest, or other such data structure upon award of the avatar item.
p-0043Next, at <b>520</b>, the binary avatar model, the metadata, and the code representing the video game are packaged into a container file readable by the video game console. The binary avatar model may be encrypted, as indicated at <b>522</b> and described above, to prevent the inclusion of malicious code via a “man in the middle” attack that occurs during transmission of the binary avatar model over an unsecure network. Further, the container file may be encrypted, as indicated at <b>524</b>, to help prevent the inclusion of unauthorized modifications, malicious code, etc. into the video game code. Process <b>520</b> also may include a human review step to ensure that the submitted materials meet policy and quality standards. Finally, as indicated at <b>526</b>, the container file may be stored on a remote computer, such as a game server, and also may be stored and distributed on video game disks and/or cartridges for sale to consumers.
p-0044It will be understood that the configurations and/or approaches described herein for introducing new avatar items into an avatar system are exemplary in nature, and that these specific embodiments or examples are not to be considered in a limiting sense, because numerous variations are possible. The specific routines or methods described herein may represent one or more of any number of processing strategies. As such, various acts illustrated may be performed in the sequence illustrated, in other sequences, in parallel, or in some cases omitted. Likewise, the order of the above-described processes may be changed.
p-0045The subject matter of the present disclosure includes all novel and non-obvious combinations and subcombinations of the various processes, systems and configurations, and other features, functions, acts, and/or properties disclosed herein, as well as any and all equivalents thereof.
Contents4
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2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 39802009 | United States of America | A | |
| US20090398020 | – | – | – |
63 transactions on the USPTO file
Abandoned after 3 non-final rejections, 3 final rejections and 2 RCEs.
- Non-final rejections
- 3
- Final rejections
- 3
- RCEs
- 2
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
| Event | Code | |
|---|---|---|
| Email NotificationEML_NTR | EML_NTR | |
| Mail Abandonment for Failure to Respond to Office ActionAbandonedMABN2 | MABN2 | |
| Aband. for Failure to Respond to O. A.AbandonedABN2 | ABN2 | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Disposal for a RCE / CPA / R129AbandonedABN9 | ABN9 | |
| Request for Continued Examination (RCE)RCEX | RCEX | |
| Workflow - Request for RCE - BeginBRCE | BRCE | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Electronic ReviewELC_RVW | ELC_RVW | |
| Email NotificationEML_NTF | EML_NTF | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Reference capture on IDSRCAP | RCAP | |
| Information Disclosure Statement (IDS) FiledM844 | M844 | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Email NotificationEML_NTR | EML_NTR | |
| PG-Pub Issue NotificationPG-ISSUE | PG-ISSUE | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| IFW TSS Processing by Tech Center CompleteTSSCOMP | TSSCOMP | |
| Application Dispatched from OIPEOIPE | OIPE | |
| Email NotificationEML_NTR | EML_NTR | |
| Filing ReceiptFLRCPT.O | FLRCPT.O | |
| Sent to Classification ContractorPGPC | PGPC | |
| Cleared by OIPE CSRL194 | L194 | |
| IFW Scan & PACR Auto Security ReviewSCAN | SCAN | |
| Information Disclosure Statement consideredIDSC | IDSC | |
| Electronic Information Disclosure StatementEIDS. | EIDS. | |
| Information Disclosure Statement (IDS) FiledWIDS | WIDS | |
| Initial Exam Team nnIEXX | IEXX |
3 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| AssignmentAS | AS | |
| Information on status: application discontinuationABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTIONSTCB | STCB | |
| AssignmentAS | AS |
Numbers
- Publication
- 20100227682
- Publication, DOCDB
- 2010227682
- Publication, EPODOC
- US2010227682
- Application
- 12398020
- Application, DOCDB
- 39802009
- Application, EPODOC
- US20090398020
Titles
- English
- AWARDING OF AVATAR ITEMS IN VIDEO GAME ENVIRONMENT
Classification
- CPC, 11
- A63F13/12
- A63F13/69
- A63F2300/401
- A63F2300/532
- A63F2300/552
- A63F2300/554
- A63F2300/5553
- A63F13/30
- A63F13/49
- A63F13/95
- A63F13/79
- IPC, 1
- A63F13 00
- USPC, 1
- 463029000