`(12) Patent Application Publication (10) Pub. No.: US 2012/0129590 A1
`Morrisroe et al.
`(43) Pub. Date:
`May 24, 2012
`
`US 20120129590A1
`
`(54) SYSTEMAND METHOD FOR INTERACTIVE
`LOCATION-BASED GAMEPLAY
`
`(76) Inventors:
`
`Brian Morrisroe, San Francisco,
`CA (US); David Wang, Palo Alto,
`CA (US); Keith Lee, San Francisco,
`CA (US)
`
`(21) Appl. No.:
`(22) Filed:
`
`13/165,700
`Jun. 21, 2011
`
`Related U.S. Application Data
`(60) Provisional application No. 61/398,157, filed on Jun.
`21, 2010.
`
`Publication Classification
`
`(51) Int. Cl.
`(2006.01)
`A63F I3/00
`(52) U.S. Cl. .......................................................... 463/25
`
`ABSTRACT
`(57)
`Disclosed is a system comprising a location engine for detect
`ing the location of the system, an attraction engine for iden
`tifying an attraction proximate to the system, a gameplay
`engine for enabling gameplay of a user to earn virtual credits
`based on the proximity, and a virtual item engine for provid
`ing a virtual item to the user during gameplay, the virtual item
`having a real-world implication and being usable by the
`gameplay engine for an increase or decrease of virtual credits.
`
`y 1500
`
`
`
`1502
`
`Ka-Ching
`+($60,000,000 on next
`Check-in
`
`1508
`
`NG2) What's This?
`70,0UUUUU On NeXt Uheck-in
`
`1506
`
`Supercell
`Exhibit 1022
`Page 1
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 1 of 23
`
`US 2012/0129590 A1
`
`
`
`
`
`
`
`Supercell
`Exhibit 1022
`Page 2
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 2 of 23
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`US 2012/0129590 A1
`
`962JOIS
`
`J9p20}}
`
`WIS?O
`
`JOSS0001)
`
`ÁJOUÐIN
`
`
`
`Supercell
`Exhibit 1022
`Page 3
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 3 of 23
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`US 2012/0129590 A1
`
`Game Server
`
`? System
`
`
`
`
`
`
`
`
`
`Gameplay Server Engine
`
`Communication Engine
`
`Web Analytics Engine
`
`Virtual item Storage
`
`
`
`Virtual item Manager
`
`External Data Engine
`
`Virtual Item Selection Engine
`
`
`
`Financial Manager
`
`FIG. 3
`
`Supercell
`Exhibit 1022
`Page 4
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`
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`Patent Application Publication
`
`May 24, 2012 Sheet 4 of 23
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`US 2012/0129590 A1
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`Game Server
`
`Engine ? (MyTown)
`
`
`
`Gameplay Server Controller
`
`LOCalAttraction Storage
`
`Proximity Detector
`
`Local Attraction Selection Engine
`
`FIG. 4
`
`Supercell
`Exhibit 1022
`Page 5
`
`
`
`Patent Application Publication May 24, 2012 Sheet 5 of 23
`
`US 2012/0129590 A1
`
`Gameplay
`Client
`Engine
`
`
`
`Gameplay Client Controller
`
`Communication Module
`
`LOCation Engine
`
`LOCal Storage
`
`GUI
`
`FIG. 5
`
`Supercell
`Exhibit 1022
`Page 6
`
`
`
`Patent Application Publication May 24, 2012 Sheet 6 of 23
`
`US 2012/0129590 A1
`
`Virtual
`tem
`
`
`
`Attributes
`
`Real World Content
`
`Metadata
`
`FIG. 6
`
`Supercell
`Exhibit 1022
`Page 7
`
`
`
`Patent Application Publication May 24, 2012 Sheet 7 of 23
`
`US 2012/0129590 A1
`
`Client Engine
`
`CE Determines
`tS LOCation
`
`CE Displays List
`Of Attractions
`
`CE Selects An
`Attraction
`
`
`
`CE interacts With
`The Virtual tem
`
`
`
`CEUses Virtual item
`To Modify Credits
`In The Game
`
`Example Gameplay
`f Method
`
`Server Engine
`
`LOCation information
`
`SE Determines LOCal
`Attractions
`
`Attractions
`
`Selected Attraction
`
`Virtual tem
`
`Interaction information
`
`FIG. 7
`
`SE dentifies A
`Virtual tem
`
`SE Processes The
`Interaction Information
`
`Supercell
`Exhibit 1022
`Page 8
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 8 of 23
`
`US 2012/0129590 A1
`
`Example Virtual item
`? Selection Method
`
`
`
`
`
`oan GameData
`
`
`
`
`
`Select A Virtual item From The Virtual item Storage
`Based On User Data, Game Data, LOCation Data,
`And/Or External Data
`
`End
`
`FIG. 8
`
`Supercell
`Exhibit 1022
`Page 9
`
`
`
`Patent Application Publication May 24, 2012 Sheet 9 of 23
`
`US 2012/0129590 A1
`
`
`
`AT&T 2S
`
`9 " | Marc
`
`& 2.
`
`902
`
`989.334 / 1309000 OtS.
`
`5,134,169,439
`
`906
`
`908
`
`910
`912
`
`914
`
`O Your town is worth (S) 9,665,500,897
`O 15904 people have visited your town
`
`Check-in
`40 left
`
`Friends
`
`Store
`
`Supercell
`Exhibit 1022
`Page 10
`
`
`
`Patent Application Publication May 24, 2012 Sheet 10 of 23
`
`US 2012/0129590 A1
`
`
`
`5,181,409,956
`
`S
`
`Trade
`
`Visit MyTown Store
`Purchase power ups and other ite.
`AS ReWard Scratch-off Ticket
`A Earned every day.
`N
`N - 1006a
`Corn Dog
`King of carnival food. - 1008a
`Instantly gain 4 more check-ins.
`Corn Dog
`King of carnival food. - 1010a
`instantly gain 4 more check-ins.
`a Banana Split
`
`X
`
`1004
`
`1006
`
`1008
`
`1010
`
`1012
`
`FIG 10
`
`Supercell
`Exhibit 1022
`Page 11
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 11 of 23
`
`US 2012/0129590 A1
`
`
`
`1102
`
`1104
`
`FIG 11
`
`Supercell
`Exhibit 1022
`Page 12
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 12 of 23
`
`US 2012/0129590 A1
`
`1200
`?
`
`
`
`(Back)
`
`level 47)
`5,459,225,956
`
`1202
`
`ms(6)
`
`c
`Parts(5)
`
`Visit MyTown Store
`Purchase power ups and other ite...
`43 Stack of Cash
`1206a
`272 Large bills please.
`-
`WSA
`()
`+ $70,000,000 on next Check-in (New
`(2
`Orange Juice
`& Simple and delicious. -1208a
`4 +70,000 points on next check-in (New)
`Money Sackl
`- 1210a
`Ka-Ching!
`JS
`+ (560,000,000 on next Check-in
`N
`frn Sweet Tea
`
`1204
`
`1206
`
`1208
`1210
`
`1212
`
`FIG. 12
`
`Supercell
`Exhibit 1022
`Page 13
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 13 of 23
`
`US 2012/0129590 A1
`
`
`
`Ill AT&T 2S
`
`Large bills please.
`+ $70,000,000 on next
`Check-in
`
`1302 Eisel ($35,000,000
`Ur" Gowhat's This?A
`gth
`
`2
`
`Supercell
`Exhibit 1022
`Page 14
`
`
`
`Patent Application Publication May 24, 2012 Sheet 14 of 23
`
`US 2012/0129590 A1
`
`
`
`AT&T 2S
`
`Simple and delicious.
`+70,000 points on next
`check-in
`
`Sell ($1,000,000
`
`Supercell
`Exhibit 1022
`Page 15
`
`
`
`Patent Application Publication May 24, 2012 Sheet 15 of 23
`
`US 2012/0129590 A1
`
`
`
`Ka-Ching
`+($60,000,000 on next
`Check-in
`
`1508
`
`w)
`
`NGOWhat's This?
`+ (S)70,UUUUUU On he
`heck-in (New)
`
`1504
`1506
`
`Supercell
`Exhibit 1022
`Page 16
`
`
`
`Patent Application Publication May 24, 2012 Sheet 16 of 23
`
`US 2012/0129590 A1
`
`
`
`1606
`
`&
`X
`Stamps(2)
`
`5,459,225,956
`83
`Trade
`
`c
`Parts(5)
`
`X
`
`Purchase power ups and other ite.
`Sweet Tea
`Makes life Sweeter.
`+ $50,000,000 on next Check-in
`Stack of Cash
`Large bills please.
`+ $70,000,000 on next Check-in
`Money Sackl
`Ka-Ching
`H ($60,000,000 On next Check-in
`V Corn Dog
`Z King of carnival food.
`
`FG 16
`
`Supercell
`Exhibit 1022
`Page 17
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 17 of 23
`
`US 2012/0129590 A1
`
`-(Back -What's Nearby
`
`
`
`
`
`
`
`
`
`
`
`Nearby
`Santa Clara County Model Park
`10250 Monterey Rd
`e Encinal Elementary School
`9530 Monterey Rd
`e Charter School Of Morgan Hill
`9530 Monterey Rd
`se Pinoy Lichon Bbo & Grill
`A 10980 Monterey Rd
`se Chimichanga Restaurant
`ZSJ 10980 Monterey Rd
`
`1702
`
`1704
`
`1706
`1708
`
`1710
`
`1712
`
`F.G. 17
`
`Supercell
`Exhibit 1022
`Page 18
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 18 of 23
`
`US 2012/0129590 A1
`
`
`
`ill AT&T 2S
`
`1804
`
`1802
`
`1806
`
`Business Details X 1808
`Phone #, Reviews, Map it
`
`S)
`
`Check-in
`
`1812
`
`1810
`
`FIG. 18
`
`Supercell
`Exhibit 1022
`Page 19
`
`
`
`Patent Application Publication May 24, 2012 Sheet 19 of 23
`
`US 2012/0129590 A1
`
`y 1900
`
`1902
`
`1904
`
`1906
`
`1908
`
`
`
`Check-in Complete
`
`+70,000
`
`Points: 71,175
`S) S:
`
`items Earned:
`Cash: ($ 100,005,000
`85,000 for checking in +
`100,000,000 from items.
`
`Sweet Tea
`Makes life Sweeter.
`+ $50,000,000 on next Check-in
`
`est
`
`Check-in
`30 left
`
`Friends
`
`Store
`
`Supercell
`Exhibit 1022
`Page 20
`
`
`
`Patent Application Publication May 24, 2012 Sheet 20 of 23
`
`US 2012/0129590 A1
`
`? 2000
`
`908
`
`2002
`2004
`
`2006
`
`2008
`
`2010
`
`2012
`
`
`
`Visit MyTown Store
`Purchase power ups and other ite.
`Welcome Sign
`(), ill
`in Welcome to MyTown Decorate your
`property with this sign.
`Large Shrub
`Use this to personalize your
`properties.
`S New Zealand Banner
`Decorate a property for the World
`Cup and increase its rent by ($500.
`S Cameroon Banner
`
`F.G. 20
`
`Supercell
`Exhibit 1022
`Page 21
`
`
`
`Patent Application Publication May 24, 2012 Sheet 21 of 23
`
`US 2012/0129590 A1
`
`? 2100
`
`908
`
`2102
`2104
`2106
`
`2108
`
`2110
`
`2112
`
`
`
`AT&T 2S
`
`S.
`
`S Visit MyTown Store
`Purchase power ups and other ite.
`y &
`Bag of Sugar
`Used to Create items at your
`properties.
`N. Light Bulb
`(2) Used to Create items at your
`properties.
`Work Gloves
`Used to Create items at your
`properties.
`Chemical X
`
`S>
`
`FIG. 21
`
`Supercell
`Exhibit 1022
`Page 22
`
`
`
`Patent Application Publication
`
`May 24, 2012 Sheet 22 of 23
`
`US 2012/0129590 A1
`
`
`
`Used to Create items at your
`electronicS Stores.
`
`Original HP inks give you
`65% more pages than
`bargain inks.
`
`Check out the Video X
`
`FIG.22
`
`Supercell
`Exhibit 1022
`Page 23
`
`
`
`Patent Application Publication May 24, 2012 Sheet 23 of 23
`
`US 2012/0129590 A1
`
`
`
`65% MORE
`
`BARGAIN INKS
`UP TO
`PAGES than
`
`tuallylogic 249 study comparing yield and reliability of HP and refilled inkjet cartridges
`Details: www.qualitylogic.com/2009hpinktest.pdf
`
`FIG. 23
`
`Supercell
`Exhibit 1022
`Page 24
`
`
`
`US 2012/0129590 A1
`
`May 24, 2012
`
`SYSTEMAND METHOD FOR INTERACTIVE
`LOCATION-BASED GAMEPLAY
`
`REFERENCE TO EARLIER-FILED
`APPLICATION
`0001. This Application seeks priority to and benefit of
`U.S. Provisional Patent Application Ser. No. 61/398,157,
`filed Jun. 21, 2010, entitled “SYSTEMAND METHOD FOR
`CREATING A VIRTUAL CITY AND SOCIAL NET
`WORK, which is incorporated by reference herein.
`
`TECHNICAL FIELD
`0002 This invention(s) relate generally to gaming on a
`mobile device and more particularly provides systems and
`methods for interactive location-based gameplay on mobile
`devices.
`
`BACKGROUND
`0003 Gaming has become ubiquitous in the new elec
`tronic age. As the number of and power of mobile devices as
`dramatically increased, there has been a steady drive for new
`forms of entertainment. In response, large and Small applica
`tions have been developed for mobile platforms. Many games
`are “apps’ which can be downloaded for free or for a small
`fee.
`0004 Game developers, however, have struggled with
`interacting reality with gameplay in a financially Successful
`manner. Although people enjoy services that provide loca
`tion-based information, people resist paying for services or
`receiving direct advertisements. For instance, many users
`readily turn to their mobile devices for information about the
`real-world, such as addresses, telephone numbers, and event
`schedules. Many users also readily rely on their mobile
`devices for location-based mapping services that provide
`information Such as directions to places or events. Games,
`however, have remained as entertainment only.
`
`SUMMARY
`0005. In some embodiments, a system comprises a loca
`tion engine for detecting the location of the system, an attrac
`tion engine for identifying an attraction proximate to the
`system, a gameplay engine for enabling gameplay of a user to
`earn virtual credits based on the proximity, and a virtual item
`engine for providing a virtual item to the user during game
`play, the virtual item having a real-world implication and
`being usable by the gameplay engine for an increase or
`decrease of virtual credits. The virtual item may identify a
`real-world item. The real-world implication may be a good,
`service, person, establishment, or entertainment experience.
`In exemplary embodiments, the real-world item includes
`audio, video, or text content. The real-world implication may
`include a video game. The attraction may include a business,
`residence or other location. The attraction may include an
`event, which may exist only during a specified time period.
`0006. The virtual item may include branding information,
`advertisement information, or a coupon. The virtual item may
`include audio, video, or text content.
`0007. The virtual item engine may select the virtual item
`from a data structure of virtual items. The virtual item may be
`selected based on user location. The virtual item may be
`selected based on likely proximity of the user to a real-world
`item. The virtual item may be selected based the attraction.
`The virtual item may be selected based on environmental
`
`factors. The virtual item may be selected based on economic
`factors. The virtual item may be selected based on informa
`tion about the user. In exemplary embodiments, selection of
`the virtual item is based on the time of day or at random. In
`some embodiments, the virtual item is selected based on
`information about other persons associated with the user. The
`real-world implication of the virtual item may be limited by
`one or more conditions. For example, the virtual item may
`have real-world implication if combined with other virtual
`items or may have real-world implication if transmitted to
`other users.
`0008. The virtual credits may include virtual cash, points,
`levels, tools, or achievements, which form a part of gameplay.
`In exemplary embodiments, gameplay includes enabling a
`user to check-in at the attraction in exchange for virtual cred
`its. Gameplay may also include enabling the user to purchase
`the attraction using virtual credits. The gameplay engine may
`enable a user to earn virtual credits based on the proximity by
`enabling a user to interact with the attraction only when the
`user is within a predetermined distance of the attraction. In
`Some embodiments, the virtual item is usable by the game
`play engine for an increase or decrease of virtual credits by
`affecting the value of another virtual item. The virtual item
`may also be usable by the gameplay engine for an increase or
`decrease of virtual credits by affecting a proximity threshold
`or a proximity award. The virtual item may be usable by the
`gameplay engine for an increase or decrease of virtual credits
`by receiving a tool capable of improving the user's chance of
`increasing or decreasing virtual credits.
`0009. In some embodiments, the present application dis
`closes a method comprising enabling gameplay of a user to
`earn virtual credits based on proximity of a mobile device to
`a user-selected attraction, selecting an interactive virtual item
`having a real-world implication, the selection based at least in
`part on an attribute of the user-selected attraction, sending the
`interactive virtual item to the mobile device, receiving inter
`action information relating to the interactive virtual item, and
`modifying the virtual credits based on the interaction infor
`mation. Selecting the interactive item may comprise evaluat
`ing web analytic data corresponding to the user. The method
`may further comprise modifying the virtual item based on the
`interaction information.
`0010. In exemplary embodiments, the present application
`discloses a computer readable medium having embodied
`thereon executable instructions, the executable instructions
`being executable by a processor for performing a method, the
`method comprising enabling gameplay of a user to earn Vir
`tual credits based on proximity of a mobile device to a user
`selected attraction, selecting an interactive virtual item hav
`ing a real-world implication, the selection based at least in
`part on an attribute of the user-selected attraction, sending the
`interactive virtual item to the mobile device, receiving inter
`action information relating to the interactive virtual item, and
`modifying the virtual credits based on the interaction infor
`mation.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`0011
`FIG. 1 is a block diagram of a gameplay system,
`according to some embodiments.
`0012 FIG. 2 is a box diagram of a digital device in some
`embodiments.
`0013 FIG. 3 is a block diagram of the game server system
`in some embodiments.
`
`Supercell
`Exhibit 1022
`Page 25
`
`
`
`US 2012/0129590 A1
`
`May 24, 2012
`
`0014 FIG. 4 is a block diagram of the gameplay server
`engine in Some embodiments.
`0015 FIG. 5 is a block diagram of a gameplay client
`controller in some embodiments.
`0016 FIG. 6 is a block diagram of a virtual item in some
`embodiments.
`0017 FIG. 7 shows a gameplay method in some embodi
`mentS.
`0018 FIG. 8 is a method of the virtual item selection
`method in some embodiments.
`0.019
`FIG. 9 shows an initial screen in some embodi
`mentS.
`0020 FIG. 10 shows an exemplary virtual item inventory
`in Some embodiments.
`0021
`FIG. 11 shows a scratch game screen in some
`embodiments.
`0022 FIG. 12 is another virtual inventor in some embodi
`mentS.
`0023 FIG. 13 shows a stack of cash screen in some
`embodiments.
`0024 FIG. 14 shows an orange juice screen in some
`embodiments.
`0025 FIG. 15 shows a money sack screen in some
`embodiments.
`0026 FIG. 16 shows another virtual item inventory in
`Some embodiments.
`0027 FIG. 17 depicts the local attraction screen in some
`embodiments.
`0028 FIG. 18 is a local attraction check-in screen in some
`embodiments.
`0029 FIG. 19 is the completed check-in screen in some
`embodiments.
`0030 FIG. 20 is a stamp screen in some embodiments.
`0031
`FIG. 21 depicts a parts screen in some embodi
`mentS.
`0032 FIG.22 is an advertisement screen in some embodi
`mentS.
`0033 FIG. 23 depicts a video regarding savings associated
`with HP in some embodiments.
`
`DETAILED DESCRIPTION OF THE INVENTION
`0034. The following description is provided to enable any
`person skilled in the art to make and use the invention and is
`provided in the context of a particular application. Various
`modifications to the embodiments are possible, and the
`generic principles defined herein may be applied to these and
`other embodiments and applications without departing from
`the spirit and scope of the invention. Thus, the invention is not
`intended to be limited to the embodiments and applications
`shown, but is to be accorded the widest scope consistent with
`the principles, features and teachings disclosed herein.
`0035. In various embodiments, a gaming environment on
`a mobile device may allow users to interact with both a virtual
`and real world environment. In one example, a gaming envi
`ronment may comprise both real-world attractions and asso
`ciated virtual attractions. An attraction is a store, business,
`headquarters, School, church, theme park, concert, sporting
`event, party, town hall, meeting, or the like. As a user may
`visit a restaurant in the real-world, they may check-in to a
`virtual version of the restaurant as well. Checking in to a
`restaurant during gameplay may benefit the user (e.g.,
`increase in virtual credits of points or virtual currency) during
`gameplay.
`
`0036. Within the virtual environment of gameplay, the
`user may receive a virtual item with associated real-world
`content (i.e., a real world implication). Associated real-world
`content may be any information provided by the virtual item
`that is related to a real-world good or service. For example, a
`user may engage in a virtual computer and receive real-world
`content (e.g., a video of an HP computer, advertisement of
`computer services, a coupon for maintenance work, or a
`discount for network administration training courses).
`0037. By providing real-world content to virtual items
`received in gameplay, a player may be further engaged in both
`the game and within their Surrounding environment. Players
`may receive benefits within gameplay for taking advantage of
`real world-content. Such as additional points for downloading
`a ringtone. Further, players may receive benefits within the
`real world while playing the game (e.g., coupons, discounts,
`or ticket availability). The virtual items themselves may also
`represent both real and virtual items. For example, a virtual
`item may include an appearance of a branded soft drink
`thereby providing advertisement opportunities within the
`game.
`0038 FIG. 1 is a block diagram of a gameplay system 100,
`according to some embodiments. The gameplay system 100
`may include a game server system 102, a computer network
`106, a mobile device 108, a mobile device 114, a local attrac
`tion 112, and a local attraction 118. The local attraction 112
`may be proximate to the mobile device 108 and the local
`attraction 118 may be proximate to the mobile device 114.
`The game server system 102, mobile device 108, and mobile
`device 114 may be digital devices. A digital device is any
`device having a memory and a processor. For example, a
`digital device may be a personal computer, laptop, Smart
`phone, media player, cellular phone, tablet computer, per
`Sonal digital assistant, netbook, or the like.
`0039. In various embodiments, when a mobile device 108
`initiates a game, the mobile device 108 may communicate
`with the game server system 102 via the computer network
`106. The game server system 102 may provide one or more
`game services to the mobile device 108 to Support gameplay.
`0040. The game server system 102 stores virtual items
`104. A virtual item is any item depicted in a virtual environ
`ment that may be used in gameplay. The virtual item may
`comprise attributes (e.g., value for the game) and a real-world
`implication. For example, a mobile device 108 activates a
`game that allows for an interactive virtual environment. The
`interactive virtual environment may detect a local attraction
`112 and allow a user of the mobile device 108 to interact with
`the local attraction 112. When the user interacts with the local
`attraction 112 in the virtual environment, the user may receive
`a virtual item (e.g., an object Such as a food product, tool, roll
`of dollars, or weapon). The virtual item may be provided by
`the mobile device 108 or the game server system 102.
`0041. In one example, the game server system 102 may
`store virtual items 104. A user may play the game by checking
`into a local attraction. When the user checks-in, the user's
`digital device (e.g., mobile device 108) may provide check-in
`information with the game server system 102. The check-in
`information may include user identification information,
`game information, local attraction information, and/or any
`other information. User identification information may
`include a username, real name, or other user identifier. Game
`information may include the version of the game providing
`the check-in information, the level of the user, the virtual
`currency of the user, points of the user, an inventory of virtual
`
`Supercell
`Exhibit 1022
`Page 26
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`US 2012/0129590 A1
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`May 24, 2012
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`items received by the user, a list of virtual items used by the
`user, or other game information. Local attraction information
`may include any identifying information regarding the local
`attraction generally (e.g., restaurant, theme park, or corporate
`headquarters), brand information (e.g., Sundance or World
`Cup playoffs), and/or specific information (Apple Inc. at 1
`Infinite Loop in Cupertino, Calif.).
`0042. Once the game server system 102 receives the infor
`mation, the game server system 102 may log the information
`(e.g., in a user profile), back up a profile of the user, and/or
`select one or more virtual items to provide to the user in
`exchange for the check-in. In various embodiments, the game
`server system 102 may utilize a series of data structures, such
`as tables, to provide a variety of different virtual items with
`different properties to the user at different check-ins. A user at
`a low level of the game may receive a different virtual item
`than a user who has obtained a high level.
`0043. In some embodiments, the virtual items may be very
`similar, but their attributes may be different. A attributes of
`the virtual object may include an additional number of check
`ins for using the virtual object, an increase in virtual currency,
`or an increase in points. For example, a first level user and a
`47" level user may both receive "orange juice" as a virtual
`object. The orange juice virtual object may provide 10,000
`points to the 1 level user while the orange juice virtual object
`may provide 70,000 points to the 47' level user.
`0044. Once one or more virtual objects are selected by the
`game server system 102, the game server system 102 may
`provide one or more object identifiers to the mobile device
`108. The mobile device 108 may then present the virtual
`objects to the user during gameplay. In some embodiments,
`the digital device determines one or more virtual objects to
`present to the user without receiving the virtual object iden
`tifiers from the game server system 102 (e.g., if the game
`server system 102 is not available).
`0045. In some embodiments, the gameplay server system
`102 includes one or more modules that provide information,
`applications, or resources to the client engines 108 and 114.
`The gameplay server system 102 may also host services that
`Support applications executed on the client engines 108 and
`114. For instance, the gameplay server system 102 may con
`tain backend services such as Support services or operating
`system services.
`0046. The virtual item 104 may have a real-world impli
`cation. A real-world implication provides information, Ser
`vices, or benefits outside of gameplay (i.e., in the real-world).
`Information provided outside of gameplay may include per
`formance of a video or audio file, depictions of pictures,
`and/or displaying of information. Information may include,
`for example, a ringtone, audio file, image file, animation file,
`movie file, information regarding a good, service, person,
`real-world establishment, entertainment experience, video
`game, or the like. For example, a virtual item may include a
`food object from a brand-named restaurant. The user may
`receive an advertisement and/or ringtone of a song (e.g., a
`jingle) for the restaurant if desired, Services and benefits
`outside of gameplay may include coupons, discount codes,
`free offers for goods or services, limited-time offers, or the
`like.
`0047. In another example, the real-world implication of
`the virtual item 104 may include a message or information
`that is directed at generating revenue. In exemplary embodi
`ments, the virtual item 104 may contain branding or adver
`tising information. Branding information is information
`
`relating to a name, logo, slogan or design scheme associated
`with a product or service, while advertising information is
`information presented to persuade a mobile device user to
`take some action with respect to products or services. The
`branding or advertisement information in the virtual item 104
`may take the form of audio content, video content, or a textual
`String.
`0048. The real-world implication of the virtual item 104
`may include an offer to sell a product or service. The virtual
`item 104 may contain a coupon that a mobile device user can
`exchange for a financial discount or rebate on a product or
`service. The virtual item 104 may also contain a document
`code that a mobile device user can use to purchase a file Such
`as an audio file, media file, or other document. In exemplary
`embodiments, the virtual item 104 contains a character string
`that is used to unlock a file Such as an audio file, media file, or
`other document.
`0049. The real-world implication of the virtual item 104
`may include providing an object that controls access to an
`attraction. The virtual item 104 may include a ticket that is
`used to grant admission to the attraction. The ticket may
`include a document code or a character string. The virtual
`item 104 may also include other items that provide admission
`to the attraction. In various embodiments, the virtual item 104
`presents the user with a discount to the attraction. The attrac
`tion to which the virtual item 104 controls access may or may
`not be located near the mobile device user.
`0050. In various embodiments, the interactive gameplay
`limits the real-world implication of the virtual item 104 based
`on the fulfillment of one or more conditions or events. Con
`ditions or events limiting the real-world implication of the
`virtual item 104 may relate to the user's course of actions in
`the interactive game. For example, certain attributes (e.g.,
`benefits for gameplay) and/or real-world content (e.g., a
`ticket or discount) may only become accessible if the virtual
`item has been shared or traded to a predetermined number of
`people. Once the predetermined number has been reached,
`one or more of the sharing or trading people may benefit.
`0051. An exemplary condition may comprise a gameplay
`sequence in which the virtual item 104 is combined with other
`virtual items. Interacting with the virtual item 104 during
`gameplay may require a user to interact with one or more
`virtual items. The interactions may link the user to virtual
`items other than the virtual item 104. For example, a user may
`click an advertisement that directs him or her to a coupon to
`purchase the advertised item. In such a case, the virtual item
`104 may have a real-world implication that is accessible only
`once the virtual item is combined with another virtual item.
`0.052 An exemplary condition may also comprise trans
`mitting or sharing the virtual item 104 to other users. Inter
`acting with the virtual item 104 during gameplay may require
`a user to transmit the virtual item 104 to other users. Exem
`plary embodiments may provide a real-world implication
`only after transmission to another user.
`0053. The virtual item 104 may help increase or decrease
`a mobile device user's virtual credits in the interactive game
`play. Interactive gameplay may also contain routines or rules
`to select and provide the virtual item 104 based on a variety of
`factors, such as user location, likely proximity to a real-world
`item, environmental factors, economic factors, information
`about the user, the time of day, or completely at random.
`0054 The mobile device 108 houses a gameplay client
`engine 110 while the mobile device 114 houses a gameplay
`client engine 116.
`
`Supercell
`Exhibit 1022
`Page 27
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`
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`US 2012/0129590 A1
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`May 24, 2012
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`0055. The modules in the gameplay server system 102
`may reside on a server, Such as a web server, a database server,
`an enterprise server, or on a general purpose computer con
`figured to provide services to the mobile devices 108 and 114.
`0056 Though shown residing in the digital server system
`102, the virtual item 104 may also be stored in a location other
`than the digital server system 102. In exemplary embodi
`ments, the virtual item 104 resides in a server other than the
`digital server system 102. For instance, the virtual item 104
`may reside in a database server or a general purpose com
`puter. The virtual item 104 may also be distributed across
`multiple servers with portions of the virtual item 104 residing
`in computers connected by the network 106. The virtual item
`104 may also be stored on a mobile device. For example, one
`of mobile devices 108 and 114 may contain a CRSM, hard
`drive, or memory unit that contains all or portions of the
`virtual item 104.
`0057. In some embodiments, the computer network 106
`links the gameplay server system 102 to the mobile devices
`108 and 114. The computer network 106 may be any wired or
`wireless network. For example, the computer network 106
`may comprise a wireless personal area network (WPAN), a
`wireless local area network (WLAN), a wireless metropolitan
`area network, and/or a wireless wide area network. The com
`puter network 106 may also be a Global System for Mobile
`Communications (GSM) network, a personal communica
`tions service (PCS) network, a third generation (3G) wireless
`network, or a fourth generation (4G) network. The computer
`network 106 may be a Wireless Fidelity (Wi-Fi) network, a
`Worldwide Interoperability for Microwave Access (WiMAX)
`network, or other wireless network.
`0058. The computer network 106 may comprise a wired
`network without departing from the scope and the Substance
`of the present inventive concepts disclosed herein. For
`instance, in exemplary embodiments, the computer network
`106 comprises a wired local area network wired personal area
`network (PAN), a wired local area network (LAN), a wired
`metropolitan area network, or a wired wide area network. The
`connection to the wired network may occur through an Eth
`ernet connection, digital Subscriber line (DSL), a digital sig
`nal link (T1-T3 lines) or other connection.
`0059) Not all embodiments require the presence of the
`computer network 106. In exemplary embodiments, the com
`puter network 106 is replaced with a bus or interconnection
`that connects the game server system 102 to one or more of
`the mobile devices 108 and 114. In such embodiments, the
`game server system 102, the bus or interconnection, and the
`connected mobile device (i.e., one of mobile devices 108 and