US2008096665A1PendingUtilityA1
System and a method for a reality role playing game genre
Est. expiryOct 18, 2026(~0.3 yrs left)· nominal 20-yr term from priority
Inventors:Ariel Cohen
A63F 13/12A63F 2300/5553A63F 2300/69A63F 13/47A63F 13/655A63F 13/822A63F 13/30
52
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Claims
Abstract
A system for a Reality Role Playing Game (RRPG) including at east one of in-game experiences, out-of-game experiences and real world content scenarios that are related to at least one of REAL people and REAL in-life actions, feelings and contacts, wherein the distinction between in-game and out-of-game experiences are blurred.
Claims
exact text as granted — not AI-modified1 . A system for a Massively Multiplayer Online Reality Role-Playing Games (MMO)RRPG's comprising at least one of:
in-game experiences; out-of-game experiences; and real world content scenarios that are related to at least one of:
REAL people;
REAL in-life actions;
REAL in-life feelings; and
REAL in-life contacts,
wherein the distinction between in-game and out-of-game experiences may be blurred.
2 . The system of claim 1 , wherein there can be any number of real world content scenario types, comprising at least one of:
support group content scenarios comprising at least one of:
parenting and child care;
pregnancy and child birth;
avoiding over-eating and slimming;
giving up smoking;
treating alcohol addictions;
treating narcotic addictions; and
PTSD support groups;
learning content scenarios; and gaming content scenarios comprising at least one of:
“survival games” in the spirit of various Reality TV programs;
gambling games;
“Dungeons and Dragons™” scenarios;
dating games;
investment games using:
real currency;
game currency;
real investments; and
virtual/game investments;
competition games comprising at least one of:
skill-based with real judges;
skill-based with acting judges;
knowledge based; and
professional expertise.
3 . The system of claim 1 , wherein playing in any of the worlds comprises assignments and quests comprising at least one of:
computer assigned quests comprising at least one of:
learning assignments with qualifying exams;
real world physical assignments where validation credit from real entities is passed using cryptographically created “assignment keys;”
real world physical assignments where assignment credit from real entities is passed using cryptographically created “assignment keys;”
human interaction quests that are one of:
real;
virtual; and
mixed real and virtual;
treatment quests that are one of:
real;
virtual; and
mixed real and virtual;
coaching quests that are one of:
real;
virtual; and
mixed real and virtual; and
training quests that are one of:
real;
virtual; and
mixed real and virtual;
group assignments within the game world;
group assignments within the real world; and
group assignments within mixed real and virtual worlds;
a player self-defined assignment comprising at least one of:
pre-defined sub-quest types; and
goals and parameters of the assignment are self defined;
Internet assignments comprising at least one of:
establishing and moderating a forum;
establishing and maintaining an community Internet web site;
establishing and maintaining a blog;
establishing and maintaining a vlog; and
creating and distributing a podcast;
externally defined assignments; and externally defined assignments imposed by reality TV programs' producers.
4 . The system of claim 1 , wherein playing in any of the worlds comprises
an additional classification of quest type based on the distinction between: real time synchronous quests, occurring within the game world,
such that the real time nature of a quest may be critical where group interaction is involved;
real time synchronous quests, occurring in real life, such that the real time nature of a quest may be critical where group interaction is involved; and real time synchronous quests, occurring within the game world and in real life, such that the real time nature of a quest may be critical where group interaction is involved; and offline asynchronous quests to be performed at a player controlled pace.
5 . The system of claim 1 , further comprising (MMO)RRPG's credits and economy, wherein players may create valuable assets within:
the game world; the real world; and the game world and the real world.
6 . The system of claim 5 , wherein assets are at least one product.
7 . The system of claim 5 , wherein assets are at least one service.
8 . The system of claim 5 , wherein assets are at least one product and at least one service.
9 . The system of claim 5 , wherein assets are game-world oriented, without meaning in the real world.
10 . The system of claim 6 , wherein assets are game-world oriented, without meaning in the real world.
11 . The system of claim 7 , wherein assets are game-world oriented, without meaning in the real world.
12 . The system of claim 8 , wherein assets are game-world oriented, without meaning in the real world.
13 . The system of claim 5 , wherein assets are physical/tangible assets and can be sold in at least one of:
Internet auction sites; the game world; the non-game world; real world shops; and Internet shops.
14 . The system of claim 6 , wherein assets are physical/tangible assets and can be sold in at least one of:
Internet auction sites; the game world; the non-game world; real world shops; and Internet shops.
15 . The system of claim 7 , wherein assets are physical/tangible assets and can be sold in at least one of:
Internet auction sites; the game world; the non-game world; real world shops; and Internet shops.
16 . The system of claim 8 , wherein assets are physical/tangible assets and can be sold in at least one of:
Internet auction sites; the game world; the non-game world; real world shops; and Internet shops.
17 . The system of claim 5 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
18 . The system of claim 6 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
19 . The system of claim 7 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
20 . The system of claim 8 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
21 . The system of claim 9 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
22 . The system of claim 10 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
23 . The system of claim 11 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
24 . The system of claim 12 , wherein players gain credit in ways comprising at least one of:
selling real assets; selling virtual assets; getting certification; selling knowledge; training in a gym; visiting a therapist/psychiatrist; raising real funds; raising virtual funds; donating real funds; donating virtual funds; and providing tips and reports.
25 . The system of claim 17 , wherein said tips and reports are tourist tips of consumer information.
26 . The system of claim 5 , further comprising game currency.
27 . The system of claim 6 , further comprising game currency.
28 . The system of claim 7 , further comprising game currency.
29 . The system of claim 8 , further comprising game currency.
30 . The system of claim 9 , further comprising game currency.
31 . The system of claim 10 , further comprising game currency.
32 . The system of claim 11 , further comprising game currency.
33 . The system of claim 12 , further comprising game currency.
34 . The system of claim 26 , wherein game currency is exchangeable with real money.
35 . The system of claim 27 , wherein game currency is exchangeable with real money.
36 . The system of claim 28 , wherein game currency is exchangeable with real money.
37 . The system of claim 29 , wherein game currency is exchangeable with real money.
38 . The system of claim 30 , wherein game currency is exchangeable with real money.
39 . The system of claim 31 , wherein game currency is exchangeable with real money.
40 . The system of claim 32 , wherein game currency is exchangeable with real money.
41 . The system of claim 33 , wherein game currency is exchangeable with real money.
42 . The system of claim 1 , wherein marketing content and advertisement is incorporated in at least one of the following ways:
marketing campaigns immersed in the content scenario of the game; advertisements displayed in various locations visited by players within the game; assignments and quests involving real-life services and products associated with a specific brand; and branded game scenes in the spirit of branded entertainment TV programs giving the opportunity for brands to echo their commercial benefits and the positioning they want to defend.
43 . A method for a Massively Multiplayer Online Reality Role-Playing Game ((MMO)RRPG) comprising:
registering by a player of a personal character in the form of an avatar having attributes, wherein said avatar represents said player on said player's first visit to said game; joining a specific world (content scenario) and initializing said specific world with specific attributes and goals; and joining more than one world concurrently.
44 . The method of claim 43 , wherein players interact with at least one of:
reality TV programs; and spectators of reality TV programs.
45 . The method of claim 43 , further comprising importing an avatar.
46 . The method of claim 43 , further comprising exporting an avatar.
47 . The method of claim 43 , wherein said exporting further comprises at least one of:
full export and full avatar attributes; player attributes export; avatar attributes export from: a single content scenario; a group of content scenarios; and all content scenarios; and global computed attributes.
48 . The method of claim 43 , further comprising nullifying said global computed attributes while being exported and computing said global computed attributes dynamically when said exported avatar is imported in the future.
49 . The method of claim 43 , wherein said avatar attributes comprise at least one of:
real identity attributes; avatar attributes representing the real player within the game world; and global computed attributes, wherein said global computed attributes enable interaction between said content scenarios and said player's achievements in each one of said content scenarios in order to derive global values for said player, and wherein said global values can apply to any game environment.
50 . The method of claim 43 , further comprising protecting values of said attributes in each content scenario and the global computed attributes through digital signature technology, so that each of said content scenarios can access and modify its unique attributes.
51 . The method of claim 43 , wherein the real player's identity is confidential.
52 . The method of claim 43 , wherein the real player's identity is disclosed.
53 . The method of claim 52 , wherein the player's avatar is represented by at least one of:
the real player's photo; the real player's animation; and the real player's voice.
54 . The method of claim 43 , wherein said avatar is portable to other game environments and content scenarios.
55 . The method of claim 54 , wherein said avatar attributes can be saved to a file structure, wherein said structure is defined by a Portable Avatar Format (PAF).Join the waitlist — get patent alerts
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