Note: Descriptions are shown in the official language in which they were submitted.
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SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING
The present application is a divisional of
Canadian Patent Application Serial No. 2,696,620,
which is a divisional of Canadian Patent Application
Serial No. 2,665,737, which is a divisional of
Canadian National Phase Patent Application Serial
No. 2,552,367, filed December 30, 2004.
FIELD OF THE INVENTION
This application relates generally to a System and
method for toy adoption and marketing.
More specifically, this application relates to an
Entertainment System including a website, In combination
with a commercially purchased toy, wherein the system allows
a toy user to register the toy online using a registration
code, allowing the uaer access to various activities and
scenarios la a "virtual world" including a virtual
representation of the toy, via a computer connected to the
Internet.
EACKGROUND OF THE INVENTION
Typically, a consumer purchases a toy (e.g., a
stuffed plush animal or other creature, etc.) as a gift for
a child, for eXamplo, and that child then uses the toy for
imaginative activities. However, the toy manufacturer
relationship with the toy does not typically continue until
the next toy is purchased.
This lack of continuity represents a lost
opportunity to take advantage of the fact that the child or
other toy owner likely wants to create a whole imaginative
world for the toy for play purposes. A means of creating a
such an imaginative world using modern computer tools, such
as a personal computer connected to the Internet, wherein
the toy can be utilized in a computer generated 'virtual
world" for various games and activities, given a name and a
history, and taken care of, would allow the owner a more
varied and interactive means of playing with the toy.
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[0006] Further, such a virtual world could be used to
maintain the relationship between the toy owner and the toy
manufacturer (or, alternatively a retailer or service
provider), allowing new toys, accessories, and services of
the manufacturer, retailer, or other provider to be offered
to the toy owner, thereby increasing the potential market
for the manufacturer and increasing the usage of the toy by
the user. Such a virtual world could also provide many
educational and gaming scenarios that would engage a child
or adult with many hours of play.
Furthermore, such a virtual world could increase
the attachment that the toy owner feels for the toy, and
thus increase the likelihood that additional toy or
accessory purchases would occur, and also increasing the
satisfaction the owner feels with the toy, thus extending
the relationship between the toy manufacture and the toy
owner.
Finally, by engaging the toy owner in the virtual
world, advertising and other marketing advantages would
likely occur because of the additional satisfaction that the
toy would provide, hence leading to potential word-of-mouth
and other means of marketing the toy and the website.
Accordingly, a system for creating such a virtual
world to take advantage of such marketing potential might
provide some or all of the listed benefits.
SUMMARY OF THE INVENTION
Provided is a method for providing a virtual world
presentation to a user for entertainment. The method
comprises the steps of: storing data relating to a plurality
of registration codes, each of the registration codes
corresponding to one of a plurality of toys; serving
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content, via a communication network, to a user computer;
receiving one of the registration codes transmitted from the
user computer via one or both of the communication network
and an additional communication network; verifying the one
of the registration codes against the data relating to the
plurality of registration codes; registering a toy
corresponding to the one of the registration codes after the
verifying; and providing virtual world data for including in
the content. .
The virtual world data of the above method is for
use by the user computer to present a virtual world to the
user, and the virtual world includes a virtual toy
representing the toy.
Also provided is a method for providing a virtual
world presentation to a user of a toy for entertainment,
comprising the steps of: a user obtaining the toy including
a corresponding registration code; serving content, via a
communication network, to a user computer; receiving one or
both of data and commands from the user computer; verifying
the toy to determining a validity of the toy; registering
the toy for allowing the user to access a restricted portion
of an Entertainment System; and the system providing virtual
world data for including in the content.
The virtual world data of the above method is for
use by the user computer to present a virtual world to the
user, and the virtual world includes a virtual toy
representing the toy, and further the virtual world provides
a plurality of activities for the user to participate in via
interactions with the user computer.
Further provided is an entertainment system for
providing a virtual world for entertainment of a user of a
toy. The system comprises: a server subsystem for serving
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content, via a communication network, to a user computer,
and for receiving one or both of data and commands from the
user computer; a registration subsystem for verifying and
then. registering the toy, wherein the verifying includes
determining a validity of the toy, and wherein the
registering is for allowing the user to access a restricted
portion of the Entertainment System; and a virtual world
providing subsystem for providing virtual world data for
including in the content.
The virtual world data of this system is for use
by the user computer to present a virtual world to the user,
and the virtual world includes a virtual toy representing
the toy.
Also provided is an entertainment system for
providing a virtual world for user entertainment, which
comprises: a storage subsystem for storing data relating to
a plurality of registration codes, each of the registration
codes corresponding to one of a plurality of toys; a server
subsystem for serving content, via a communication network,
to a user computer, and for receiving one of the
registration codes transmitted from the user computer via
one or both of the communication network and an additional
communication network; a registration subsystem for
verifying the one of the registration codes against the data
relating to the plurality of registration codes, and
subsequently registering the toy in the system after the
verifying; and a virtual world providing subsystem for
providing virtual world data for including in the content.
The virtual world data of the above system is for
use by the user computer to present a virtual world to the
user, and the virtual world includes a virtual toy
representing the toy.
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Further provided is a toy for utilizing an
entertainment system, such as the ones listed above, for
providing a virtual world for entertainment of a user of the
toy. The toy comprises a toy body and a registration code,
5 and the entertainment system uses the registration code to
register and verify the toy. The entertainment system
presents a virtual world to the user via a user computer
connected to a communication network, and the virtual world
includes a virtual toy representing the toy.
Further provided is an Entertainment System as
described above, including one or more of the following
activities for a user:
providing a virtual medical checkup for the
virtual toy;
playing a game;
virtually purchasing virtual furnishings for a
virtual room in the virtual world using virtual cash;
virtually furnishing the virtual room in the
virtual world;
virtually purchasing virtual food for the virtual
toy using the virtual cash;
virtually feeding the virtual toy;
playing with the virtual toy;
playing with the virtual toy along with an
additional virtual toy representing an additional toy
registered by an additional user via interactions by the
additional user with an additional user computer;
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virtually adding an additional virtual room in the
virtual world; and
chatting with the additional user using the user
computer and the additional user computer.
Still further provided is a computer readable medium
for storing computer readable program code for performing the
method disclosed herein by utilizing a computer system, as also
disclosed herein.
According to one particular aspect of the present
disclosure, there is provided a toy comprising: a toy body
formed in a shape resembling an animate object; an electronic
storage device coupled to said toy body, said electronic
storage device storing registration data that is a unique code
that is uniquely indicative of a single toy and used for
automatically registering said toy on a computer server that is
separate from said toy to create an association between a user
and the toy on the computer server and to grant a user access
to a virtual character on a website that is accessible by a
user computer; and a communication part coupled to obtain data
that is stored in said storage device and to store in said
storage device information unrelated to said toy received from
the user computer and unrelated to registration of said toy on
the computer server, and operative to communicate said data
over the Internet when coupled to a communication network; said
electronic storage device storing information that is
communicated using said communication part, and including said
registration data that is operative for connecting over the
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communication network and automatically registering said toy on
the computer server.
There is also provided a toy comprising: a toy body
formed in a shape resembling an animate object; an electronic
storage device coupled to said toy body, said electronic
storage device storing registration data that is a unique code
that is uniquely indicative of a single toy and used for
automatically registering said toy on a computer server that is
separate from said toy to create an association between a user
and the toy on the computer server and grant a user access to a
virtual character on a website that is accessible by a user
computer; and a communication part coupled to obtain data that
is stored in said storage device and to store in said storage
device information unrelated to said toy and registration of
said toy received from the user computer, and operative to
communicate said data over the Internet when coupled to a
communication network; said electronic storage device storing
information that is communicated using said communication part,
and including said registration data that is operative for
connecting over the communication network and automatically
registering said toy on the computer server, wherein said
storage device stores updated data associated with a virtual
world on the computer server, and where said updated data is
different than original data stored in said storage device,
wherein said updated data includes an online profile of the
virtual character that is associated with said toy on the
computer server.
In accordance with a still further aspect of the
present disclosure, there is provided a toy for utilizing a
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system for providing a virtual world for a user of said toy,
said toy comprising: a toy body having an appearance resembling
an animate object; and an electronic storage device for storing
registration data adapted for registering said toy on a
computer server; wherein said storage device is adapted for
storing information unrelated to said toy and unrelated to
registration of said toy received from a user computer, and for
communicating with said user computer for supporting said user
computer connecting to the computer server over a communication
network for automatically registering said toy on said computer
server when said storage device is connected to the user
computer to create an association between a user and the toy on
the computer server, and wherein subsequent to successfully
registering said toy, said storage device accepts virtual toy
data from said computer server for storing in said storage
device, said virtual toy data comprising data associated with a
virtual character provided by the computer server; said virtual
character being displayed on a website accessible to the user
computer, and further wherein said virtual toy data is provided
by said storage device to said computer server and is adapted
to be utilized by said computer server in support of providing
said virtual character in a virtual world generated by said
computer server, and wherein said virtual character visually
resembles said toy as an animate object, and wherein said
electronic storage device is operative for automatically
registering using said registration data, over the internet.
A further aspect of the present disclosure provides a
method comprising the steps of: a user receiving a toy
including a toy body representing an animate object and an
electronic storage device that stores registration data for
registering said toy on a server system; the user connecting the
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electronic storage device to a user computer for storing in said
storage device information unrelated to said toy and registration
of said toy received from said user computer, and for communicating
the registration data to the user computer and receiving from the
server system infoLmation indicative of the toy on the server
system, said registering utilizing the user computer communicating
over the Internet, wherein said registration data is of a type for
supporting said registering in the server system to create an
association between the user and the toy on the server system, and
includes a network address indicative of the server system to which
the registration data is to be transmitted for said registration of
said toy; in response to said connecting, viewing a virtual world
including a virtual character resembling the toy that is rendered
accessible to the user computer in response to said registering on
the user computer by utilizing specialized data received from the
server system; and participating in specialized activities in the
virtual world using the user computer, said participating utilizing
data received from the server system on the user computer for
supporting the activities in the virtual world, wherein said
participating in the specialized activities is not received without
prior completion of said registering, wherein said registration
data is a unique code that is uniquely indicative of the toy,
wherein said storage device stores updated data associated with
said virtual world that is different than original data stored in
said storage device.
According to another aspect of the present disclosure,
there is provided a method comprising the steps of: receiving a toy
including a toy body that has a form representing an animate object
and an electronic storage device connected to said toy body for
storing registration data for registering the toy on a server
system; connecting the electronic storage device to a user computer
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for storing in said storage device information unrelated to said
toy received from said user computer, and for communicating the
registration data to the user computer; automatically transmitting
said registration data to said server system via the Internet to
create an association between a user and the toy on the server
system; in response to said transmitting, receiving specialized
data from the server system, the specialized data used by the user
computer for displaying a website comprising a virtual world
including a virtual character resembling the toy that was rendered
accessible as a result of said transmitting on the user computer;
and participating in specialized activities in the virtual world
using the user computer, said participating utilizing data received
from the server system on the user computer for supporting the
specialized activities in the virtual world, wherein in response to
said participating, storing information about the specialized
activities received from the server system on the storage device
connected to the user computer.
A further aspect of the present disclosure provides a
method comprising the steps of: receiving a product including a
body having a shape and appearance representing an animate object
and an electronic storage device connected to said body for storing
registration data for registering the product on a server system;
connecting the electronic storage device to a user computer for
storing in said storage device infomation unrelated to said
product and registration of said product received from said user
computer, and for automatically communicating the registration data
and a network address indicative of the server system to the user
computer for said registering the toy; transmitting said
registration data to the server system via the internet; in
response to said transmitting, receiving specialized data from the
server system, the specialized data for generating a virtual
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character in a virtual world on a website that is accessible to the
user computer; viewing an animated virtual character in specialized
activities in the virtual world using the user computer utilizing
data received from the server system on the user computer for
supporting the specialized activities in the virtual world; and in
response to said viewing, storing information associated with the
character that was received from the server system on the storage
device, wherein said data on said storage device represents an
online profile of a user.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 shows a schematic block diagram of a current
embodiment of the system and its interactions with some external
entities;
Figures lA and 1B show additional implementation details
about the embodiment of 1A;
Figure 2 shows a schematic diagram of a possible hardware
implementation of an embodiment of the invention;
Figure 3 shows a schematic diagram of a more complex
hardware implementation of another embodiment of the invention;
Figure 4 shows a block diagram of another embodiment of
the system and its interactions with some external entities;
Figure 5 shows a diagrammatic representation of some
features of a virtual world according to the current embodiment;
Figure 6 shows a manner of a user registering with the
System of the current embodiment for utilizing the System features;
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Figure 7 shows an example of how a user might
utilize the System of the current embodiment;
Figure 8 shows a high-level map of the major
features of the current embodiment;
Figure 8A-8G show the features of Figure 8 in more
detail;
Figure 9 shows a sketch of an example toy
according to the current embodiment;
Figures 10A and 10B show the front and back of a
tag listing the System website address and a registration
code according to the current embodiment;
Figures 11A-11J show example screen shots of the
website as possibly seen by a user of the system of the
current embodiment; and
Figures 12A-12H show a structure diagram of the program
code of the current embodiment.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Provided is an Entertainment System including an
online "virtual world" where the user of a toy can register
the toy using a unique registration number provided with the
toy at purchase, adopt the toy online, and play with a
virtual representation of the toy (the "virtual toy) in the
virtual world. In a current embodiment, the "virtual world"
is implemented using an interactive website via a user
computer connected to the Internet. In this manner, a user
can play wlth the virtual toy in a compUter generated
fantasy world (i.e., the virtual world).
Graphics, animation, sound, and even recorded
images might be utilized to generate this virtual world.
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Even live images might be utilized, if desired. In addition,
other sources of material can also be utilized. In essence,
the virtual world creates an interactive playland for the
toy owner to encourage imagination using the toy, and at the
same time, provide an incentive to purchase additional toys
or encourage additional individuals to also purchase toys in
order to participate in the Entertainment System.
Throughout this disclosure, the term "virtual" is
used, for example, to describe the user viewable/hearable
material presented to the user on the user computer from
data and/or computer programs and commands generated and/or
provided by the Entertainment System, to the user computer
running one or more computer applications (e.g., a web
browser with the appropriate plug-ins, applets, and/or other
support programs, etc.). The System provides the data
and/or programs, via a communication network connected to
the System and the user computer (e.g., the Internet).
The term "virtual" does not necessarily mean that
the displayed item is not "real", because the displayed item
could,= for example, be a video or picture of a real item,
for example. Furthermore, the "virtual world" is presented
using "real" physical phenomena (e.g., light and sound), and
is impacted by "real" user interactions (e.g., mouse and
keyboard manipulations). Rather, the term "virtual" is used
to describe the computer generated and/or provided
presentation to the user, including both visual and audible
effects, via the user computer. It is a "virtual world" in
the sense that it is primarily a computer presented fantasy
world with which the user can interact via manipulations of
the user computer. In this manner, the "virtual" items of
the virtual world can be presented as interacting with each
other and with the user. Furthermore, the user is provided
access to games and trivia as well.
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In the current embodiment, the virtual world
provides a biography of the toy, a virtual representation of
the toy (the virtual toy) using graphics and/or sound (such
as an animated image, for example) to participate in games
5. and activities. The system also provides a virtual means
for maintaining the "health and well-being" of the character
through various maintenance activities, such as virtual
feeding and playing, virtual shopping, and virtual medical
checkups, for example.
Furthermore, in the current embodiment, the
Entertainment System can be utilized for marketing
additional toys and/or accessories and/or services related
to the toy to allow restricted access to additional online
activities and features to those who purchase the toys.
The Entertainment System of the current embodiment
may provide some general services and features open to the
public, such as information about the toys and where to
purchase them, a description of the features of the website,
and other similar information. However, the primary purpose
of the System in the current embodiment is to encourage the
public to purchase a toy to obtain a registration code for
access to the primary features and services. Accordingly,
the primary features of the system are restricted to
registered users. The existence of the System may encourage
initial sales of the toy by new users (such as via word-of-
mouth from current users), and the System will also
encourage the purchase of additional toys by current users.
Online sales may be supported and encouraged in an
alternate embodiment, but in the current embodiment the
invention is intended to be utilized to sell toys in retail
establishments. Thus, the invention becomes a marketing
tool, utilizing word-of-mouth and the desire to increase
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participation in the virtual world, and thusly makes the
toys more attractive to retail merchants and increases their
sales.
In essence, the present invention in its current
5 embodiment provides an Entertainment System including an
online virtual world with a virtual toy representing a toy
purchased at a retail store. The toys might be plush toy
animals, for example. However, there is no limit to the
type of toy that the system could support, as long as the
10 toy can be represented by a virtual replica.
The current system functions basically as follows:
A consumer purchases a toy (such as the plush toy animal
representing a particular animal, for example, or some other
toy). The toy includes a tag attached to the toy body or
the toy packaging (or alternatively, another indicator
and/or a storage device) indicating a web site address and a
registration code. The user can load the System web site
using the web address in a browser application running on
the user's computer, and then enter the registration code to
register the toy, thereby obtaining access to restricted
portions of the System website.
In an alternative embodiment, the code can be
automatically entered via the storage device, for example,
for automatically loading, and/or downloading, and/or
registering the user with the System.
Registration allows the user to participate in a
virtual adoption process utilizing a virtual online replica
of the toy (the "virtual toy") to provide an analogous
online representation of the toy. The virtual toy should
look somewhat like the real toy (e.g., same type of toy,
similar shapes, color patterns, etc.), but could be more
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"cartoonized", for example, and can be animated, which may
or may not be the case for the real toy.
The registered user can then participate in
various activities both for enjoyment, and to virtually
S "maintain" the virtual toy in a happy, healthy, contented
state.
The System of the current embodiment utilizes a
server subsystem including a web server subsystem for
generating both dynamic and static web pages as is known in
the art, and for receiving data and./or commands from the
user computer. One or more databases support the
functioning of this server subsystem. The web server
utilizes various scripting or other executable programs for
providing dynamic content to the user's computer, which is
attached to the web server via some computer network, such
as the Internet, for example. The web server can also '
utilize various animated motion programs, such as a F1.ashTM
program, java scripts, etc., to provide dynamic content to
the user.
Figure 1 shows a top-level block diagram of the
Entertainment System 1, interacting with various users 10.
The users 10 should have previously purchased and registered
one or more toys from a Retail Merchant 9, who obtained the
toys from a manufacturer 8, or via a distributor.
If the user has not yet purchased a toy, he can
still access the System 10 to obtain information about the
System and/or the toys, but will not, in the current
embodiment, have access to much of the site until a toy is
purchased and registered.
The Entertainment System 1 is comprised of a
server subsystem 2 for interacting with the users 10 via a
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user computer being operated by the user. The server
subsystem can utilize a server 3, for serving content,
including web pages, data, commands, and/or programs, for
example, to the user computer. In addition, the server
subsystem can include a reception subsystem 4, for receiving
information and commands from the users 10. Alternatively,
the server 3 and reception subsystem 4 might be combined
into a single computer application, such as a commercially
available web server, for example, running on one or more
computers. The current system will utilize commercially
available applications to implement much of the server
subsystem.
The Entertainment System 1 also comprises a
Storage Subsystem 5, for storing system data, user IDs and
passwords, toy registration codes, personalized user
information, etc. utilized by the various subsystems. The
Storage Subsystem 5 of the current system will utilize a
commercially available database application running on
commercially available hardware, for example.
A Registration Subsystem 6 is used for registering
the user and the user's toy into the system, so that the
user has access to restricted portions of the system. The
Registration Subsystem 6 may utilize its own dedicated
application and hardware, or could be combined with or share
the Server Subsystem 2 applications and/or hardware. The
registration subsystem examines the registration code
against stored data relating to a plurality of registration
codes each representing a toy for sale.
A Virtual World. Providing Subsystem 7 generates
and/or provides the virtual world data to be served by the
server 3 to the users 10 for use in displaying a virtual
world on the users computers. Portions of this data may be
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generated on the fly in response to user interactions, and
portions are likely to be obtained and/or derived from data
stored in the Storage Subsystem 5. (For example, in the
current embodiment, items owned by the user (the items in
the dock for example), the virtual room state [virtual
furniture in the room for example], virtual cash, health,
happiness, hunger parameters are all examples of "stored
data", whereas data generated on the fly include position in
the room [which also gets stored], and Arcade Game scores,
all of which are described in more detail below).
Again, the Subsystem 7 may utilize unique
applications and/or hardware, or may be combined with one or
more of the Registration Subsystem 6 and/or the Server
Subsystem 2 applications and hardware.
Figure 2 shows an example implementation 1A of the
Evaluation System 1, in one of its simplest forms. The
system 1A comprises a server 12, a database 14, and a
router/modem 16 to connect to a public communications
network 20. A user 10A, utilizing a workstation 18, is also
connected to the communications network via a router and/or
modem 19, for example. In this implementation, the server
12, along with the database 14 and router/modem 16 and the
appropriate software, implement all of the subsystem
functions of the System 1 shown in Figure 1 by executing
various application programs on the server 12 hardware, for
example. Of course, the system 1A may also support many
additional users in a manner similar to that shown for user
10A, for example.
The current embodiment can utilize the Internet as
the public communications network. However, other
communications networks could be utilized, such as telephone
networks, cellular networks, dedicated networks, cable TV
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networks, power lines, etc. Furthermore, combinations of
these networks can be used for -various functions. However,
because of the ubiquitous nature of the Internet, a solution
utilizing that diverse network (which can utilize many
individual communications networks) is utilized in the
current embodiment.
Furthermore, the System 1 might also utilize a
private communication network for at least part of the
system. For example, the Registration Subsystem 6 of figure
1 might be connected to a private computer network located
at the retail store 8, where the user might register the
toy, for example, as discussed in more detail below.
Alternatively, the toy might automatically be registered at
the time of purchase (e.g., by scanning a code at the
register, for example), and thus not require any user
interaction at all beyond purchasing the toy. Or the user
might send in a registration card to implement registration,
as another example.
Figure 3 shows a more complex implementation 1B of
the System I. In this example system IB, a plurality of
servers 21A-21n can be utilized to implement the server
subsystem 2 functions of Fig. 1. Furthermore, a plurality
of CPUs 23A-23n can be utilized to implement the Virtual
World Providing Subsystem 7 functions of Fig. 1. A
plurality of database storage devices 25A-25n may be used to
implement the Storage Subsystem 5 functions of Fig. 1. And
a CPU 30 can be used to implement the Registration Subsystem
6 functions of Fig. 1, for example. Finally, a router 29
can be used to connect to the Public Communications Network
20
Note that, although Fig. 3 shows multiple servers
21A-n, multiple CPUs 23A-n, and multiple databases 25A-n,
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any of these might be implemented on one or more shared
computers in various configurations, executing one or more
computer program applications, as desired. As the number of
users supported by the system 1C grows, additional hardware
5 can be added to increase the capacity of the system, as
necessary, in a manner similar to that shown in the Figure.
Continuing with Figure 3 showing the more complex
implementation 1B, a plurality of users can be supported in
various configurations. For example, a plurality of users
10 10B operating single workstations 18A-18n, individually
connected to the public communications network 35, can be
supported. Furthermore, complex user networks can also be
supported. Retailers and or Toy Manufacturers might also
have access to the system, as represented by the example
15 shown in 8A, should an online-ordering system be implemented
for selling toys. Of course, alternate implementations are
also possible, depending on the types and number of users
and/or retailers being supported, and also depending on the
state-of-the-art computer technology.
Tn the-current embodiment, the System uses an
ApacheTM web server running in a I,inuxTM environment. For
webserver hardware, an Intel 2Ghz+ CPUs with 2GB RAM running
Gentoo linux with the appropriate extensions (e.g., mod_php4
and mod_perl ) can be utilized. The server will serve flash
content to a web browser running a web browser application
using PHP, Perl, and actionscript, and flash plugins. A
MySQL database application will also be utilized for the
storage subsystem.
The client (User) side Flash application make the
calls to a number of PHP files. These PHP files then
"interface" with the MySQL database to obtain the necessary
data. All are served by the Apache web server, which can
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serve HTML, XML, along with the appropriate flash and other
content. For multi-user environments (e.g., the multi
user rooms discussed below) these are served by a socket
server written in Perl.
This is effectively a 3 layer type of setup:
Flash layer <--> PHP layer (this handles requests to the
back end) <--> MySQL database, as shown in Figure 1A.
Figure 1B shows the interaction between the client (user)
and server subsystem data flows in more detail. A dedicated
database server running MySQL on a dedicated computer
running the Gentoo linux OS can be used in the current
system.
=
A secure Apache SSL server can be utilized for the
registration subsystem, likely sharing the computer with the
other Apache server.
Figure 1A shows an implementation of the current
system utilizing an Apache Secure Web server 240 for serving
files over secure connection (HTTPS, SSL mode), and an
Apache Web server 250 for serving files over regular HTTP.
A custom Socket Server 260, which is an XML socket server,
written in PERL, is also utilized for providing independent
environments for game sessions.
Items 242, 244, and 246 are parts of adoption
center (discussed below), which is a flash application with
PHP backend. Item 242 provides for user registration, using
a form-driven flash application which validates the
registration code and creates a user account within the
system. A pet creation application 244, is a form driven
flash application designed for guiding the user through pet
creation process, and validating the registration code .
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Authentication/Login process 246 is a flash
application validating user credentials on the server side
and spawning an API core in case of validation. It also has
module designed for password retrieval based on collected
user information, and currently passes user data to a client
side API, and may in the future pass user data and a
generated encryption key for a current session to a client
side API.
Items 252 & 254 are Different rmadia (files)
available on the server subsystem for user use. Item 254
represents Flash Movies and Games available for the user.
Item 256 represents the server side API. Chat 262 and
Multi-user games interactions API (MAPI) 264 are a part of
Client side API and are used for setting up and maintaining
connection to the socket server, authenticating the user,
and work in a pass-through mode for multi-user
games/environment to exchange messages.
Figure 1B shows the API as a functional layer,
serving end user applications (Flash games and such) with
stored data (users statistics, virtual toys' properties,
item parameters, etc.) retrieved from the database; it also
is used to modify/enter certain data.
The scheme of the API is subdivided into Client
part 280 (flash application) and Server part 270 (PHP
script). Flash clip/movie Game 290 calls a function within
the API client side [Core 283] passing a request to some
arbitrary data. The Client side API [Generator 285] sends
the request to [Parser 272] server side API. The Server
side [Core 273] processes it and retrieves data from the
database, wraps it in XML [Generator 274] and sends it back
to the Client Side API [Parser 282], which calls specified a
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callback function within originator Flash clip/movie (Game
2901 and passes received data to it.
To ensure users privacy, prevent cheating and
preserve validity/authenticity of information, additional
security layers can be designed which encrypts all data
being passed back and forth in-between parts of the APIs
(client/server).
The chosen Encryption technique of the current
embodiment is a modification of TEA routines, using a
Feistel cypher with 128bit key. Keys are generated at the
login stage and securely passed to client side via HTTPS,
after which the adoption centre spawns the client side API
and passes the encryption data specific for the session.
Additional measures which can be taken to prevent cheating
and maintain data coherency include using different
permutations of the original key for every data
transmission.
Figure 4 shows an alternate embodiment of the
Entertainment System where the toys are sold to user via an
online merchant. In this alternate embodiment, the
Entertainment System 1B includes an online store 40 for a
user 10.to purchase toys. The user 10 purchases the toys
using the user computer 11, making an online payment using a
credit card or online payment service, for example. A
Warehouse or Retailer 42 then delivers the purchased toys,
via a delivery service 44, for example, to the user 10.
Registration of the toys could be automated, or as described
above and below for a store-purchased toy.
Figure 5 shows a diagrammatic representation of
some features of the virtual world. An interesting feature
of the current embodiment is maintaining the virtual well-
being of the virtual toy. The well-being parameters 100
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include Happiness 101, Hunger 102, and Health 103. In the
current embodiment, numerical values for each of these
parameters are tracked and displayed to the user, as
described in more detail below.
Furthermore, each virtual toy can have a specific
Temperament/Personality 104 which impacts how the Happiness
101, Hunger 102, and Health 103 parameters interact with
each other, and with activities in the virtual world, and
how quickly they change. For example, a virtual toy
representing a toy sheep might be more easily be made happy,
and have less of an appetite, than a virtual toy
representing a toy lion, which may be more grumpy and have a
greater appetite, for example. Thus, the virtual toy sheep
may be easier to please and need less food than the virtual
toy lion, for example. Alternative parameters could also be
utilized. For example, a robot toy might have a "charge" or
"energy" level, and an automobile might have a "fuel"
parameter, rather than a hunger parameter, for example.
One of the features of the Entertainment System in
the current embodiment is to provide online User Games and
Activities 110, which can be used to win more virtual cash
111. Some of these Games/Activities 110 are described in
more detail below.
The collection of virtual cash 111 is Eor use in
making "virtual purchases" of various "virtual commodities",
for example. In the current embodiment, each registration
of additional new toys adds an increasing amount of virtual
cash, which is monitored and tracked by the System, the
balance of which is shown to the user when the user is
participating in the virtual world. Virtual cash can be
earned by playing games, successfully answering trivia
questions, and via other means as well.
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Furthermore, Virtual Cash 111 can be used to shop
for virtual furnishings and accessories 114. These can be
used to furnish one or more virtual rooms set up for the
virtual toy. Furthermore, by furnishing the virtual room(s)
5 and adding virtual accessories, the well-being parameters
100 of the virtual toy can be improved by the System,
especially the happiness parameter 101 and the health
parameter 103. Thus, a user can improve these parameters by
using virtual cash to accessorize and outfit the various
10 virtual rooms.
Furthermore, in the current embodiment, the user
can purchase virtual Food and virtually feed the virtual toy
112, in order to satisfy the virtual toy's hunger parameter
102. This will also improve the virtual toy's happiness 102
15 and health 103 parameters in a manner determined by the
System (utilizing, for example, the temperament/personality
104 of the toy).
Finally, in the current embodiment, by playing 115
with the virtual toy, the virtual toy's happiness and health
20 parameters are improved. Playing may, however, make the toy
hungry, thus affecting the toy's hunger parameter 102. The
virtual cash virtual cash may also be used to provide a
virtual medical checkup for the virtual toy to improve the
virtual toy's health parameter 103.
In this manner, the Entertainment System uses the
well-being parameters and virtual cash to help balance a
platform for providing fun and activities, with an incentive
to purchase new additional toys, and to increase the user's
attachment to the physical toy. The fun and enjoyment
obtained through the use of the system provides free word-
of-mouth advertising, which also helps sell additional
physical toys. In this manner, the Entertainment System is
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a marketing tool that will increase the overall sales of th
toys, and thus provide a benefit to retailers selling the
toys.
Figure 6 shows the preferred manner of a user
registering with the System for utilizing the Entertainment
System. The user typically makes his first purchase 120
from a retail store. However, in an alternate embodiment,
online purchases might also be supported using au online
store (as discussed above for Figure 4), especially for
subsequent purchases.
The toys might be, tor example, plush toy animals,
robots, action figures, figures based on cartoon characters,
vehicles, aliens, inanimate objects, etc. Figure 9 shows
an example sketch of a plush toy horse that might be
purchased at a retail store and used for the Entertainment
System.
The toy will be paired with a hang tag or other
device having the system website address and a registration
code imprinted thereon or stored therein. For example, in
the current embodiment, a simple paper or cardboard hang
Lag, as shown in Figures 10A (front) and 10B (back), has the
website (Fig. 10A) and the registration code (Fig. 10B)
imprinted on the tag.
Alternatively, an electronic storage device, such
as a ns0 key, or wireless RF tag or Bluetoothrm device, could
be embedded within-or provided with the toy and/or its
packaging at purchase. The electronic device would then
have the registration code stored in the device using
electronic memory (RAM, ROM, EEPROM, etc.), for example. As
electronic storage devices become cheaper, using such a
device for storing the registration code may become the
preferred approach.
. .
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For the current euthodiment, after the user taken
the toy home, the user begins the registration process by
visiting the Entertainment System website using the address
on the tag and a user computer via an /nternet connection to
load the home page (see screen shot Fig. 11} and logging on
to the System website (see screen shot Pig. 1113) to load thn
adoption center 122. The System then displays an adoption
center page (item 122 of Fig. 6), and example of which is
shown in screen shot Figure 11R.
In the current embodiment, the user then registers
the toy, thus receiving access to the various online
features of the invention, as discussed herein.
The registration process of the current embodiment
in performed by manually entering the registration code
printed on the regiatration tag via the user computer
connected to the Internet. The user also chooses a uner ID
and password. The system can ensure that at least the
combination of ID and password is unique, or might also
insure that each user ID is unique as well.
Personal information might also be requested in
order to recover user ID and password information. Such
personal information might be a favorite color, user's
birth date, ctc.
In an alternative embodiment using an electronic
aorage device with the registration code stored therein,
the e/ectronic device will communication with the user
computer via a corresponding device, and thus automatically
or manually transfer tha registration code to the user
computer. For example, the system could request that the
20 user plug in a US B key into the user computer at the
appropriate time, or the user computer may wirelecsly read
an RP or Bluetooth device located in or on the toy.
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In the current embodiment, after the user enters
the registration code, and before or after the user enters
the user ID and password, the System checks the registration
code in any one of a number of ways. In essence, the system
uses stored data relating to all of the registration codes
associated with corresponding toys for sale.
The system might check the registration code
against a list of valid registration codes stored in the
system database, for example. In this case, the stored data
are the actual registration codes themselves. If there is a
match, the registration code has been validated, and the
system then determines the type of toy that the user
purchased based on information stored with the registration
code in the database. For example, each code could be
linked to information about the type of toy (e.g., a basset
hound, a fish, a lion, a robot, a soldier, etc.), its
coloration and appearance, its temperament, etc.
The System may display a user agreement at some
point, providing the terms of usage and legal notices, for
example. The System requires an affirmative response from
the user in order to complete registration.
In such an embodiment discussed above, it would be
beneficial to make each registration code unique and
complicated, in order to make it difficult for an imposter
or unauthorized user to make up a code or use a previously
registered number to obtain unauthorized access or
unauthorized additional virtual toys.
As an alternative, after being entered, the
registration code is used in a mathematical algorithm to
determine its authenticity, and such an algorithm might also
be used to determine the type of toy being registered. For
example, all lion plush toy registration codes might start
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with the letter "L", and might use a following number that
can be factored into exactly 5 prime numbers, for example,
or the number might fall into a particular range or format.
Another example is the use of an algorithmic pass-code based
on a central key value. In these examples, the stored data
relating to the registration codes provides the proper
information to perform the validation process (e.g., the
proper letters, number ranges, acceptable factors, the
central key, or the algorithm itself). Accordingly, by
these methods, the actual registration numbers need not be
stored, but could still be verified. Then, perhaps by
storing the registered registration code, uniqueness could
be guaranteed by never allowing that same code to be used
again.
Of course, additional techniques can be used to
determine a registration code authenticity as well, as long
as the registration process ensures that it is likely the
user has purchased a valid toy, and thus is an appropriate
user of the system.
Referring again to Figure 6, after validation and
registration has occurred, and the user name and password
accepted, the user is prompted to provide a name for the
virtual toy 126 (or in an alternative embodiment, one is
suggested by the site). The system can then display a
biography of the virtual toy 127, and can also show the user
what the appearance of the virtual toy will be. The
biography may show such items as a virtual birth
certificate, adoption certificate and/or information, likes
and dislikes and favorite foods of the virtual toy, etc.
The biography may be related to the personality/temperament
of the virtual toy, the type of toy, etc. A virtual
identity for the toy is thus created by the System,
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including the biographical information, the name provided by
the user, etc.
The user might then be prompted to register any
additional toys (128 & 130), if any. Finally, the System
5 might provide the user with an initial virtual medical
checkup 132 for the new virtual toy at a virtual clinic (see
screen shot Fig. 11D for an example view of the clinic).
The toy's well-ness parameters can then be displayed to the
user for the first time, and the registration process is
10 thereby finished, and the user now has access to at least
some of the restricted portions of the Entertainment System
website.
Note that alternative means of registering the toy
are also possible in alternative embodiments. For example,
15 the user might phone in the registration code using a
telephone, and be given a user ID and password, or choose
one over the phone. Or the user may register the toy at the
place of purchase using a dedicated or general purpose
computer on a private network. Or, if the toy is purchased
20 online, the registration might occur at the time of
purchase, before the user has obtained the actual physical
toy. Thus, different communication networks may be utilized
for registration as are utilized for website access, for
example.
25 The
System website can present various interactive
scenes into which the virtual toy is incorporated. In the
current embodiment, the toy characters can be animals that
reside in a virtual village, for example. New
features can
be opened based on the number of toy animals a user owns and
registers. For example, there might be a special adventure
that opens when the user purchases and registers his fifth
toy, regardless of what those toys are.
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In an alternative embodiment, the scenes might be
customized based on the type of toy. For example, a basset
hound plush animal could be shown in an urban landscape or
setting. Likewise, a cow could be shown in the countryside,
a monkey in the jungle, and a lobster under the sea, as
additional examples.
Furthermore, in another embodiment, each type of
toy might have different traits that can impact the way the
toy reacts based on the type of toy. Thus, a toy lion might
be a mean carnivore, while a toy monkey eats fruit and is
playful, for example. Soldiers might be aggressive, while
dancers are graceful, for example. Thus, any of the above
concepts are not limited to animal toys, but could easily
support other toys such as human dolls, robots, machines,
soldiers, etc.
Having virtually adopted their toy by registering
it with the System, the consumer can then participate in a
variety of online games, some involving the virtual
representation of the toy (i.e., the virtual toy). These
games can include adventure games, trivia games, arcade-
style games, and the like. Participants can collect
"virtual cash", which is virtual money which can be spent to
purchase virtual items for their toys, as discussed above
and below. This virtual cash may or may not be useable at
other sites, and may or may not represent legal tender.
Furthermore, a participant may purchase additional
toys, register them, adopt them, and thus add them their
virtual world, creating additional virtual toys. These
purchases are preferred to be actual toy purchases using
legal tender where the user obtains a real toy. However, in
an alternative embodiment, "virtual toys" represented only
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online might also be utilized, whether purchased with legal
tender or merely online "money".
Each of the new toys is, after registration,
represented as a virtual toy which can interact with other
virtual toys (including those created to represent other
actual toys), including team game play, for example.
Participants can also chat with other registered users using
online chatting or posting features. The current embodiment
utilizes a symbol chat with preset icons, rather than
general text chat, to protect children from inappropriate
language. However, generalized chatting features could also
be added, such as provided by a commercially available chat
program, for example.
Figure 7 shows an example of how a user might
utilize the Entertainment System for a session or two.
First, the user purchases one or more toys 200. Then, the
user registers one of the toys 202, as described above. The
user then purchases virtual furnishings and virtual
accessories 204 for the virtual toy, and uses the purchased
items to furnish the toy's virtual rooms 206. The user can
virtually move the furnishings around the room by "point,
click, & drag" operations, for example, thus testing various
types of decorating schemes. The user can also
paint/wallpaper the room, provide flooring, etc. all of
which were purchased 204.
The user might then play with the virtual toy 208
for a while, increasing the toy's health and happiness
parameters. The user might then add a friend to the site,
and interactively play 212 with the friend, who can be
online using his own computer. The friend will have virtual
toy's that can be seen and interacted with, even though the
friend may be remotely located, and thus not seen by the
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user. The user and his friend may chat with each other
using the chat icons, for example.
The user might want to perform a checkup 214 of
his virtual toy, if the toy displays some low health
parameters. The user might then play various online games
216, including online arcades and trivia, in order to
generate more virtual cash 218. The user might then use the
new virtual cash to purchase virtual food, and then
virtually feed 222 the virtual toy.
If the user bought additional toys, he can
register the additional toys 224, which will also generate
additional virtual cash 218. The user can then use both the
original virtual toy and the additional virtual toy to play
together, increasing the happiness parameter of both virtual
toys, and perhaps making the toys hungry. The user then
might end his online activities, or continue with additional
online activities in a similar manner.
Of course, actual user sessions can involve an
infinite combination of the various features of the
invention, and the process of Fig. 7 is merely an example.
Figure 8 shows a site mapping of the various features that
are available in almost any order the user should desire.
Figures 8A-8H show these features in more detail.
In the current embodiment, the virtual items in
the virtual world can be made to interact with each other.
For example, the virtual toy might sit in virtual chair, or
climb on top of a virtual table. The virtual toy might walk
around the Virtual world, and play with its own virtual
toys. Virtual toys may play and interact with each other.
Virtual accessories might be placed on a table, and virtual
pictures "hanged" on a virtual wall. Virtual chairs might
be moved around, and slid up to a virtual table. The
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virtual toy might sit in a chair. Virtual food might be
placed on a virtual plate, for example, and the virtual toy
may simulate eating the virtual food. Thus the user is
provided with an animated display of these interactions,
including both video and/or audio components. In this
manner, the virtual world simulates activity in the real
world.
The user can also zoom in and out of various
views, virtually move from room to room (i.e., display
different rooms), etc. all by manipulating the mouse and
keyboard of the user computer.
The virtual world and the games represented on the
Entertainment System website may be changed and updated on a
regular basis to maintain the interest of the user
participants. For example, trivia game questions may be
updated, and new games periodically added.
Further, new types of plush toy animals can be
periodically introduced to encourage consumers to make
additional purchases. Special or limited addition toys
could be introduced, for example, on holidays. For example,
an American bald eagle might be introduced to commemorate
Independence Day, and a Santa Claus for Christmas. These
new toys can be introduced to the user in a virtual manner,
and the user encouraged to purchase the actual toy. Bonuses
of virtual cash, or special activities might be provided to
those who do purchase special toys.
Subsequent purchases of toys, when registered, may
lead to increasingly greater deposits of virtual cash as a
reward: For example, the first toy registration may lead to
$1500 in virtual cash, a second purchase and registration
may add $2000, and a third add $2500, for example.
Furthermore, purchasing and registering a certain number of
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toys could lead to bonuses, such as additional virtual
rooms, and/or access to additional games (e.g., an outdoor
tennis court with game). These bonuses encourage subsequent
purchases, and keep the user interested in both the System
5 and the toys.
Additional features that can be included in
additional embodiments, as discussed above, are
incorporating a storage medium into the plush toy animal
instead of, or as a complement to, the registration tags,
10 for example. This might allow the online profile of the
toy, including everything the toy has "learned", to be
stored in the device with the toy. The toy could then be
connected to another computer at another location, for
example at a friend's house, in order to participate in
15 online activities, as long as that computer is connected to
the Internet, for example. Furthermore, the storage medium
could be used to store other information for its owner, such
as homework assignments, photographs, music or shortcuts to
favorite online websites.
20 The Entertainment System website for providing
this virtual world is a site where children and other toy
owners that own an appropriate toy can adopt and care for
their virtual toy (e.g., "virtual pets"), play games, and go
on adventures, as discussed above. After registration, the
25 user can begin to enjoy the complete 'game' in the virtual
world, which is a combination of,caring for the toy, going
on fun adventures, being surprised by rollovers and trivia,
and generally having interesting and entertaining
experiences. It is a multi-faceted world, rich in amusement
30 and learning opportunities, including both audio and video
(graphics, animation, photos, etc.) representations.
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In the current embodiment, there are about 7 or
more main sections to explore in this virtual world. Figure
8 provides a top-level view of the various features, with
more detail shown in Figs 8A-8H. Fig. 8A provides a mapping
of the home page, public pages, adoption center, and
registration functions 302. Figure 8B provides a mapping of
the pet virtual room, status, dock, and biography functions
308. Figure 8C provides a mapping of the Trivia/Question
Corner functions 304. Figure 8D provides a mapping of the
shopping functions 312. Figure 8E provides a mapping of the
newspaper functions 314. Figure 8F provides a mapping of
the Arcade functions 306, and Figure 8G provides a mapping
of the multi-user functions 310.
Some of these functions and features of the
current embodiment are described in more detail, below:
Home Page
This section is preferably open to the public,
whether an animal has been purchased or not, and features
one or more Splash movies, for example. The options
presented on the home page include: a Site Tour,
Collection(s) portraits¨plush and virtual¨of each toy animal
in the collection(s), access to the Free Arcade, as well as
User Log On, and Entrance to User Registration. This
section can encourage a person to purchase a toy if he has
not yet done so for access to other site locations. See
Fig. 11A for the screen shot of the example Home Page, and
Fig. 11B for the example logon page.
Adoption Center (AC)
In the AC, the user is guided through the
registration process, with the help of the host, Miss
Birdie, for example. A User Agreement is presented here.
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Each user fills in "adoption" forms here, including choosing
his or her user name (or "special name") and password
("secret word"). The user enters the multi-(e.g., nine)
digit alphanumeric code found on the hang tag of the toy
that will authenticate his or her toy, and provide them
access to the final steps of registration/adoption. See
Fig. 11E for the example adoption center page.
In the current embodiment, the user is given an
initial amount of "virtual cash" in order to begin "virtual
furnishing" the room, purchasing "virtual food" for the toy,
etc., as described in more detail above and below. .
In an alternative embodiment, the user chooses the
color of the toy's room, and also might choose a number
(e.g., five) of free items for the toy's room. Finally, the
adoption is completed with the presentation of a unique
biography for the toy, randomly generated using many
variables. Users have the option of changing the name of
the toy, and perhaps generating a new biography.
Clinic
After the successful registration of the toy, the
user is brought to the clinic for a check-
up/familiarization. The host for this page is a virtual
doctor (e.g., Dr. Quack), who gives the virtual toy a quick
check-up and gives it a clean bill of health. A user may
return to the clinic at any time, for another check-up or
when virtual toy's health parameter is low. If the toy
requires medical attention, the user chooses and purchases
medicine, for example. Other treatments may also be
provided. See Fig. 11D for the Example clinic page screen
shot.
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Toy's Room
The virtual toy's room is made up of a series of
animated (e.g., Flash based) screens that depict the virtual
room or rooms where the toy "lives", "eats" and "plays". In
the current embodiment, a single isometric view of the room
is provided. The virtual room can, in time, be converted
into a large virtual house or even multiple virtual houses,
through the use of room expansions via spending the virtual
cash, for example. In the current embodiment, the user can
purchase virtual flooring and virtual wallpaper or paint,
and virtual furnishings, to prepare the virtual room for the
virtual toy. See Fig. 11C for the screen shot of an example
virtual pet room already furnished, showing an animated pig
as the virtual pet.
Virtual outdoor yards, that have their own virtual
furniture and exclusive virtual objects (i.e. trees) that
cannot be placed inside the house, for example, can also be
provided for "purchase" using virtual cash.
In the current embodiment, a user interface
section located at the bottom of the window known as the
"dock", or "Control Panel" is provided, as shown in the
example virtual room screen shot of figure 11C, showing the
dock at the bottom of the screen shot. The user may
virtually store many or all virtual purchases, collectibles,
and adventure objects in the dock, (some of which are
functional, such as a virtual calculator for example) or
place them throughout the room by dragging them from the
dock. The dock displays a visual description of the virtual
toy's well-being parameters (e.g., a numerical index), as
the toys need food and attention to remain healthy and
happy. Also in the dock are the user's points level, and
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available "virtual cash" earned in virtual games and
adventures that can be used throughout the site.
In an alternative embodiment, there might be a
number (e.g. 3) of views of the room, and each scene might
be accompanied by the dock.
If the user has multiple registered virtual toys,
the dock interface will allow the user to switch between
toys and view them when not in use. Furthermore, a
plurality of virtual toys might be moved into a room for
interactive play, for example.
Further, the user can add friends to a friends
list, and then the friends can virtually visit each other's
rooms, each seeing the same room and playing with their
virtual toys, both interacting with the room objects, and
chatting using a chatting tool, for example. In the current
embodiment, the chatting tool can use "chat symbols", for
example, rather than using typed words, so that pre-defined
phrases can be chosen and transmitted to the other
participant.
In an alternative embodiment, users would be
encouraged to revisit be receiving daily rewards, such as an
'allowance' or pieces of a puzzle that can be put together,
or one piece will be put in the puzzle box every day, thus
encouraging users to revisit.
In the current embodiment, a user can go virtually
"shopping" using the computer in a dedicated shopping
location/room (e.g., at the "WShop"). This simulated
virtual shopping experience allows the user to simulate the
purchase of virtual online goods for their virtual toy(s).
An example screen shot of the W shop is shown in Fig. 11F.
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Furthermore, reallife shopping for additional
physical toys and/or their accessories, such as via mail-
order, might: also be Supported.
A Family Album, which may be available from the
5 dock, for example, can be used to contain all. the important
documents including one or more of:
a Birth Certificate
an Adoption Record
a Biography "
10 If the user has multiple toys, all records can appear in the
album.
Arcade
=
The arcade is a collection of online games for the
user to play via the user computer. The user can "take- his
15 or)ier toy to play some of the games, which in turn
provides them with happiness points for their happiness
parameter, and allows the user to earn online virtual cash.
In the current embodiment, registered users may have full
access to all games, with full access requiring the purchase
20 of a toy with the accompanying registration code and
registration, although in an alternate embodiment, the
arcade may be made open to the general public with limited
access to some limited number of the games. Figure 11G
shows an example screen shot from the Arcade.
25 Examples of Arcade games in the current embodiment
are: Bananza; Color Storm; Dashing Dolphin; Driving School;
Tulip Trouble; jazz Monsters; Leaf Leaf; Lily Padz; Icecap
Adventure; Picnic; Hungry Hog; Pumpkin Patch Protector;
WebkinzTM Wishing Well; and Wacky Zingoz, for-example.
=
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Clubhouse
In an alternative embodiment, a virtual clubhouse
is provided which is a virtual location which houses
important community information. The blackboard displays
statistics, such as high scores ranking for games. The
usernames, or a subset of the user names (such as the first
three letters, for example), of the high scores can be
listed. The System website may provide users with the
opportunity to provide feedback through a suggestion card
interface at the Clubhouse, for example. There may also be
an online survey, or Poll, area that allows administrators
to poll the community's members on various topics.
Webkinz Gazette
In the current embodiment, most of the features of
the above Clubhouse are provided in a virtual Newspaper
(e.g., Webkinz Gazette) providing news and information,
including a "What's New" section that informs users of the
latest additions to the site. The virtual paper might also
list the usernames (or the subset of the usernames) of the
users with the high scores in various arcade games and/or
trivia, for example. Figure 111 shows an example screen
shot of a page of the Gazette, and Fig. 11J shows a summary
of the virtual pet biography and well-being parameters
displayed by a user selecting a call-up.
Adventures
In an alternate embodiment, each virtual toy
belongs to one of a number of areas (e.g., Urban, Country,
Undersea, Jungle), with a corresponding Adventure. Each
adventure area can consist of a large isometric map in four
quadrants, and detailed scenes for playing games. The map
is constructed in a maze-like fashion that allows the user
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to explore the different areas of the environment. The map
is embedded with rollovers, pop-ups, trivia questions, and
various virtual collectible objects that the virtual toy can
pick up along the way. Within the map, there may be five or
more extended play areas (the "scenes") that allow the user
to play games that provide virtual prizes and clues to aid
them in completing the adventure. Upon completion of the
initial adventure, the user acquires a special virtual key.
There are a number of virtual keys (e.g. four keys) in
total, one from each adventure area in the series. As a
bonus for recovering all of the keys, the user is granted
access to a "Wonder World", or "WW". (See below.)
Adventures can be an important part of play at the
website. The game could involve a number of separate
environments (e.g. four). Initially, each adventure takes
place only in the designated environment (e.g., Jungle,
Undersea, Urban and Country). Every adventure involves
points and/or virtual cash. The virtual cash is useful in
the virtual World as the users can make virtual purchases
for their toys. In an alternative embodiment, after the
user buys a number of toys (one from each environment, for
example) and registers them and successfully completes the
adventures, he or she can go to another (e.g. fifth)
environment called the Wonder World (WW).
Each additional registered toy can add new
sections to the adventure areas of the virtual website for
the individual user. The only way a user can experience
these additions is to buy a new toy, an accessory, or
perhaps a service (whether virtual or actual¨both can be
supported). This will give the toy owner added value and
entertainment. If the user has more that one toy from the
same environment, they will have the option to go on an
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"extreme adventure" that combines the use of all owned and
registered toys.
Multi-User
Multiple product purchases will be encouraged
through access to new features being opened to use once the
purchaser has entered multiple registration codes into the
system. For example, while the first pet code opens access
for the basic features of the site, the third pet code
entered on the same account may open access to a virtual pet
adventure, and the fifth pet code entered may add a special
room to the virtual toy's house, such as a home theatre or
tennis court.
In an alternate embodiment, core functionality
could also require multiple product purchases, such as
multi-use play being only accessible from the magical land
of a Wonderworld (WW) that is accessed through the purchase
of a set of toys. One of the things the user could get in
WW is access to the "Magic W", represented by a giant statue
of a 'W' in the middle of WW. When the user gets to the
Magic W, they get a virtual ring version of the magic W in
his or her dock. This will enable the user to initiate some
multi-use activities on the website, among other things.
In WW, there may be a midway full of virtual
games, a vast magical virtual land, a virtual puzzle center,
and a virtual vector world. This world can be made growing
all the time and thus be full of excitement. In the center
of it all, is the magic "W". Here, the user can play in a
new world that allows them to participate in multi-user
games, multi-user adventures, and a user chat interface
developed to utilize pre-scripted phrases and symbols, for
the safety of the users.
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Quizzy's Question Corner"
This is an area for users to answer trivia
questions and age-appropriate educational questions based on
U.S. and Canadian educational standards. In the current
embodiment, the questions can be sorted by age in a "Learn
and Play" section and there is a daily Trivia question that
is tracked so that a user at anytime can answer the
historical daily trivia question. Both sections reward the
user with virtual cash and virtual stickers that are stored
and viewable in a virtual sticker album. The user can earn
virtual cash by correctly answering the questions. Figure
11H shows an example screen shot from the Question Corner.
The multi-use capabilities of the site are used in
the current embodiment to increase user satisfaction. Users
can "invite" their friends (other users) over to their room
and interact with the room objects together, including
playing games. This can occur even though the users may be
remotely located from one-another using different user
computers. These multiplayer concepts might be brought into
the Question Corner and Arcade allowing for competitive play
between multiple users.
Some of the features of the current embodiment
include the option to offer various additional toys,
accessories, and/or services to the user, whether real or
virtual, and perhaps entwined with the activities being
participated in the virtual world (such as via a game, for
example, or a health checkup, etc.). Some of the characters
found in the current embodiment are Ms Birdie - The adoption
centre penguin; ]Jr. Quack - The clinic duck; and Quizzy -
The Quizzy's Question Corner bear.
The site web pages should be quick to load so as
to make it useful and fun. Finally, additional
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enhancements can be provided for additional benefits. For
example, some information on the toy might be stored
locally, such as on a USB key, which can be carried by the
user and used to access the site from various locations.
5 The
invention has been described hereinabove using
specific examples; however, it will be understood by those
skilled in the art that various alternatives may be used and
equivalents may be substituted for elements or steps
described herein, without deviating from the scope of the
10 invention. Modifications may be provided to adapt the
invention to a particular situation or to particular needs
without departing from the scope of the invention. It is
intended that the invention not be limited to the particular
implementation described herein, but that the claims be
15 given their broadest interpretation to cover all
embodiments, literal or equivalent, covered thereby.