throbber
US007824253B2
`
`(12) United States Patent
`Thompson et al.
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 7,824.253 B2
`Nov. 2, 2010
`
`(54) SYSTEMAND METHOD FOR PROVIDING
`REAL WORLD VALUE IN A VIRTUAL
`WORLD ENVIRONMENT
`
`(76) Inventors: Scott Edward Thompson, 720
`Wimbledon La., Hatfield, PA (US)
`19440; J. David Thompson, 410
`Goldmine Rd, Sellersville, PA (US)
`18960
`
`(*) Notice:
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 265 days.
`(21) Appl. No.: 12/061,188
`(22) Filed:
`Apr. 2, 2008
`
`(65)
`
`Prior Publication Data
`US 2009/O253475A1
`Oct. 8, 2009
`
`(51) Int. Cl.
`(2006.01)
`G06F I7/00
`(52) U.S. Cl. .......................................................... 463/7
`(58) Field of Classification Search ..................... 463/1,
`463/7, 25, 42
`See application file for complete search history.
`References Cited
`
`(56)
`
`U.S. PATENT DOCUMENTS
`7,330,834 B1
`2/2008 Lapierre
`7,386,799 B1* 6/2008 Clanton et al. .............. 715/758
`7,484, 176 B2 *
`1/2009 Blattner et al. .............. 715/758
`7,636,755 B2 * 12/2009 Blattner et al. .............. TO9,206
`2003.01.15132 A1
`6/2003 Iggland et al.
`2003/O122858 A1
`7/2003 Mauve
`2003/0177187 A1
`9, 2003 Levine
`2004/0266505 A1 12, 2004 Keam
`2005/O192071 A1
`9, 2005 Matsuno
`2005/O192087 A1
`9, 2005 Friedman
`
`2006/0178180 A1
`2006/0234795 A1
`2007, OO13691 A1
`2007/0024613 A1
`2007/0O8782O A1
`2007/0O87831 A1
`
`8/2006 Jung
`10/2006 Dhunjishaw
`1/2007 Jung
`2/2007 Jung
`4/2007 Van Luchene et al.
`4/2007 Van Luchene et al.
`(Continued)
`FOREIGN PATENT DOCUMENTS
`
`KR
`
`2001OO93581
`10, 2001
`(Continued)
`OTHER PUBLICATIONS
`Clark, Don, “Online game hopes to convert virtual cash into real
`revenue. Wall Street JnI., Jan. 9, 2003.
`(Continued)
`Primary Examiner Ronald Laneau
`(74) Attorney, Agent, or Firm—Buchanan Ingersoll &
`Rooney PC
`
`(57)
`ABSTRACT
`A system and a method is provided wherein real world mon
`etary or cash values are placed on virtual world avatars, avatar
`possessed or avatarpurchasable virtual world items, environ
`mental virtual world items and virtual world computer gen
`erated non-player characters (NPCs), such as slayable beasts,
`monsters, creatures, or humanoids. These NPCs or otherava
`tars (i.e., other players avatars) have the ability to defeat and
`collect the cash value of avatars and their gear, thus gaining
`cash value for the NPC or the avatars. This cash value is then
`winnable by any avatar with the skill to best the NPC or other
`avatar. In this system and method, a real world cash value of
`an avatar is established and can be increased or decreased
`based upon the avatar’s interaction with other avatars, the
`virtual world environment and/or a players investment of
`real world cash value.
`
`16 Claims, 2 Drawing Sheets
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`14O
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`
`
`
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`170
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`MMORPG
`Server
`110
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`External
`Content
`Server
`120
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`
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`Supercell
`Exhibit 1007
`Page 1
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`

`

`US 7,824.253 B2
`Page 2
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`U.S. PATENT DOCUMENTS
`
`7, 2007 Sun
`2007/O155508 A1
`8/2007 Witchey
`2007/O197297 A1
`2007/021.8987 A1* 9, 2007 Van Luchene et al. ........ 463,30
`2008.0004094 A1
`1/2008 Mueller
`2009. O132416 A1* 5/2009 Titus et al. .................... TOS/44
`2010, 0121729 A1* 5, 2010 Betzler et al. ................. 705/26
`
`FOREIGN PATENT DOCUMENTS
`
`1, 2007
`2000701013 A
`TW
`1, 2006
`WO WO-2006.001776 A1
`WO WO-2007/124599 A1 11, 2007
`
`OTHER PUBLICATIONS
`"Zwinky's virtual cash gets a real-world spin.” http://home. Zwinky.
`com/Zwinkyhome/main.jhtml.
`"Linden Dollars. www.second-life.com/linden dollars.html.
`
`“Ability to buy in-game items with real-life money.” Unofficial World
`of Warcraft Forums.
`“There.” www.there.com/parentlnfo.html.
`“My Maplestory.” http://ganxiezhu.blogspot.com/2007/01/my
`maplestory.html, 2007.
`Hallett-Hook, Fred, “Real Money Trade and Virtual Ownership in
`Virtual
`Worlds.
`http//www.cs.auckland.ac.nz/courses/
`compsci705slclassignments/StudentResearchReports/
`Virtual%20Worlds%20Money%20Fhal010%20.pdf. Auckland Uni
`versity.
`Lehdonvirta, Vili, “Real-Money Trade of Virtual Assets: Ten Differ
`ent User Perceptions.” Helsinki Inst. for Info. Techy. HIIT, 2005.
`Pollitzer, Ben K., “Serious Business: When Virtual Items Gain Real
`World Value.” http://papers.ssrn.com, Dec. 1, 2007.
`Matsuda, K., "Can we sell a virtual object in a virtual society?”
`Presence, Dec. 2003, pp. 581-598, vol. 12, No. 6, MIT Press.
`“Entropia Universe.” MindArk. www.entropiauniverse.com.
`* cited by examiner
`
`Supercell
`Exhibit 1007
`Page 2
`
`

`

`U.S. Patent
`
`Nov. 2, 2010
`
`Sheet 1 of 2
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`US 7,824.253 B2
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`140
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`
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`F.G. 1
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`17O
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`MMORPG
`Server
`110
`
`340
`
`Supercell
`Exhibit 1007
`Page 3
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`

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`U.S. Patent
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`Nov. 2, 2010
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`Sheet 2 of 2
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`US 7,824.253 B2
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`FIG 2
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`
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`Supercell
`Exhibit 1007
`Page 4
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`

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`1.
`SYSTEMAND METHOD FOR PROVIDING
`REAL WORLD VALUE IN A VIRTUAL
`WORLD ENVIRONMENT
`
`Virtual worlds are computer-based simulated environ
`ments intended for its players to inhabit and interact via
`avatars. Avatars in virtual worlds can be virtual images or
`representations such as humanoids, or any other representa
`tion of a player, and can be in the form of two or three
`dimensional graphical representations. Virtual worlds are
`generally purposed for interaction between players with one
`another and with computer-based simulated environments.
`Massively Multiplayer Online Role Playing Games
`(MMORPG) utilize virtual worlds and can include millions
`of players who often play these games, rather than playing
`single player stand-alone computer games on their personal
`console, because of the player interaction. Examples of
`MMORPGs include Second LifeTM, ThereTM, World of War
`craftTM, and ActiveWorldsTM, etc.
`In these virtual worlds, the players within the world prima
`rily interact with each other, and interaction with computer
`systems often occurs to provide tools for interaction between
`the players. For example, the virtual world platform can be
`used as a toolbox, wherein the computer system creators,
`designers, etc. can provide tools to allow the players to build
`and customize their avatars, as well as items for use by their
`avatars, such as clothes or houses, etc. Basically, the com
`puter system allows customization of the universe, or
`“metaverse.” as desired by the player within the confines of
`the computer-based simulated environments.
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`BRIEF DESCRIPTION OF THE DRAWING
`FIGURES
`
`FIG. 1 illustrates an exemplary embodiment of a computer
`network including local computers and servers.
`FIG. 2 illustrates an exemplary embodiment of a method of
`providing an online tournament.
`
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`SUMMARY
`
`40
`
`A system and a method is provided wherein real world
`monetary or cash values are placed on virtual world avatars,
`avatar possessed or avatar purchasable virtual world items,
`environmental virtual world items and virtual world com
`45
`puter generated non-player characters (NPCs). Such as slay
`able beasts, monsters, creatures, or humanoids. These NPCs
`or otheravatars (i.e., other players avatars) have the ability to
`defeat and collect the cash value of avatars and their gear, thus
`gaining cash value for the NPC or the avatars. This cash value
`50
`is then winnable by any avatar with the skill to best the NPC
`or other avatar. In this system and method, a real world cash
`value of an avatar is established and can be increased or
`decreased based upon the avatars interaction with other ava
`tars, the virtual world environment and/or a player's invest
`ment of real world cash value.
`Additionally, virtual world items, such as weapons, armor,
`etc., can be assigned or can earn cash values, and thus can be
`bought from, traded to, taken by, or sold to other avatars.
`These virtual world items, as well as the cash value of the
`avatars, can be taken by other avatars through competition
`and tournaments. In other words, some or all of an avatar's
`cash value and the avatar's virtual world items can be won or
`lost to another avatar or a NPC.
`Also, an avatar’s cash value and virtual world items can be
`placed in a bank or turned into real world money and with
`drawn from the game as desired by a player, wherein the cash
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`value of that particular avatar can be decreased if desired.
`Alternatively, real world cash value can be added to an ava
`tar's real world cash value via a real world cash value deposit,
`for example, or the avatar can acquire virtual world items
`from other players or the environment, as other examples.
`Competitions, such as individual tournaments, can be pro
`vided, whereinavatars compete for real world money. In these
`competitions, for example, at least two individual players
`enter their avatars into a competition and in the end one of the
`avatars is declared the champion.
`Other competitions, such as head-to-head duels, team vs.
`team or a free-for-all multiplayer arena, are also contem
`plated, wherein teams (i.e., two or more avatars) can be
`formed and can compete for real world money, wherein at
`least two competitors enter into a team competition, for
`example, and at least two teams compete using their avatars
`and in the end one team of avatars is declared the champion.
`Victory can be accomplished in several different ways. For
`example, Victory can be achieved by Surviving a multiplayer
`arena type setting, or victory can be achieved by fulfilling a
`game requirement.
`Prize winnings can also vary as desired. For example,
`avatars can have the ability to enter unique tournaments in
`which each avatar starts with its own unique bounty value,
`competes, and wins instant cash that cannot be lost even if the
`avatar is defeated and regardless of the round of play the
`avatar leaves the game.
`Disclosed is a system for providing real world monetary
`values in a virtual world environment, comprising: a com
`puter for storing real world monetary values of an avatar, a
`computer for storing real world monetary values on virtual
`world items; and a computer for hosting a competition
`between avatars in a virtual world environment, wherein a
`first avatar can defeat a second avatar and the real world
`monetary values and the virtual world items of the second
`avatar are transferred to the first avatar.
`Also disclosed is a method for providing real world mon
`etary values in a virtual world environment, comprising: pro
`viding real world monetary values on an avatar, providing
`real world monetary values on virtual world items; and pro
`viding a competition, wherein a first avatar can defeat a sec
`ond avatar and the real world monetary values and the virtual
`world items of the second avatar are transferred to the first
`aVatar.
`
`DETAILED DESCRIPTION
`
`As used herein, the terms “player and “competitor are
`synonymous and are utilized to signify a person who is play
`ing on the system provided herein and/or utilizing the method
`provided herein.
`As used herein, the term “avatar' is utilized to signify the
`virtual world representation of the player or competitor.
`As used herein, the terms “real world monetary value.”
`“real world cash value” and “cash value” are synonymous and
`are utilized to signify actual cash, Such as United States
`dollars or other legal tender.
`As used herein, the term “computer is utilized to signify a
`computerized system, such as a server, which operates to
`implement the exemplary embodiment systems and methods
`described herein.
`As used herein, the terms “competition” and “tournament'
`are utilized to signify player VS. player interactions, such as
`one-on-one, two-on-two, three-on-three, team play, etc.
`Competitions and tournaments can be formalized single
`round or multiple round events or can be informal individual
`or team activities. Competitions and tournaments can be
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`Supercell
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`Page 5
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`based on any type of games, for example, battle or war type
`games, Sports games, Strategy games, etc.
`As used herein, the term “virtual world item” is utilized to
`signify items within the virtual world that can be possessed by
`avatars and can include real world cash values associated
`therewith, if desired. Virtual world items include those that
`can be: purchased from or sold to vendors within the game,
`crafted using materials from within the game, or acquired
`through interactions with the virtual world environment, such
`as by looting the items off of NPCs or from drops from the
`environment, such as items collected from the environment.
`In one exemplary embodiment, a system is provided,
`wherein tournaments or other competitions are held between
`avatars, wherein players' skills can be tested against other
`players in a winner-take-all type of competition. The
`attributes of the avatars, including their real world monetary
`values and their virtual world items, can be stored on a com
`puter. The values of the avatars and their possessions can be
`displayed such that avatars with higher values may be chal
`lenged more often than those with lower values. On the other
`hand, avatars with lower values can take on otheravatars with
`lower values in order to raise their values. In other words, the
`value of an individual avatar can be increased by taking the
`values, in terms of their cash value and/or their virtual pos
`sessions, as a prize for beating another avatar in a competi
`tion.
`Avatars have the ability to enter unique tournaments in
`which each avatar starts with its own unique bounty value,
`competes, and wins instant cash that can not be lost even if the
`avatar is defeated and regardless of the round of play the
`avatar leaves the game.
`For example, a tournament can be held, wherein each com
`petitor puts all of their avatar's cash value, as well as their
`avatars items, on the line in a winner-take-all competition.
`The winning avatar would gain the entirety of the cash value
`and/or all of the virtual items of the losing avatar and the
`losing avatar would be left with no cash value and/or virtual
`items. The tournament can be hosted on a computer providing
`an environment in which a competition between competitors,
`by ways of their avatars, can be conducted and the cash value
`of the losing avatar can be transferred to the winning avatar.
`One example of how access to a competition or tournament
`is illustrated in FIG.1. As illustrated in FIG. 1, a system 100
`including a MMORPG server 110, an external content server
`120. Such as a tournament server and/or a cash value storage
`memory, a network 130, and local computers 140 can be
`provided.
`First, a player can select a tournament to play by selecting
`it through their local computer 140. Next, the local computer
`140 can connect 150 to the network 130, wherein the network
`130 can send the signal to the MMORPG server 110 and the
`external content server 120. The external content server 120
`further connects 160 to the MMORPG server 110.
`Second, a signal including personal information about the
`player, such as their name or other identifier and payment
`information, can be forwarded 170, 180 to the MMORPG
`Server 110 and/or the external content server 120. Alterna
`tively or additionally, information about the player's avatar
`can be forwarded. The forwarded information can be pro
`vided as a local signal 150 to the network 130 from a local
`computer 140 and in turn be forwarded through the network
`130 to the MMORPG server 110 through a first signal 170 or
`to the external content server 120 through a second signal 180
`to the external content server 120. It is noted that other infor
`mation can be carried in the local signal 150, the first signal
`170 and the second signal 180.
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`Third, the player can be charged by the external content
`server 120 for the entry fee for a tournament or other real
`world cash value, as desired. This can occur by a computer
`process of authorizing payment to the external content server
`120 or recognizing a player and the player's corresponding
`acCOunt, etc.
`Fourth, tournament or competition content 130 can be
`transmitted from, for example, an internal database within the
`virtual world (e.g., the MMORPG server 110 or databases
`linked thereto) or an external database networked to the vir
`tual world system 100 (e.g., the external content server 120 or
`databases linked to the system 300) containing the available
`content. The transmission, if provided by an external data
`base, can be transferred in the form of an interactive content
`stream 160 to the MMORPG server 110. Thus, the virtual
`world location where the player's avataris located can receive
`the content, wherein the content can be uploaded into the
`virtual space where the player's virtual viewing device is
`located.
`As an exemplary embodiment, a method of providing an
`online tournament is illustrated in FIG. 2. As illustrated in
`FIG. 2, the method can include providing a first avatar with an
`associated cash value 210, providing a competition by which
`a designated portion of the first avatars associated cash value
`is transferred to a second avatar 220, transferring the desig
`nated portion of the first avatar's associated cash value to the
`second avatar 230, and providing real world cash value asso
`ciated with the designated portion of the first avatars associ
`ated cash value to the player who is playing the secondavatar
`by allowing the player to withdraw cash value if so desired
`240.
`Game avatars can, for example, have real cash bounties
`placed on their heads. The value of an avatar can increase with
`each opponent bested and bounty won. As one exemplary
`embodiment, a scenario wherein portions of an avatar's value
`can be maintained is provided. For example, one third of a
`bounty (or any fraction of the bounty) won can be immedi
`ately transferred and can remain as earned cash even if the
`avatar is slain immediately after the posted bounty win. As
`further contemplated, the next third of the won bounty can be
`added into the winning avatar's cumulative cash bounty
`which can be the total cash value of the avatar or somefraction
`thereof as predetermined by the rules of the competition or
`tournament or individually selected by the player(s). This
`cash bounty can be immediately winnable, in total or by
`fractions, by other competing players though their avatars.
`The last third can be added to the character's over-all bounty
`or cash value. This over-all bounty can be revealed or broad
`casted, as desired, the next time the winning avatar enters a
`new tournament.
`As a result, avatars having separate and unique cash values
`at the start, middle, and end of any tournament can be pro
`vided. Additionally, their cash value can be altered through
`out a tournament and canthus create new and exciting ways to
`play tournaments. For example, a player's goal can be to take
`out an adjacent avatar that is worth S100 instead of going for
`cumulative cash kills. As an alternative strategy, a player
`could decide to hang back and Snipe at the backs of those
`avatars that have targeted the S100 value avatar.
`In an exemplary embodiment, an avatar is provided that
`won S150 total in a previous tournament can start a new
`tournament with a $50 bounty (/3 the S150) on his head. His
`high level of skill allows him to beat off three immediate
`attackers (at the start of the tournament) that attempt to score
`his S50 bounty. He adds the bounties of the three defeated
`avatars (for example, if each of the three attackers were worth
`S10 each, totaling S30) to his account, the player can pocket
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`S10 immediately, while S10 goes to his cumulative cash
`bounty (now totaling S60), and S10 goes toward a bounty he
`can use to start the next future tournament. If he is defeated, he
`still keeps the S10 he won earlier and the S10 toward the
`future tournament. The avatar which defeated him wins his
`cumulative bounty of S60 with S20 going immediately to cash
`in her pocket, S20 is added to her cumulative bounty, and the
`last S20 of the S60 goes toward a bounty that she can use to
`start a future tournament.
`Other types of tournaments are also contemplated herein.
`For example, tournaments based on Survival rather than con
`quering can be implemented. Games Such as a “King of the
`Hill' type can used as tournament formats.
`For example, combat tournaments using medieval weap
`onry, military weaponry, or futuristic weaponry, for example,
`can be the basis for a survival type tournament. In one
`example, a field of battle can disintegrate around a perimeter
`of the playing field forcing combat inward toward the field of
`battle's center. Any avatar caught in the disintegrating areasis
`eliminated from the competition. The disintegration may be a
`floating chunk of land that crumbles inward or merely a
`moving visual indicator. Avatars may be thrown or pushed
`into the disintegrated Zone to be eliminated, or can simply fall
`away as the land crumbles. Falling characters may still fight
`and kill other characters that are falling with them right up
`until they are terminated, for example, they could take fall
`damage and die.
`Similarly, a field of battle may be a stepped pyramid in a
`Valley that is filling up with lava. The rising lava forces avatars
`up the pyramid until only one can remain standing in a "King
`of the Hill type of winning scenario. Also, combat may occur
`in a city where falling buildings crush avatars that remain on
`the outskirts of combat for too long. Crashing buildings force
`avatars into the center until only one remains standing.
`Another type of tournament can be one in which teams are
`formed and lead to a common goal. For example, teams can be
`formed through loose associations, or can beformed as “mer
`cenaries in which players are individually paid by a team
`owner or captain to achieve a specific goal, wherein the prize
`can be allocated to the entire team or to the team owner or
`captain alone.
`For example, game avatars can be provided with or can
`earn individual marketable skills allowing for players to be
`hired out to compete and win for the benefit of a team owner
`or captain that can be in the form of Warlord, for example. As
`characters compete, the game keeps track of their combat
`stats. Players may choose to publish their abilities and previ
`ous achievements, and thus can make a living as a mercenary.
`As contemplated herein, mercenaries are capable of being
`hired by other players under an agreement, for example, that
`services rendered are for an up front fee in exchange for all
`game winnings going to the purchaser of the mercenary's
`services. Alternatively, a mercenary can be provided with a
`portion of the winnings for further incentive to join a particu
`lar team and to win. The net result of this could be a hired
`army fighting for the top cumulative posted prize.
`As another exemplary embodiment, a captain of a ship can
`offer S20 to individuals to entice them to sign up and become
`members of his crew, wherein the individuals would crew the
`captain's ship and guns. As contemplated herein, the captain
`can select and pay each of these crew members based on their
`negotiations and records from previous battles, wherein stel
`lar players may be paid more than average players and certain
`positions, such as steersman, might be paid more than other
`positions, such as gunmen.
`As envisioned, members of the crew can sign on, by liter
`ally taking S20 cash and joining the captain’s team, for
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`example, in exchange for waiving all or a portion of their
`claim to the winnings. The ship can then set sail for a tourna
`ment at sea after the crew is selected. It is envisioned that
`filling the crew can take minutes, days, weeks, or months
`depending upon the tournament outline. In one exemplary
`embodiment, 1000 Tall ships, each with their own captains
`and crews, can be set to compete for Supremacy of the sea.
`Each crew member can contribute a small portion of their
`bounty to the captain's over-all bounty in exchange for their
`10 joining the ship. The ships can go to war, blowing each other
`apart with cannon fire as crew kills crew with muskets and
`rapiers all the while trying to board and capture opposing
`ships. Experienced captains can be higher bounty targets as
`they may have a higher cumulative bounty of the crew (be
`cause better players may want to join this particular captain
`due to the captain's Superior skill or perhaps higher payments
`to the crew members) and perhaps previously won bounties
`from other tournaments that could add to a higher residual
`value for that ship. Killing the captain, sinking a ship, or
`stealthily capturing a ship's flag can all be victory conditions
`with the transfer of losing ship's avatar values being trans
`ferred in the conquering ship and the conquering ship's cap
`tain and/or crew members.
`As another example, a warlord could offer S20 to merce
`naries who will protect him through a combat tournament,
`with all winnings going to the warlord. He can select and pay
`each of these mercenaries based on their skills, experience,
`and/or game statistics from other battles. Similar to the crew
`members discussed above, these mercenaries can sign on, for
`example, by literally taking $20 cash, in exchange for all
`winnings, wherein the mercenaries have the incentive to win
`based upon their own reputation for future hiring, as well as
`the enjoyment of being selected by a Superior warlord.
`Additionally, as another example, a “Capture the Flag”
`type of game can be utilized. For example, teams can divide
`their forces into defense and attackgroups and move through
`city or country environments with the goal of taking out
`opposing forces, capturing the flag, and returning it to their
`base. Players can win cash by killing opposing team members
`and taking the cash values of the defeated opposing team
`members and/or win a cash prize of an amount from the losing
`team or an entry fee value should they capture the flag.
`Alternatively, teams or groups can be loosely associated
`with one another for the purpose of achieving a goal. For
`example, a group of avatars can work in concert to invade or
`defend a castle's walls to take or defend the castle (or a flag
`therein, for example). In this example, a time limit can be set
`that forces the invaders to invade. Failure to take the walls by
`the expiration of the time bank leads to victory for the defend
`ers. Players fight to the death, with those avatars still alive at
`the end from the winning team taking the cash prize of the
`value of the opposing team's avatars. Play can open with a
`cannon fire bombardment launched from both sides. Players
`may choose to hide and let others die so the reward is higher
`when entering combat for the win, or they may choose to be
`at the front of the action where they may gain and immedi
`ately pocket a portion of the cash Value of those they slay.
`By providing a variety of competition formats, relation
`ships for strategies can be formed. For example, alliances
`between Superior players can beformed, wherein players may
`make on the spot alliances in the last few moments before a
`tournament begins, Vowing to cover each other's backs until
`they are the last ones standing. This situation can be mutually
`beneficial and can likely be a winning strategy.
`On the other hand, other strategies with less cooperative
`relationships can also be implemented. For example, a begin
`neravatar may sneak along behind a very experienced fighter,
`
`Supercell
`Exhibit 1007
`Page 7
`
`

`

`US 7,824,253 B2
`
`10
`
`15
`
`7
`plying his bow and arrows to kill an avatar that the experi
`enced fighter had been fighting, thus stealing the kill and
`winning the defeated avatar’s cash value. This would prob
`ably not go unnoticed by the experienced fighter for very
`long, and could end up an eventual competition between the
`two, wherein the beginner avatar may still end up making
`cash.
`One example of a smaller team setting tournament can be
`an assassination team vs. defense team type of play. For
`example, 2 groups of avatars can enter a game by paying an
`entrance fee. The entrance fee for the assassination team can
`be posted as both a bounty on each of their heads and a
`cumulative Sumthat can be won by the defense team in charge
`of keeping the assassination target alive. The defense team
`can also post their entry fee which can similarly be divided as
`a bounty and over-all win value should the target they are
`defending be killed. The assassination target, for example,
`must be delivered to a predetermined Zone within the game,
`such as a courthouse, before a time limit expires for the
`defense team to win.
`As envisioned herein, any number of ruses can be utilized
`to disguise the assassination target. For example, an assassi
`nation team may disguise themselves as NPCs in the game. A
`wide variety of weapons can be used on both sides. Such as
`explosives for exploding buildings, and various hand-held
`weapons (guns, knives, etc.). The defense team may mark a
`likely assassinators and have NPC police characters investi
`gate Suspicious characters. The assassination team may take
`out NPCs such as the police and civilians as they see fit, but
`with the risk of marking themselves as a assassinators for
`defenders to eliminate and having the entire police force
`descend upon him for defenders to eliminate. Avatar values
`can be split into 2 parts, those immediately won when killed,
`and a cumulative cash pool should your team lose to the
`opposition, for example.
`As another example, an avatar can attempt to make it
`through an obstacle course in the fastest time while defending
`itself against attacks from other players and NPCs. Avatar
`cash values can again be divided into a bounty and a cumu
`lative win amount. Eliminating an avatar Scores the bounty
`40
`and is pocketed instantly by the winner regardless of how the
`player places in the race. This can open up a whole new level
`of competition in that players may decide to just plant them
`selves in front of the running crowd and take out as many as
`possible to score as much instant cash as possible. On the
`other hand, other players can decide to run as fast as possible
`to try to make it to the end and win the cumulative cash for the
`race. Yet still others can hang back, allow those that wish to
`fight to become engaged with other characters, then run by or
`join the melee from behind.
`As an alternative to warlike games, sports games, such as
`golf as mentioned above, can also be implemented herein. For
`example, avatars can start off with a winnable cash amount
`each. All players can play simultaneously and know the value
`of the other players, as well as the prize for the winning or
`lasting through each round. Money can be won or lost (i.e.,
`Subtracted or added to an avatar's value) based on accuracy of
`shots such as prizes for a longest drive, eagles, birdies, first on
`green bonuses, and speed of hole completion. Bonuses can be
`pocketed immediately and can be made perpetual throughout
`the tournament in that the bonuses cannot be lost even if the
`player is eliminated in the round. Additionally, eliminations
`can occur based on speed of round completion and cut off
`stroke scores (Par for the hole) to setup side games for further
`competition. For example, players may choose to focus only
`on scoring bonuses and cashing out immediately, or can play
`in a rushed manner to get to the green first regardless of stroke
`
`30
`
`8
`count. Alternatively, a player may choose to take their time to
`make Sure they maintain an optimum low stroke count to
`move up in the game's levels where higher cash values can be
`WO.
`In exemplary systems and methods, the cash value of an
`avatar can also be raised or lowered by a real world cash
`depositor withdrawal, in that the player of the avatar can put
`real world money into or take real world money out of the
`cash value of their avatar. For example, after a victory over a
`high value avataris completed, a player can withdraw some or
`all of their winnings, as well as some or all of their avatar's
`overall value, before another competition is held. Alterna
`tively, after a loss, a player can deposit more cash value into
`their avatar to continue playing (if the competition is not a
`single elimination tournament, for example).
`Additionally, real world money can be used to increase the
`abilities of the avatars, such as by purchasing better equip
`ment for the competitions. By purchasing im

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