US2014243094A1PendingUtilityA1

Systems, methods and software applications for merging a virtual world, live events and an entertainment channel

Assignee: TAYLOE KENNETH LLOYDPriority: Feb 23, 2013Filed: Feb 23, 2013Published: Aug 28, 2014
Est. expiryFeb 23, 2033(~6.6 yrs left)· nominal 20-yr term from priority
G06Q 10/40H04L 67/131G06Q 30/02A63F 13/795G06Q 30/0209G06Q 10/46A63F 13/12
48
PatentIndex Score
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Claims

Abstract

Systems, methods and software merge a Virtual World, Live Event and Entertainment Channel, thus creating “The Perfect Storm” of gaming and entertainment whereby the characters of a social network game (e.g., an online fantasy sports league) are represented by human beings who register to be avatars of characters supported by a “Character Service Center,” while players compete to bring avatars to life in a Real World event (e.g., a Real World sports league), where the human beings behind the avatars compete for prizes while staying in character, as these competitors and players are incentivized by a “Collaboration Incentive Platform.”

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method of developing the “Holy Grail” of online gaming, broadcast shows and live entertainment (aka “The Perfect Storm”) comprising: the merger of three branches that are referred to as “Virtual World,” “Live Events” and “Entertainment Channel.” 
     
     
         2 . The method of developing “The Perfect Storm” according to  claim 1 , wherein the branches synergistically evolve/grow using a social network revenue/marketing engine. 
     
     
         3 . The method of developing “The Perfect Storm” according to  claim 1 , wherein the branches are created, promoted and merchandised via the use of any, or all, venues and technologies that exist today and/or arise tomorrow to broadcast promotional material and other communications via, for example, websites, blogs, web-casts, email-blasts, tweets and social media outlets (e.g., Facebook, Twitter, etc.). 
     
     
         4 . The method of developing “The Perfect Storm” according to  claim 1 , wherein the branches are enabled, promoted and grown via the “Character Service Center” and the “Collaboration Incentive Platform” (discussed in later claims). 
     
     
         5 . The method of developing “The Perfect Storm” according to  claim 1 , wherein the branches enable cause marketing via charity tie-ins with fans, athletes, partners and/or sponsors. 
     
     
         6 . The method of developing “The Perfect Storm” according to  claim 1 , wherein the branches sell, lease, contribute, share and/or otherwise use technology, products and/or accessories used by the branches. 
     
     
         7 . The method of developing “The Perfect Storm” according to  claim 1 , wherein any individual and/or entity can use the “Holy Grail” and/or one or more inventions disclosed in the present application (individually or collectively), in other fields, businesses and industries, such as any adult entertainment entity, any game development entity, any talent agency, any celebrity and/or celebrity loan-out entity, any business and/or profession, etc. 
     
     
         8 . The method of developing “The Perfect Storm” according to  claim 1 , wherein a “social network game” is rolled-out in the Virtual World that comes to life in Live Events, while rewarding and energizing the entrepreneurial owners, player participants and fan base in a manner that can stimulate viral growth online and offline. 
     
     
         9 . The method of developing a “social network game” according to  claim 8 , wherein a portion (e.g., 20%) of the avatars comes to life in a Real World sports league, with real competition for real cash and improvisational drama. 
     
     
         10 . The method of developing a “social network game” according to  claim 8 , wherein a portion (e.g., 20%) of the avatars that comes to life in a Real World sports league are those that first competed successfully in the Virtual World (e.g., the top 20% of winners) in order to then compete in a Live Event, thus blending the Virtual World and Real World by populating each such world with the same characters (e.g., the top 20% of winners). 
     
     
         11 . The method of developing a “social network game” according to  claim 8 , wherein the live action/competition between the characters results in the winners' characters in the Virtual World ranking up by winning points and the losers' characters in the Virtual World ranking down by losing points, thus blending the Virtual World and Real World by impacting each such world with related rank movement. 
     
     
         12 . The method of developing a “social network game” according to  claim 8 , wherein once an avatar has come to life in a Real World sports league, the character behind the avatar enters a super extra level status and gains entrance to the “VIP Lounge,” thus blending the Virtual World and Real World by offering each such world the “VIP Lounge” with the same characters and similar activities. 
     
     
         13 . The method of developing a “social network game” according to  claim 8 , wherein the characters are represented by actual human beings (users) who have signed up to be avatars of characters (an “avatar” is the graphical representation of the users' character). 
     
     
         14 . The method of developing a “social network game” according to  claim 8 , wherein a “Character Service Center” by enabling, leading and/or assisting characters, technologically and otherwise, creates, enhances, promotes and markets characters. 
     
     
         15 . The method of developing a “Character Service Center” according to  claim 14 , wherein a “Character Service Center” owns all proprietary rights to the created and enhanced character and its “avatar,” but not the individual that is the live human being (user) behind the character. 
     
     
         16 . The method of developing a “Character Service Center” according to  claim 14 , wherein the live human being behind the character can allow the “Character Service Center” to act alone, or in association with such live human being, regarding the interactive communications of the character, the live human being (user) behind the character and the character's fans. 
     
     
         17 . The method of developing a “Character Service Center” according to  claim 14 , wherein a “Character Service Center” and/or the human being behind the character who represent a character broadcast promotional material and other communications via websites, blogs, web-casts, email-blasts, tweets and social media outlets (e.g., Facebook, Twitter, etc.). 
     
     
         18 . The method of developing a “Character Service Center” according to  claim 14 , wherein a “Character Service Center” and/or the human being behind the character challenges friends and others to match-ups. 
     
     
         19 . The method of developing a “Character Service Center” according to  claim 14 , wherein a “Character Service Center” and/or the human being behind the character convince friends to sign up as players and choose this character, thus enabling this character to achieve eligibility for a percentage of revenues generated by this character. 
     
     
         20 . The method of developing a “social network game” according to  claim 8 , wherein a “Collaboration Incentive Platform” tracks, computes, allocates and rewards characters and players as they compete in a Virtual World sports league for rewards and/or to push a portion (e.g., 20%) of the avatars to life in a Real World sports league. 
     
     
         21 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein characters and players are incentivized by tracking, computing, allocating and rewarding cash and/or game points (“Incentives”) based on data collected from the Internet via the “Collaboration Incentive Platform,” using a “Mathematical Formula” that resides within a computerized network with such network including an appropriate central processing unit (“CPU”), hardware, software and databases that enable data collection and number crunching. 
     
     
         22 . The method of enabling a “Collaboration Incentive Platform” according to  claim 20 , wherein characters' and players' Incentives are allocated to them using a “Mathematical Formula” that resides within a computerized network with such network including an appropriate central processing unit (“CPU”), hardware, software and databases that enable monetization of their contributions (cash and non-cash Incentives) and computes their allocation based on assignment of units of value to components including, in addition to other possible components, one or more of the following:
 Access purchases 
 Advertisement views 
 Autograph signing 
 Customer referrals 
 Game playing 
 In-game purchasing 
 Issuing endorsements 
 Live Event competition 
 Monetary transactions 
 Product purchases 
 Profile updates 
 Program Views 
 Public appearances 
 Published content 
 User activities 
 Volunteer time 
 Widget development, and/or 
 Anything measurable that can enter into the “Mathematical Formula's” computation 
 
     
     
         23 . The method of enabling a “Collaboration Incentive Platform” according to  claim 20 , wherein a “Mathematical Formula” is at the core of the invention, so changing any part or aspect of this formula, for example, by including components and/or excluding components, from the formula, can enable this formula (in its then amended format) to accommodate a change in circumstances, objectives and/or goals, thus yielding a new answer and direction. 
     
     
         24 . The method of enabling a “Collaboration Incentive Platform” according to  claim 20 , wherein the invented system will provide reliable Internet based and/or computer based security, current technology, competitive economics, open development, collaborative promotion and/or strong authentication, including age and identity verification that is hardware based, software based or otherwise based. 
     
     
         25 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein characters participating in activities, such as game playing, signing autographs, issuing endorsements, making public appearances and/or performing a variety of other acts that generate revenues and ranking points for the characters that are tracked and scored, and then computed and allocated to the eligible characters via a “Collaboration Incentive Platform.” 
     
     
         26 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of the characters working with the “Character Service Center” to (a) interact with fans, (b) grow their fan bases and (c) rank up by generating ranking points by participating in activities. 
     
     
         27 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of the characters working to rank up into the “top tier” of competitors (e.g., the top 20%) to compete in real Live Events. 
     
     
         28 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein players participating in activities, such as game playing, in-game purchasing, watching programs, viewing sponsor advertisements, signing autographs, issuing endorsements, making public appearances and/or performing a variety of other acts that generate redeemable points for the players that are tracked and scored, and then computed and allocated to the players via a “Collaboration Incentive Platform.” 
     
     
         29 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of a player joining the social network game and becoming an active fan of the Virtual World by choosing one of the fantasy sports league teams to identify with and to coach. 
     
     
         30 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of a player selecting one, or more, free characters (lowest level; no price) that already have a basic profile for each character (e.g., character's name, background story line, basic traits and broadcast bumpers). 
     
     
         31 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of a player selecting one, or more, premium characters (higher level; higher price) that have video assets beyond the character's basic profile (e.g., the premium character being bought comes with video footage that has already been created of such character). 
     
     
         32 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of the players using redeemable points to (1) purchase virtual and/or real products and/or services, and/or (2) level up their characters. 
     
     
         33 . The method of developing a “Collaboration Incentive Platform” according to  claim 20 , wherein the “Collaboration Incentive Platform” accumulates the results of the players further leveling up their characters by pulling other players into the game who play the same character. 
     
     
         34 . The method of developing “The Perfect Storm” according to  claim 1 , wherein a portion (e.g., 20%) of Virtual World sports league avatars are pushed to life in a Real World sports league, with real competition for real cash and improvisational drama. 
     
     
         35 . The method of developing Live Events according to  claim 34 , wherein an “Improvisational Sports Theatre” act is created based on a professional sport where the athlete is an actor in character (his “Virtual World” character). 
     
     
         36 . The method of developing Live Events according to  claim 34 , wherein an actor in character (his “Virtual World” character) becomes a professional athlete competing for cash prizes while staying in character (his “Virtual World” character). 
     
     
         37 . The method of developing “The Perfect Storm” according to  claim 1 , wherein a portion (e.g., 20%) of Real World sports league competitors are pushed to avatar status in a Virtual World sports league, with virtual competition for cash prizes and online drama. 
     
     
         38 . The method of developing Live Events according to  claim 37 , wherein an “Improvisational Sports Theatre” act is created based on an athlete competing in a professional sport. 
     
     
         39 . The method of developing Live Events according to  claim 37 , wherein a professional athlete becomes an avatar (his “Virtual World” character) competing within the Virtual World in a “social network game.” 
     
     
         40 . The method of developing Live Events according to  claim 37 , wherein a Real World sports league embraces a Virtual World sports league and the systems, methods and software applications for merging a virtual world, live events and an entertainment channel that are disclosed in the present invention (individually or collectively), such as the “Character Service Center” (CSC) and the “Collaborative Incentive Platform” (CIP), being used to reward and energize the entrepreneurial developers, player participants and fan base in a manner that can stimulate viral growth online and offline in both leagues/environments (the Real World sports league and the Virtual World sports league). 
     
     
         41 . The method of developing “The Perfect Storm” according to  claim 1 , wherein an Entertainment Channel broadcasts original programming (e.g., Comedy Central Meets ESPN) that acts as the voice of evangelism, created to excite, inform and grow the fan base while promoting the Virtual World and Live Events. 
     
     
         42 . A method of signing, verifying and delivering authentic autographs via “digital signatures” (a digital signature/autograph that is signed and verified) to fans, collectors and/or others that serves to create and enable a new autograph market, that of “digital signatures.” 
     
     
         43 . The method of signing, verifying and delivering authentic autographs via “digital signatures” according to  claim 42 , wherein an avatar (the graphical representation of the user or the user's alter ego or character) offers and/or provides a signed, verified and delivered authentic character autograph via “digital signature” to a third party. 
     
     
         44 . The method of signing, verifying and delivering authentic autographs via “digital signatures” according to  claim 42 , wherein a human being offers and/or provides a signed, verified and delivered authentic autograph via “digital signature” to a third party. 
     
     
         45 . The method of signing, verifying and delivering authentic autographs via “digital signatures” according to  claim 42 , wherein either the requestor or the provider of the autograph via “digital signature” can provide the item upon which such autograph will appear.

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