Social reality gaming
Abstract
A social reality game includes a server receiving a selection of a challenge from a user at a client. The challenge includes a set of tasks. The server receives at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge. The server validates the confirmation message using a digital profile of the user. The server assigns points to the user upon completion of a task of the selected mission. The server offers a reward to the user upon completion of the challenge. The reward is based on the accumulated points in the digital profile of the user. The challenge is completed when all tasks from the challenge are validated.
Claims
exact text as granted — not AI-modified1 . A method for a social reality game:
receiving, at a server, a selection of a challenge from a user at a client, the challenge comprising a set of tasks; receiving at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge; validating the confirmation message using a digital profile of the user; assigning points to the user upon completion of a task of the selected mission; and offering a reward to the user upon completion of the challenge, the reward based on the accumulated points in the digital profile of the user, the challenge completed when all tasks from the challenge are validated.
2 . The method of claim 1 wherein validating the confirmation message further comprises:
communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user, the digital profile of the user comprising a plurality of attributes, the third party server sharing at least one attribute of the digital profile of the user,
wherein the user is a member of a social network system of the third party server.
3 . The method of claim 1 further comprising:
providing a menu of challenges; and
suggesting one or more challenges based on a referral from another user, the other user having a defined relationship with the user.
4 . The method of claim 3 further comprising:
computing a trust quotient based on the digital profile of the other user in relation to challenges; and
computing a trust rank based on the trust quotient and the defined relationship between the user and the other user.
5 . The method of claim 4 wherein the trust quotient and trust profile are computed based on a weighted normalization function of a number of interactions between the user and the other user.
6 . The method of claim 4 further comprising:
selecting an advertisement based on comments and ratings of the referred challenge, the trust quotient and trust profile of the other user; and
attaching the selected advertisement to the referred challenge.
7 . The method of claim 1 wherein the challenge comprises a real life mission for the user, a real life experience for the user, or a real life game for the user.
8 . The method of claim 1 further comprising:
providing users with virtual in-application currency and rewards to perform real life in-application actions, the actions improving the value of a shared data corpus, the user's in-application reputation, and the quality of social relationships among participating users.
9 . A non-transitory computer-readable storage medium, having instructions stored therein, which when executed, cause a computer system to perform a method comprising:
receiving a selection of a challenge from a user at a client, the challenge comprising a set of tasks; receiving at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge; validating the confirmation message using a digital profile of the user; assigning points to the user upon completion of a task of the selected mission; and offering a reward to the user upon completion of the challenge, the reward based on the accumulated points in the digital profile of the user, the challenge completed when all tasks from the challenge are validated.
10 . The non-transitory computer-readable storage medium of claim 9 wherein validating the confirmation message further comprises:
communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user, the digital profile of the user comprising a plurality of attributes, the third party server sharing at least one attribute of the digital profile of the user,
wherein the user is a member of a social network system of the third party server.
11 . The non-transitory computer-readable storage medium of claim 9 wherein the method further comprises:
providing a menu of challenges; and
suggesting one or more challenges based on a referral from another user, the other user having a defined relationship with the user.
12 . The non-transitory computer-readable storage medium of claim 9 wherein the method further comprises:
computing a trust quotient based on the digital profile of the other user in relation to challenges; and
computing a trust rank based on the trust quotient and the defined relationship between the user and the other user.
13 . The non-transitory computer-readable storage medium of claim 12 wherein the trust quotient and trust profile are computed based on a weighted normalization function of a number of interactions between the user and the other user.
14 . The non-transitory computer-readable storage medium of claim 13 further comprising:
selecting an advertisement based on comments and ratings of the referred challenge, the trust quotient and trust profile of the other user; and
attaching the selected advertisement to the referred challenge.
15 . The non-transitory computer-readable storage medium of claim 9 wherein the challenge comprises a real life mission for the user, a real life experience for the user, or a real life game for the user.
16 . The non-transitory computer-readable storage medium of claim 9 wherein the method further comprises:
providing users with virtual in-application currency and rewards to perform real life in-application actions, the actions improving the value of a shared data corpus, the user's in-application reputation, and the quality of social relationships among participating users.
17 . A server for a social reality game comprising:
a client interface configured to communicate with one or more clients; a third party server interface configured to communicate with one or more servers, the one or more servers comprising elements of a digital profile of one or more users; a storage device coupled to the client and third party interface, the storage device configured to store digital profiles of users, a library of challenges, trust quotients and trust profiles of users; and a processing device coupled to the storage device, the processing device comprising a challenge module and a validation module, the challenge module configured to present and refer one or more challenges to a user, the validation module configured to receive a confirmation message from the user associated with a task of a selected challenge, and to validate the confirmation message.
18 . The server of claim 17 wherein the validation module is configured to validate the confirmation message using a digital profile of the user, to assign points to the user upon completion of a task of the selected challenge, and to offer a reward to the user upon completion of the challenge, the reward based on the accumulated points in the digital profile of the user, the challenge completed when all tasks from the challenge are validated.
19 . The server of claim 17 wherein the validation module is configured to validate the confirmation message by communicating with a third party server to verify a content of the confirmation message based on the digital profile of the user, the digital profile of the user comprising a plurality of attributes, the third party server sharing at least one attribute of the digital profile of the user, wherein the user is a member of a social network system of the third party server.
20 . The server of claim 17 wherein the challenge module is configured to provide a menu of challenges, and to suggest one or more challenges based on a referral from another user, the other user having a defined relationship with the user.Cited by (0)
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