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Patent 3182799 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 3182799
(54) English Title: LINKING REAL WORLD ACTIVITIES WITH A PARALLEL REALITY GAME
(54) French Title: LIAISON D'ACTIVITES DANS LE MONDE REEL A UN JEU DE REALITE PARALLELE
Status: Application Compliant
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/216 (2014.01)
  • A63F 13/30 (2014.01)
  • A63F 13/57 (2014.01)
  • A63F 13/65 (2014.01)
  • A63F 13/79 (2014.01)
  • G06Q 50/10 (2012.01)
(72) Inventors :
  • LI, YUANJIAN CARLA (United States of America)
  • DE LEON, BRYAN (United States of America)
  • LIU, GANG (United States of America)
  • RAMSEY, MAYA (United States of America)
  • STOSKI, CHRISTOPHER GRANT (United States of America)
  • ORFALI, SARO (United States of America)
  • PINO, DANIEL CASADEVALL (United States of America)
  • LIERMAN, HALEY (United States of America)
  • SABOUR, MARYAM (United States of America)
  • WARNER, LAURA MAE (United States of America)
  • KAZANSKY, LUCAS (United States of America)
  • KOVALKOSKI, ERICA LYNN (United States of America)
  • CHANG, KYU YOUNG (United States of America)
  • SHIRAISHI, JUNJI (United States of America)
  • NAKAJIMA, MAYUKO (United States of America)
  • MURAI, SETSUTO (United States of America)
  • HANKE, JOHN V. (United States of America)
  • GROVER, VIKRAM (United States of America)
  • SHERMAN, LOREN (United States of America)
(73) Owners :
  • NIANTIC, INC.
(71) Applicants :
  • NIANTIC, INC. (United States of America)
(74) Agent: SMART & BIGGAR LP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2021-05-11
(87) Open to Public Inspection: 2021-11-18
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/IB2021/053973
(87) International Publication Number: IB2021053973
(85) National Entry: 2022-11-08

(30) Application Priority Data:
Application No. Country/Territory Date
16/872,206 (United States of America) 2020-05-11

Abstracts

English Abstract

Systems and methods for linking real world activity with a location-based parallel reality experience are provided. In particular, a game server hosting a parallel reality experience receives position data from a client device of a user and determines whether the client device is at a real world landmark associated with a geographic area. Responsive to determining that the client device is at the real world landmark, the game server cause the client device to present content incentivizing the user to travel to a real world location in the geographic area. The game server determines whether the client device is within proximity of the real world location based on sensor data. Responsive to determining that the client device is within proximity of the real world location, the game server causes the client device to display the virtual element at a virtual world location corresponding to the real world location.


French Abstract

L'invention concerne des systèmes et des procédés de liaison d'une activité dans le monde réel avec une expérience de réalité parallèle géodépendante. En particulier, un serveur de jeu hébergeant une expérience de réalité parallèle reçoit des données de position en provenance d'un dispositif client d'un utilisateur et détermine si le dispositif client se trouve en un point de repère dans le monde réel associé à une zone géographique. Une fois déterminé que le dispositif client se trouve au point de repère dans le monde réel, le serveur de jeu amène le dispositif client à présenter un contenu incitant l'utilisateur à se déplacer jusqu'à un emplacement dans le monde réel au sein de la zone géographique. Le serveur de jeu détermine si le dispositif client se trouve à proximité de l'emplacement dans le monde réel sur la base de données de capteur. Une fois déterminé que le dispositif client se trouve à proximité de l'emplacement dans le monde réel, le serveur de jeu amène le dispositif client à afficher l'élément virtuel en un emplacement dans le monde virtuel correspondant à l'emplacement dans le monde réel.

Claims

Note: Claims are shown in the official language in which they were submitted.


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WHAT IS CLAIMED IS:
1. A non-transitory computer-readable storage medium comprising
instructions
for providing a virtual element for display in a parallel reality experience,
the parallel reality
experience having a virtual world with a geography that parallels at least a
portion of the
geography of the real world such that users can navigate the virtual world by
moving to
different locations in the real world, the instructions, when executed by a
computer, causing
the computer to perform operations comprising:
receiving position data from a client device of a user of the parallel reality
experience;
determining whether the client device is within a threshold distance from a
real world
landmark associated with a geographic area;
responsive to determining that the client device is within the threshold
distance,
causing the client device to present content incentivizing the user to travel
to
the real world landmark;
determining whether the client device is at the real world landmark;
responsive to determining that the client device is at the real world
landmark, causing
the client device to present content incentivizing the user to travel to a
location
in the real world within the geographic area;
determining, based on sensor data from the client device, whether the client
device is
within proximity of the location in the real world; and
responsive to determining that the client device is within proximity of the
location in
the real world, causing the client device to display the virtual element at a
location in the virtual world corresponding to the location in the real world.
2. The non-transitory computer-readable storage medium of claim 1, wherein
the
content incentivizing the user to travel to the real world landmark is a
virtual item that directs
the user to the real world landmark.
3. The non-transitory computer-readable storage medium of claim 2, wherein
the
virtual item directs the user to the real world landmark by traversing a
recommended route
from a current location of the client device to the geographic area.
4. The non-transitory computer-readable storage medium of claim 1, the
operations further comprising:
receiving second sensor data from the client device;
determining, based on the second sensor data, a mode of transportation of the
user;
and

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determining the threshold distance based on the mode of transportation.
5. The non-transitory computer-readable storage medium of claim 1, wherein
the
content incentivizing the user to travel to the real world landmark comprises
a notification
indicating that the virtual element is available at the real world landmark.
6. The non-transitory computer-readable storage medium of claim 1, wherein
the
virtual element is linked to a virtual experience located at the location in
the virtual world
corresponding to the location in the real world, and causing the client device
to display the
virtual element comprises:
transmitting, by the server to the client device, data indicating an objective
for the
virtual experience; and
causing the client device to display, responsive to determining the user has
met the
objective, the virtual element in the virtual world.
7. The non-transitory computer-readable storage medium of claim 1, wherein
the
location in the real world corresponds to a real world object and wherein
causing the client
device to display the virtual element comprises:
causing the client device to prompt the user to interact with the real world
object; and
causing the client device to display, responsive to determining that the user
interacted
with the real world object, the virtual element in the virtual world.
8. The non-transitory computer-readable storage medium of claim 1, wherein
the
content incentivizing the user to travel to the location in the real world
comprises a
notification that indicates the virtual element is at the location in the real
world.
9. The non-transitory computer-readable storage medium of claim 1, wherein
the
content incentivizing the user to travel to the location in the real world
comprises a virtual
character that traverses a recommended path from a current location of the
client device to
the location in the real world.
10. The non-transitory computer-readable storage medium of claim 1, wherein
the
parallel reality experience is a parallel reality game.
11. The non-transitory computer-readable storage medium of claim 1, wherein
the
location in the real world is associated with commercial activity in the real
world and the
virtual element is a virtual coupon for the commercial activity.
12. The non-transitory computer-readable storage medium of claim 1, wherein
the
location in the real world is associated with commercial activity in the real
world, the
operations further comprising:
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causing the client device to display a route to the location, wherein the
route is
determined based on a shopping list associated with the client device.
13. The non-transitory computer-readable storage medium of claim 12, the
operations further comprising:
receiving, from a second client device, an indication that a second user has
retrieved
an item from the shopping list;
updating the shopping list to remove the item; and
causing the client device to display a second route to the location, wherein
the second
route is based on the updated shopping list.
14. The non-transitory computer-readable storage medium of claim 1, wherein
determining whether the client device is at the real world landmark comprises:
receiving location data for the client device; and
determining that the client device is at the real world landmark responsive to
the
location data indicating the client device is within the geographic area or
within a predetermined distance of the geographic area.
15. The non-transitory computer-readable storage medium of claim 1, wherein
the
location is within a structure, the operations further comprising:
sending instructions to the client device to track a position of the client
device using
an indoor positioning system.
16. The non-transitory computer-readable storage medium of claim 15,
wherein
the indoor positioning system comprises a visual positioning system, the
operations further
comprising:
receiving image data captured by the client device;
determining a position of the client device within the structure by comparing
the
image data to map data of the location; and
causing the client device to display routing information indicating a route
from the
position to the location.
17. The non-transitory computer-readable storage medium of claim 1, wherein
the
sensor data includes one or more images captured by a camera of the client
device and
determining whether the user is within proximity of the location in the real
world comprises:
generating current image data from the one or more images;
comparing the current image data to stored image data derived from previously
captured images of the location in the real world; and
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determining the user is within proximity of the location in the real world
responsive
do identifying a match between the current image data and the stored image
data.
18. The non-transitory computer-readable storage medium of claim 1, wherein
the
location in the real world is associated with a real world object, the sensor
data includes one
or more images captured by a camera of the client device, and determining
whether the user
is within proximity of the location in the real world comprises:
analyzing the one or more images to determine whether the real world object is
depicted; and
determining the user is within proximity of the location in the real world
responsive to
at least one of the one or more images depicting the real world object.
19. A method for providing a virtual element for display in a parallel
reality
experience, the parallel reality experience having a virtual world with a
geography that
parallels at least a portion of the geography of the real world such that
users can navigate the
virtual world by moving to different locations in the real world, the method
comprising:
receiving position data from a client device of a user of the parallel reality
experience;
determining whether the client device is within a threshold distance from a
real world
landmark associated with a geographic area;
responsive to determining that the client device is within the threshold
distance,
causing the client device to present content incentivizing the user to travel
to
the real world landmark;
determining whether the client device is at a real world landmark;
responsive to determining that the client device is at the real world
landmark, causing
the client device to present content incentivizing the user to travel to a
location
in the real world within the geographic area;
determining, based on sensor data from the client device, whether the client
device is
within proximity of the location in the real world; and
responsive to determining that the client device is within proximity of the
location in
the real world, causing the client device to display the virtual element at a
location in the virtual world corresponding to the location in the real world.
20. A computer-implemented method of providing a virtual element in a
parallel
reality experience, the parallel reality experience having a virtual world
with a geography that
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parallels at least a portion of the geography of the real world such that
users can navigate the
virtual world by moving to different locations in the real world, the method
comprising:
transmitting, by the server to a client device of a user of the parallel
reality
experience, data indicating that a virtual element is linked to a real world
object at a location in the real world;
responsive to the user interacting with the real world object, modifying, by
the server,
data to include the virtual element at a location in the virtual world
corresponding to the location in the real world; and
providing, by the server to the client device, the modified data about the
virtual
element of the virtual world.
21. The computer-implemented method of claim 20, wherein the virtual
element is
a virtual reward for the interaction.
22. The computer-implemented method of claim 20, further comprising:
modifying the data to include information regarding the real world object at
the
location in the virtual world.
23. The computer-implemented method of claim 20, further comprising:
transmitting, by the server to the client device, a message inviting the user
to interact
with the real world object as an objective for the parallel reality
experience.
24. A non-transitory computer-readable storage medium comprising
instructions
for providing a virtual element for display in a parallel reality experience,
the parallel reality
experience having a virtual world with a geography that parallels at least a
portion of the
geography of the real world such that users can navigate the virtual world by
moving to
different locations in the real world, the instructions, when executed by a
computer, causing
the computer to perform operations including:
transmitting, by the server to a client device of a user of the parallel
reality
experience, data indicating that a virtual element is linked to a real world
object at a location in the real world;
causing the client device to display an indication that the user can gain
access to the
virtual element in the virtual world by interacting with the real world object
in
a specified manner in the real world;
determining, based on sensor data generated by the client device, that the
user has
interacted with the real world object in the specified manner; and
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causing the client device to display, responsive to determining the user
interacted with
the real world object in the specified way, the virtual element at a location
in
the virtual world corresponding to the location in the real world.
25. The non-transitory computer-readable storage medium of claim 24,
wherein
the virtual element is a virtual reward for the interaction with the real
world object in the
specified manner.
26. The non-transitory computer-readable storage medium of claim 24,
wherein
the virtual element is associated with a brand and the real world object is
also associated with
the brand.
27. The non-transitory computer-readable storage medium of claim 24,
wherein
the virtual element includes information regarding the real world object.

Description

Note: Descriptions are shown in the official language in which they were submitted.


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LINKING REAL WORLD ACTIVITIES WITH A PARALLEL REALITY GAME
PRIORITY CLAIMS
[0001] This application claims benefit of U.S. Non-Provisional Patent
Application No.
16/872,206, filed on May 11, 2020, which is incorporated by reference.
FIELD
[0002] The present disclosure relates generally to location-based gaming,
and more
particularly, to a system and method for linking real world activity, such as
commercial
activity and/or data collection activity, with a location-based parallel
reality game.
BACKGROUND
[0003] Computer-based and/or electronic gaming systems are known that
provide a
shared virtual environment for many players to interact in a virtual world.
With increased
availability and connectivity to the Internet, many players from all over the
world can interact
in the virtual environment and perform various game objectives. Such gaming
systems
typically do not have a virtual world geography that parallels the real world.
Location-based
games use the real world as their geography. Some location-based games add
virtual
locations on a map that parallels the real world geography. Such games,
however, are
typically focused on real world objectives. These games typically do not
include a virtual
world that parallels the real world and that acts as a virtual game
environment in which many
players can interact and perform various game objectives in the parallel
virtual world by
navigating and performing actions in the real world.
[0004] A parallel reality game providing a shared virtual world that
parallels at least a
portion of the real world can host a variety of interactions that can attract
a community of
players. Providing a virtual world with a geography that parallels at least a
portion of the real
world allows players to navigate the virtual world by navigating the real
world. Linking
virtual elements in the virtual environment with real world objects,
locations, and actions in
the real world can encourage players to travel to and notice features in the
real world that the
players would normally ignore. Providing virtual elements in the same location
in the virtual
world as their counterpart real world objects and/or locations in the real
world increases the
feeling that virtual elements are hidden parts of the real world.
[0005] A parallel reality game can include game features that encourage
players to
interact in the virtual world, such as through social interactions with other
players in the
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virtual world and through various game objectives in the virtual world.
Certain game
features can be provided to more closely link the parallel virtual world with
the real world.
SUMMARY
[0006] Aspects and advantages of embodiments of the invention will be set
forth in part
in the following description, or may be obvious from the description, or may
be learned
through practice of the embodiments.
[0007] One exemplary aspect of the present disclosure is directed to a
computer-
implemented method of providing a parallel reality experience, such as a
parallel reality
game. The parallel reality experience has a virtual world with a geography
that parallels at
least a portion of the geography of the real world such that users can
navigate the virtual
world by moving to different geographic locations in the real world. The
method includes
receiving position data from a client device of a user of the parallel reality
experience and
determining whether the client device is at a real world landmark associated
with a
geographic area. The method includes causing the client device to present
content
incentivizing the user to travel to a real world location if the client device
is at the real world
landmark. The real world location is within the geographic area of the real
world landmark.
The method further includes determining whether the client device is within
proximity of the
real world location based on sensor data and causing the client device to
display the virtual
element at a virtual world location corresponding to the real world location
if the client
device is within proximity to the real world location.
[0008] Other exemplary implementations of the present disclosure are
directed to
systems, apparatus, non-transitory computer-readable media, devices, and user
interfaces for
linking real world activity with a location-based parallel reality game.
[0009] These and other features, aspects and advantages of various
embodiments will
become better understood with reference to the following description and
appended claims.
The accompanying drawings, which are incorporated in and constitute a part of
this
specification, illustrate embodiments of the invention and, together with the
description, serve
to explain the related principles.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Detailed discussion of embodiments directed to one of ordinary skill
in the art are
set forth in the specification, which makes reference to the appended figures,
in which:
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[0011] FIG. 1 depicts an exemplary computer-based system for implementing a
location-
based game according to an exemplary embodiment of the present disclosure;
[0012] FIG. 2 depicts a representation of a virtual world having a
geography that parallels
the real world;
[0013] FIG. 3 depicts an exemplary game interface of a location-based game
according to
an exemplary embodiment of the present disclosure;
[0014] FIG. 4 depicts a server-client flow diagram of an exemplary method
for linking
real world activity with a location-based parallel reality game according to
an exemplary
embodiment of the present disclosure;
[0015] FIG. 5 depicts a flow diagram of an exemplary method for linking
commercial
activity with a location-based parallel reality game according to an exemplary
embodiment of
the present disclosure; and
[0016] FIG. 6 depicts a flow diagram of an exemplary method for linking
data collection
activity with a location-based parallel reality game according to an exemplary
embodiment of
the present disclosure.
[0017] FIG. 7 depicts a flow diagram of a method for providing a virtual
element in a
parallel reality experience according to an exemplary embodiment of the
present disclosure.
DETAILED DESCRIPTION
[0018] Reference now will be made in detail to embodiments of the
invention, one or
more examples of which are illustrated in the drawings. Each example is
provided by way of
explanation of the embodiments, not limitation of the invention. In fact, it
will be apparent to
those skilled in the art that various modifications and variations can be made
to the
embodiments without departing from the scope or spirit of the invention. For
instance,
features illustrated or described as part of one embodiment can be used with
another
embodiment to yield a still further embodiment. Thus, it is intended that
aspects of the
present disclosure cover such modifications and variations.
Overview
[0019] Generally, the present disclosure is directed to a computer-based
system and
method for linking real world activity, such as real world commercial activity
and/or real
world data collection activity, with a location-based parallel reality game.
In particular, a
game server hosting a parallel reality game can modify, update, or add to game
data stored in
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a game database associated with the parallel reality game to include certain
game features in
the parallel reality game. The game features can be linked with commercial
activity and/or
data collection activity in the real world. For instance, the game features
can be linked with
activities in the real world such that player actions associated with the game
features in the
virtual world can lead to or encourage commercial activity and/or data
collection activity in
the real world. Linking a location-based parallel reality game with real world
activity
according to aspects of the present disclosure can have a technical effect of
providing for the
efficient and improved selection of a virtual game features associated with
real world activity
to further enhance the link between the parallel virtual world and the real
world in the game.
[0020] More particularly, a game server can host a location-based parallel
reality game
having a player gaming area that includes a virtual environment with a
geography that
parallels at least a portion of the real world geography. Players can navigate
a range of
coordinates defining a virtual space in the virtual world by navigating a
range of geographic
coordinates in the real world. In particular, the positions of players can be
monitored or
tracked using, for instance, a positioning system (e.g. a GPS system)
associated with a
player's mobile device. Player position information can be provided to a game
server hosting
the parallel reality game over a network and can be used by the game server
hosting the
parallel reality game to update player locations in the virtual world. As a
result, as the player
continuously moves about in a range of coordinates in the real world, the
player also
continuously moves about in a range of coordinates in the parallel virtual
world.
[0021] The virtual world can include one or more virtual elements that are
linked with
real world landmarks/locations. For instance, the virtual world can include
various virtual
elements associated with landmarks, museums, works of art, libraries, or other
areas of
interest in the real world. The virtual elements linked with real world
landmarks/locations
can provide the illusion that the virtual world is a hidden dimension of the
real world that a
player can interact with by playing the parallel reality game. For instance,
as players
navigate geographic coordinates in the real world, the players can discover
and interact with
virtual elements provided in the parallel virtual world. Various game
objectives can require
players to interact with these virtual elements as part of the location-based
game.
[0022] A location-based parallel reality game necessarily includes a link
between the real
world and the parallel virtual world. To improve the link between the real
world and the
parallel virtual world, certain game features can be linked with real world
activity, such as
real world commercial activity and/or real world data collection activity, to
enhance the
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impact actions in the virtual world have on actions in the real world and vice
versa,
improving the user experience in the parallel reality game.
[0023] According to one exemplary embodiment of the present disclosure,
game features
linked with commercial activity in the real world can be included in the
parallel reality game
such that player actions while playing the parallel reality game can encourage
or incentivize
commercial activity in the real world. Sponsors, advertises, businesses, and
other entities can
request certain game features to be included in the parallel reality game to
increase the
exposure of the business or other entity to players of the parallel reality
game.
[0024] For instance, a sponsor, business or other entity can provide a
request to a game
server hosting a parallel reality game over a network requesting that certain
game features
linked with commercial activity in the real world be added to the parallel
reality game. The
game server can analyze the request and determine whether to add the requested
game
features to the game. Once the game server determines to add a particular game
feature to the
parallel reality game, the game server can modify, update, or add game data to
a game
database associated with the parallel reality game to include the game
feature. The game
server can then host or provide access to the parallel reality game with the
requested game
feature to a plurality of players of the parallel reality game.
[0025] As one example, entities can attract customers to their real world
locations by
requesting that virtual elements or other game features be located at a
location in the virtual
world corresponding to a location of commercial activity associated with the
entity in the real
world. These virtual elements or game features can be designed within the
virtual world to
be beneficial or necessary to visit to achieve certain game objectives or
achievements within
the parallel reality game. As a result, sponsors and other entities can
attract customers to
their real world locations by requesting and arranging for certain virtual
elements to be
located at particular locations within the parallel reality game.
[0026] As another example, a business or other entity that desires to
increase its visibility
to customers can arrange for game features to be linked to the real world
purchase of
merchandise or services. For instance, the purchase of a particular item or
service in the real
world can be linked with enhanced powers, hidden game features or game
objectives, or other
items/events that are valuable in the virtual world. This gives players of the
parallel reality
game an incentive to visit the business or other entity, to purchase the item
or service, and to
talk about their experience with friends and other players of the parallel
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[0027] As yet another example, the parallel reality game can include a
rewards module
that is configured to distribute coupons, vouchers, or other rewards useful in
the real world to
players of the parallel reality game that reach certain achievements or
complete certain game
objectives within the virtual world. For instance, a business or other entity
can arrange for a
coupon, discount, voucher, or other reward associated with the business to be
distributed to
players upon the completion of certain game tasks or game objectives. This can
encourage
commercial activity in the real world using the coupon, discount, voucher, or
other reward
based on player action in the parallel virtual world.
[0028] As still yet another example, a sponsor or other entity can arrange
for the tagging
or branding of certain virtual items, virtual locations, or other virtual
elements in the virtual
world. These branded elements can increase the visibility of the sponsor or
other entity to
players of the game. If the branded elements are valuable or powerful within
the location
based game, word about the branded elements can spread virally among players
of the game,
providing increased visibility to the sponsor or other entity.
[0029] According to another exemplary embodiment of the present disclosure,
the
parallel reality game can include game features that are linked with data
collection activities
in the real world. The game features can be directly linked with a data
collection activity or
indirectly linked with a data collection activity. The data collected by the
player as a result of
performing the data collection activity can be in the form of a photograph, a
sound recording,
textual information, or other suitable data (e.g. the location of WiFi
hotspots, Bluetooth
connections, etc.). The collected information can be sent to the game server
which can
analyze and use the data to improve data associated with the real world. The
improved data
can then be made available for access by various platforms, such as search
engines,
encyclopedias, geographic information systems (e.g. maps services, virtual
globe services,
etc.) and other platforms.
[0030] An exemplary game feature directly linked with data collection
activity can
include a game objective or task in the virtual world that involves acquiring
information
about the real world and providing this information as a condition for
completion of the game
objective. For example, a game objective associated with a virtual element can
require a
player to take a photograph of a particular landmark, art object, store front,
or other feature
located in the real world at a location corresponding to the location of a
virtual element. In
return for completing the game objective, the player can receive a suitable
reward, such as a
virtual reward suitable for use in the virtual world or a reward suitable for
use in the real
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world. For instance, the reward can be in the form of virtual
items/energy/currency or other
virtual elements. The reward can also include enabling some element of game
play (e.g.
hidden tasks/items, power ups, enhanced powers) that may not be available to
other players
that do not interact with the game feature.
[0031] An exemplary game feature indirectly linked with data collection
activity can
include placing virtual elements at particular locations in the virtual world
so that actions
players take to interact with the virtual elements indirectly reveal
information about the real
world. For instance, a virtual object can be located in the virtual world at a
location
corresponding to a park, hiking area, or other locale. By tracking player
movements in the
virtual world to navigate to the virtual object, the game system can also
track corresponding
movements in the real world, providing an indication of the location of
traversable paths in an
area.
[0032] As multiple players interact with the game feature linked with the
data collection
activity, the accuracy and extent of collected data associated with the real
world can be
improved. For example, if multiple people take a picture of an art object or
other feature, it is
likely that the photographs will be taken from different angles. These
different pictures can
be assembled to a get a three-dimensional and/or panoramic view (e.g. a street
level image)
of the art object or other feature that would not be possible with just a
single photograph. In
addition, by knowing a player's location in the real world at the time of the
data collection
action, position data can be associated with the collected data to further
enrich the collected
data.
[0033] The location of players may be tracked using position data (e.g.,
GPS data)
generated by their client device. Based on the position data, players may be
prompted to
travel to a real world landmark, travel to a real world location, and/or
participate in a virtual
experience at a real world location. For example, a player near a coffee shop
may be notified
that a virtual coupon is available and reward players who go to the coffee
shop with a bonus
virtual item or virtual experience in the game. As another example, a player
in a grocery
store may be directed to a particular aisle and prompted to pick up or
otherwise interact with
a specific product. If the player does so (e.g., as determined by images
captured by a camera
of the player's client device), the player may be provided with additional
information about
the product and/or a virtual reward within the game. Thus, everyday tasks such
as grocery
shopping can become interactive experiences in the parallel-reality game.
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Exemplary Location-Based Parallel Reality Gaming System
[0034] Exemplary computer-implemented location-based gaming systems
according to
exemplary embodiments of the present disclosure will now be set forth. The
present subject
matter will be discussed with reference to a parallel reality game. A parallel
reality game is a
location-based game having a virtual world geography that parallels at least a
portion of the
real world geography such that player movement and actions in the real world
affect actions
in the virtual world and vice versa. Those of ordinary skill in the art, using
the disclosures
provided herein, should understand that the subject matter of the present
disclosure is equally
applicable to other gaming systems. In addition, the inherent flexibility of
computer-based
systems allows for a great variety of possible configurations, combinations,
and divisions of
tasks and functionality between and among the components of the system. For
instance, the
systems and methods according to aspects of the present disclosure can be
implemented using
a single computing device or across multiple computing devices.
[0035] FIG. 1 illustrates an exemplary computer-implemented location-based
gaming
system 100 configured in accordance with an embodiment of the present
disclosure. The
location-based gaming system 100 provides for the interaction of a plurality
of players in a
virtual world having a geography that parallels the real world. In particular,
a geographic
area in the real world can be linked or mapped directly to a corresponding
area in the virtual
world. A player can move about in the virtual world by moving to various
geographic
locations in the real world. For instance, the system 100 can track a player's
position in the
real world and update the player's position in the virtual world based on the
player's current
position in the real world.
[0036] FIG. 2 depicts a conceptual diagram of a virtual world 210 that
parallels the real
world 200 that can act as the game board for all players of a location-based
game according
to an exemplary embodiment of the present disclosure. As illustrated, the
virtual world 210
can include a geography that parallels the geography of the real world 200. In
particular, a
range of coordinates defining a geographic area or space in the real world 200
is mapped to a
corresponding range of coordinates defining a virtual space in the virtual
world 210. The
range of coordinates in the real world 200 can be associated with a town,
neighborhood, city,
campus, locale, a country, continent, the entire globe, or other geographic
area. Each
geographic coordinate in the range of geographic coordinates is mapped to a
corresponding
coordinate in a virtual space in the virtual world.
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[0037] A player's position in the virtual world 210 corresponds to the
player's position in
the real world 200. For instance, the player A located at position 212 in the
real world 200
has a corresponding position 222 in the virtual world 210. Similarly, the
player B located at
position 214 in the real world has a corresponding position 224 in the virtual
world. As the
players move about in a range of geographic coordinates in the real world, the
players also
move about in the range of coordinates defining the virtual space in the
virtual world 210. In
particular, a positioning system associated with a mobile device carried by
the player (e.g. a
GPS system) can be used to track a player's position as the player navigates
the range of
geographic coordinates in the real world. Data associated with the player's
position in the
real world 200 is used to update the player's position in the corresponding
range of
coordinates defining the virtual space in the virtual world 210. In this
manner, players can
navigate a continuous track in the range of coordinates defining the virtual
space in the
virtual world 210 by simply traveling among the corresponding range of
geographic
coordinates in the real world 200 without having to check in or periodically
update location
information at specific discrete locations in the real world 200.
[0038] The location-based game can include a plurality of game objectives
requiring
players to travel to and/or interact with various virtual elements and/or
virtual objects
scattered at various virtual locations in the virtual world. A player can
travel to these virtual
locations by traveling to the corresponding location of the virtual elements
or objects in the
real world. For instance, a positioning system can continuously track the
position of the
player such that as the player continuously navigates the real world, the
player also
continuously navigates the parallel virtual world. The player can then
interact with various
virtual elements and/or objects at the specific location to achieve or perform
one or more
game objectives.
[0039] For example, referring to FIG. 2, a game objective can require
players to capture
or claim ownership of virtual elements 230 located at various virtual
locations in the virtual
world 210. These virtual elements 230 can be linked to landmarks, geographic
locations, or
objects 240 in the real world 200. The real world landmarks or objects 240 can
be works of
art, monuments, buildings, businesses, libraries, museums, or other suitable
real world
landmarks or objects. To capture these virtual elements 230, a player must
travel to the
landmark or geographic location 240 linked to the virtual elements 230 in the
real world and
must perform any necessary interactions with the virtual elements 230 in the
virtual world
210. For example, player A of FIG. 2 will have to travel to a landmark 240 in
the real world
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200 in order to interact with or capture a virtual element 230 linked with
that particular
landmark 240. The interaction with the virtual element 230 can require action
in the real
world, such as taking a photograph and/or verifying, obtaining, or capturing
other
information about the landmark or object 240 associated with the virtual
element 230.
[0040] Game objectives can require that players use one or more virtual
items that are
collected by the players in the location-based game. For instance, the players
may have to
travel the virtual world seeking virtual items (e.g. weapons or other items)
that can be useful
for completing game objectives. These virtual items can be found or collected
by traveling to
different locations in the real world or by completing various actions in
either the virtual
world or the real world. In the example shown in FIG. 2, a player uses virtual
items 232 to
capture one or more virtual elements 230. In particular, a player can deploy
virtual items 232
at locations in the virtual world 210 proximate the virtual elements 230.
Deploying one or
more virtual items 232 proximate a virtual element 230 can result in the
capture of the virtual
element 230 for the particular player or for the team and/or faction of the
particular player.
[0041] In one particular implementation, a player may have to gather
virtual energy as
part of the location-based game. As depicted in FIG. 2, virtual energy 250 can
be scattered at
different locations in the virtual world 210. A player can collect the virtual
energy 250 by
traveling to the corresponding location of the virtual energy 250 in the
actual world 200. The
virtual energy 250 can be used to power virtual items and/or to perform
various game
objectives in the game. A player that loses all virtual energy 250 can be
disconnected from
the game.
[0042] According to aspects of the present disclosure, the location-based
game can be a
massive multi-player location-based game where every participant in the game
shares the
same virtual world. The players can be divided into separate teams or factions
and can work
together to achieve one or more game objectives, such as to capture or claim
ownership of a
virtual element. In this manner, the location-based game can intrinsically be
a social game
that encourages cooperation among players within the game. Players from
opposing teams
can work against each other during the location-based game. A player can use
virtual items
to attack or impede progress of players on opposing teams.
[0043] The location-based game can have various features to enhance and
encourage
game play within the location-based game. For instance, players can accumulate
a virtual
currency or other virtual reward that can be used throughout the game. Players
can advance
through various levels as the players complete one or more game objectives and
gain

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experience within the game. Players can communicate with one another through
one or more
communication interfaces provided in the game. Players can also obtain
enhanced "powers"
or virtual items that can be used to complete game objectives within the game.
Those of
ordinary skill in the art, using the disclosures provided herein, should
understand that various
other game features can be included with the location-based game without
deviating from the
scope of the present disclosure.
[0044] Referring back FIG. 1, the computer-implemented location-based
gaming system
100 will be discussed in more detail. The system 100 can include a client-
server architecture,
where a game server 110 communicates with one or more clients 120 over a
network 130.
Although one client 120 is illustrated in FIG. 1, any number of clients 120
can be connected
to the game server 110 over the network 130. The server 110 can host a
universal gaming
module 112 that controls aspects of the location-based game for all players
and receives and
processes each player's input in the location based game. On the client-side,
each client 120
can include a gaming module 125 that operates as a gaming application so as to
provide a
user with an interface to the system 100. The game server 110 transmits game
data over the
network 130 to the client 120 for use by the gaming module 125 at the client
120 to provide
local versions of the game to players at locations remote from the game server
110. The
server 110 can include a network interface for providing communications over
the network
130. A network interface can include any suitable components for interfacing
with one more
networks, including for example, transmitters, receivers, ports, controllers,
antennas, or other
suitable components.
[0045] It will be appreciated that the term "module" refers to computer
logic utilized to
provide desired functionality. Thus, a module can be implemented in hardware,
firmware
and/or software controlling a general purpose processor. In one embodiment,
the modules
are program code files stored on the storage device, loaded into memory and
executed by a
processor or can be provided from computer program products, for example
computer
executable instructions, that are stored in a tangible computer-readable
storage medium such
as RAM hard disk or optical or magnetic media.
[0046] The game server 110 can be any computing device and can include one
or more
processors and one or more computer-readable media. The computer-readable
media can
store instructions which cause the processor to perform operations. The game
server 110 can
include or can be in communication with a game database 115. The game database
115
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stores game data used in the location-based game to be served or provided to
the client(s) 120
over the network 130.
[0047] The game data stored in the game database 115 can include: (1) data
associated
with the virtual world in the location-based game (e.g. imagery data used to
render the virtual
world on a display device, geographic coordinates of locations in the virtual
world, etc.); (2)
data associated with players of the location-based game (e.g. player
information, player
experience level, player currency, current player positions in the virtual
world/real world,
player energy level, player preferences, team information, faction
information, etc.); (3) data
associated with game objectives (e.g. data associated with current game
objectives, status of
game objectives, past game objectives, future game objectives, desired game
objectives, etc.);
(4) data associated virtual elements in the virtual world (e.g. positions of
virtual elements,
types of virtual elements, game objectives associated with virtual elements;
corresponding
actual world position information for virtual elements; behavior of virtual
elements, relevance
of virtual elements etc.); (5) data associated with real world objects,
landmarks, positions
linked to virtual world elements (e.g. location of real world
objects/landmarks, description of
real world objects/landmarks, relevance of virtual elements linked to real
world objects, etc.);
(6) Game status (e.g. current number of players, current status of game
objectives, player
leaderboard, etc.); (7) data associated with player actions/input (e.g.
current player positions,
past player positions, player moves, player input, player queries, player
communications,
etc.); and (8) any other data used, related to, or obtained during
implementation of the
location-based game. The game data stored in the game database 115 can be
populated either
offline or in real time by system administrators and/or by data received from
users/players of
the system 100, such as from one or more clients 120 over the network 130.
[0048] The game server 110 can be configured to receive requests for game
data from
one or more clients 120 (for instance via remote procedure calls (RPCs)) and
to respond to
those requests via the network 130. For instance, the game server 110 can
encode game data
in one or more data files and provide the data files to the client 120. In
addition, the game
server 110 can be configured to receive game data (e.g. player positions,
player actions,
player input, etc.) from one or more clients 120 via the network 130. For
instance, the client
device 120 can be configured to periodically send player input and other
updates to the game
server 110, which the game server 110 uses to update game data in the game
database 115 to
reflect any and all changed conditions for the game.
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[0049] As illustrated, the game server 110 can include a universal game
module 112. The
universal game module 112 hosts the location-based game for all players and
acts as the
authoritative source for the current status of the location-based game for all
players. The
universal game module 112 receives game data from clients 120 (e.g. player
input, player
position, player actions, landmark information, etc.) and incorporates the
game data received
into the overall location-based game for all players of the location-based
game. The
universal game module 112 can also manage the delivery of game data to the
clients 120 over
the network 130.
[0050] As will be discussed in more detail below, the game server 110 can
further include
a commercial game feature module 114. The commercial game feature module 114
can be
separate from or a part of the universal game module 112. The commercial game
feature
module 114 can manage the inclusion of various game features within the
parallel reality
game that are linked with a commercial activity in the real world. For
instance, the
commercial game feature module 114 can receive requests from
sponsors/advertisers 140,
businesses 150, or other entities over network 130 (via a network interface)
to include game
features linked with commercial activity in the parallel reality game. The
commercial game
feature module 114 can then arrange for the inclusion of these game features
in the parallel
reality game.
[0051] The game server 110 can further include a data collection module
116. The data
collection module 116 can be separate from or a part of the universal game
module 112. The
data collection module 116 can manage the inclusion of various game features
within the
parallel reality game that are linked with a data collection activity in the
real world. For
instance, the data collection module 116 can modify game data stored in the
game database
115 to include game features linked with data collection activity in the
parallel reality game.
The data collection module 116 can also analyze and data collected by players
pursuant to the
data collection activity and provide the data for access by various platforms.
[0052] Other modules can be used with the game server 110. Any number of
modules
can be programmed or otherwise configured to carry out the server-side
functionality
described herein. In addition, the various components on the server-side can
be rearranged.
For instance, the game database 115 can be integrated into the game server
110. Other
configurations will be apparent in light of this disclosure and the present
disclosure is not
intended to be limited to any particular configuration.
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[0053] A client 120 can be any portable computing device that can be used
by a player to
interface with the gaming system 100. For instance, a client 120 can be a
wireless device, a
personal digital assistant (PDA), portable gaming device, cellular phone,
smart phone, tablet,
navigation system, handheld GPS system, wearable computing device, a display
having one
or more processors, or other such device. In short, a client 120 can be any
computer-device
or system that can execute a gaming module 125 to allow a player to interact
with the game
system 100.
[0054] The client 120 can include one or more processors and one or more
computer-
readable media. The computer-readable media can store instructions which cause
the
processor to perform operations. The client 120 can include various
input/output devices for
providing and receiving information from a player, such as a display screen,
touch screen,
touch pad, data entry keys, speakers, and/or a microphone suitable for voice
recognition. The
client 120 can further include a network interface for providing
communications over the
network 130. A network interface can include any suitable components for
interfacing with
one more networks, including for example, transmitters, receivers, ports,
controllers,
antennas, or other suitable components.
[0055] The gaming module 125 executed by the client 120 provides an
interface between
a player and the location-based game. The gaming module 125 can present a user
interface
on a display device associated with the client 120 that displays a virtual
world (e.g. renders
imagery of the virtual world) associated with the game and allows a user to
interact in the
virtual world to perform various game objectives. The gaming module 125 can
also control
various other outputs to allow a player to interact with the game without
requiring the player
to view a display screen. For instance, the gaming module 125 can control
various audio,
vibratory, or other notifications that allow the player to play the game
without looking at the
display screen. The gaming module 125 can access game data received from the
game server
110 to provide an accurate representation of the game to the user. The gaming
module 125
can receive and process player input and provide updates to the game server
110 over the
network 130.
[0056] Because the gaming system 100 is for a location-based game, the
client 120 is
preferably a portable computing device, such as a smartphone or other portable
device, that
can be easily carried or otherwise transported with a player. A player can
interact with the
virtual world simply by carrying or transporting the client 120 in the actual
world. The client
120 can include a positioning device 128 that monitors the position of a
player during game
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play. The positioning device 128 can be any device or circuitry for monitoring
the position
of the client 120. For example, the positioning device 128 can determine
actual or relative
position by using a satellite navigation positioning system (e.g. a GPS
system, a Galileo
positioning system, the GLObal Navigation satellite system (GLONASS), the
BeiDou
Satellite Navigation and Positioning system), an inertial navigation system, a
dead reckoning
system, based on IP address, by using triangulation and/or proximity to
cellular towers or Wi-
Fi hotspots, Bluetooth beacons, camera-based visual positioning technology,
and/or other
suitable techniques for determining position.
[0057] As the player moves around with the client 120 in the real world,
the positioning
device 128 tracks the position of the player and provides the player position
information to
the gaming module 125. The gaming module 125 updates the player position in
the virtual
world associated with the game based on the actual position of the player in
the real world.
In particular, the location of the player in the virtual world can correspond
to the location of
the player in the real world. The gaming module 125 can provide player
position information
to the game server 110 over the network 130 such that the universal gaming
module 112
keeps track of all player positions throughout the game. It should be
understood that location
information associated with a player is utilized only if permission is granted
after the player
has been notified that location information of the player is to be accessed
and how the
location information is to be utilized in the context of the game (e.g. to
update player position
in the virtual world). In addition, any location information associated with
players will be
stored and maintained in a manner to protect player privacy.
[0058] The network 130 can be any type of communications network, such as a
local area
network (e.g. intranet), wide area network (e.g. Internet), or some
combination thereof. The
network can also include a direct connection between a client 120 and the game
server 110.
In general, communication between the game server 110 and a client 120 can be
carried via a
network interface using any type of wired and/or wireless connection, using a
variety of
communication protocols (e.g. TCP/IP, HTTP, SMTP, FTP), encodings or formats
(e.g.
HTML, XML, JSON), and/or protection schemes (e.g. VPN, secure HTTP, SSL).
[0059] The technology discussed herein makes reference to servers,
databases, software
applications, and other computer-based systems, as well as actions taken and
information sent
to and from such systems. One of ordinary skill in the art will recognize that
the inherent
flexibility of computer-based systems allows for a great variety of possible
configurations,
combinations, and divisions of tasks and functionality between and among
components. For

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instance, server processes discussed herein may be implemented using a single
server or
multiple servers working in combination. Databases and applications may be
implemented
on a single system or distributed across multiple systems. Distributed
components may
operate sequentially or in parallel.
[0060] In addition, in situations in which the systems and methods
discussed herein
access and analyze personal information about users, or make use of personal
information,
such as location information, the users may be provided with an opportunity to
control
whether programs or features collect the information and control whether
and/or how to
receive content from the system or other application. No such information or
data is
collected or used until the user has been provided meaningful notice of what
information is to
be collected and how the information is used. The information is not collected
or used unless
the user provides consent, which can be revoked or modified by the user at any
time. Thus,
the user can have control over how information is collected about the user and
used by the
application or system. In addition, certain information or data can be treated
in one or more
ways before it is stored or used, so that personally identifiable information
is removed. For
example, a user's identity may be treated so that no personally identifiable
information can be
determined for the user.
Exemplary Game Interface
[0061] FIG. 3 depicts one particular embodiment of a game interface 300
that can be
presented on a display of a client 120 as part of the interface between a
player and the gaming
system 100. The game interface 300 includes a display window 310 that can be
used to
display the virtual world 210 and various other aspects of the game, such as
player position
222 and the locations of virtual elements 230, virtual items 232 and virtual
energy 250 in the
virtual world 210. The user interface 300 can also display other information,
such as game
data information, game communications, player information, and other
information
associated with the game. For example, the user interface can display player
information
315, such as player name, experience level and other information. The user
interface 300 can
include a menu 320 for accessing various game settings and other information
associated
with the game. The user interface 300 can also include a communications
interface 330 that
enables communications between the game system and the player and between one
or more
players of the location-based game.
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[0062] According to aspects of the present disclosure, a player can
interact with the
location-based game by simply carrying a client device around in the real
world. For
instance, a player can play the location-based game by simply accessing an
application
associated with the location based game on a smartphone and moving about in
the real world
with the smartphone. In this regard, it is not necessary for the player to
continuously view a
visual representation of the virtual world on a display screen in order to
play the location
based game. As a result, the user interface 300 can include a plurality of non-
visual elements
that allow a user to interact with the game. For instance, the game interface
can provide
audible notifications to the player when the player is approaching a virtual
element or object
in the game or when an important event happens in the location-based game. A
player can
control these audible notifications with audio control 340. Different types of
audible
notifications can be provided to the user depending on the type of virtual
element or event.
The audible notification can increase or decrease in frequency or volume
depending on a
player's proximity to a virtual element or object. Other non-visual
notifications and signals
can be provided to the user, such as a vibratory notification or other
suitable notifications or
signals.
[0063] Those of ordinary skill in the art, using the disclosures provided
herein, should
understand that numerous game interface configurations and underlying
functionalities will
be apparent in light of this disclosure. The present disclosure is not
intended to be limited to
any one particular configuration.
Exemplary Server-Client Flow Diagram
[0064] FIG. 4 depicts a client-server flow diagram of an exemplary method
(400) for
linking real world activity with a parallel reality game according to an
exemplary
embodiment of the present disclosure. The exemplary method (400) can be
implemented
using any suitable computing system, such as the client-server arrangement of
the system 100
of FIG. 1. In addition, although FIG. 4 depicts steps performed in a
particular order for
purposes of illustration and discussion, the methods discussed herein are not
limited to any
particular order or arrangement. One skilled in the art, using the disclosures
provided herein,
will appreciate that various steps of the methods disclosed herein can be
omitted, rearranged,
combined, and/or adapted in various ways without deviating from the scope of
the present
disclosure.
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[0065] At (402), a server hosts the parallel reality game for a plurality
of client devices.
For instance, the game server 110 can host the parallel reality game for a
plurality of client
devices 120 over the network 130. Players can access the parallel reality game
by
communicating with the game server 110 over the network 130 via one or more
client
devices 120. In this manner, the game server 110 acts as an authoritative
source of events for
the parallel reality game.
[0066] At (404), the server can modify game data associated with the
location-based
game to include a game feature linked with a real world activity in the game.
For instance,
the game server 110 can modify, update, or add game data to the game database
115 such that
a game feature linked with a real world activity is included in the parallel-
reality game. A
game feature linked with a real world activity can be any game feature
designed to
incentivize or encourage activity by players in the real world, including
activities in the real
world not directly related to the overall game objective for the parallel
reality game. In
particular embodiments, the game feature linked with a real world activity can
be a game
feature linked with a commercial activity in the real world or a game feature
linked with a
data collection activity in the real world. Exemplary game features linked
with real world
activities, such as commercial activity in the real world and/or data
collection activity in the
real world, will be discussed in more detail below.
[0067] At (406), the server serves the parallel reality game, including the
game feature
linked with the real world activity, to one or more client devices. For
instance, the game
server 110 serves the parallel reality game, including the game feature linked
with real world
activity, to one or more client devices 120 over the network 130. At (408), a
client device,
such as client device 120, receives the game data from the server including
data associated
with the game feature linked with the real world activity. The client device
then presents the
parallel reality game, including the game feature linked with the real world
activity to a
player (410). For instance, a client device 120 can display a visual
representation of the
virtual world. The virtual world can include the game feature, such as a
virtual element
located at a specific location in the virtual world to encourage or
incentivize player activity in
the real world.
[0068] At (412), the client device includes receiving data associated with
player
interaction with the game feature. For instance, a client device 120 can
receive data as a
result of a player action directed the game feature in the parallel reality
game. The data
associated with a player interaction can include data associated with a player
navigating to a
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location of a particular virtual element and interacting with the virtual
element. As another
example, the data associated with a player interaction can include data
associated with a
player taking actions to complete a game objective or task. As another
example, the data
associated with a player interaction can include data associated with a player
using a power
up or other enhanced power provided to a player as part of the game feature
linked with the
real world activity. At (414), the client device provides the data associated
with player
interaction with the game feature to the server.
[0069] The data associated with the player interaction with the game
feature can be
received at the server (416). For instance, the game server 110 can receive
the data
associated with player interaction with the game feature from a client device
120 over the
network 130. The server can then modify one or more game elements in the
parallel reality
game based on the data associated with the player interaction (418). For
instance, the game
server 110 can update game data stored in the game database 115 associated
with a player to
record the player's interaction with the game feature linked with the real
world activity. In
addition, the server can update game data to provide a reward, such as a
virtual reward
suitable for use in the parallel reality game, for interacting with the game
feature linked with
the real world activity. The virtual reward can include a virtual item,
virtual energy, virtual
currency, power up, enhanced power, experience points, or any other suitable
reward.
Linking Commercial Activity with a Parallel Reality Game
[0070] FIG. 5 depicts a flow diagram of an exemplary method (500) for
linking
commercial activity with a parallel reality game according to an exemplary
embodiment of
the present disclosure. The exemplary method (500) can be implemented using
any suitable
computing device(s), such as the game server 110 of FIG. 1. In addition,
although FIG. 5
depicts steps performed in a particular order for purposes of illustration and
discussion, the
methods discussed herein are not limited to any particular order or
arrangement. One skilled
in the art, using the disclosures provided herein, will appreciate that
various steps of the
methods disclosed herein can be omitted, rearranged, combined, and/or adapted
in various
ways without deviating from the scope of the present disclosure.
[0071] At (502), the method includes receiving a request for a game feature
linked with a
commercial activity to be included in the parallel reality game. The request
can be for a
game feature to be included in the parallel reality game that is linked with a
commercial
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activity in the real world, such as any game feature that can be used to
increase or incentivize
commercial activity in the real world. For instance, the game feature can be
the location of a
virtual element in the virtual world. In particular, the game feature can
include locating a
virtual element in the virtual world at a location corresponding to the
location of a
commercial activity in the real world to attract potential customers to the
location of the
commercial activity. Alternatively, the game feature can be linked with the
purchase of an
object or service in the real world or can include providing a reward to a
player that is
suitable for use in a commercial transaction in the real world.
[0072] According to one aspect of the present disclosure, the request can
be received
from a remote computing device over a network. For instance, as shown in FIG.
1,
sponsors/advertisers 140, businesses 150 or other entities can provide request
data to the
game server 110 over the network 130. The request data can include a request
for a specific
or general game feature to be included in the game. The request data can be
submitted to the
game server using a suitable user interface, such as a web application hosted
by the game
server 110 or other computing device in communication with the game server
110. The
request can be part of an auction or other suitable format for submitting
requests for features.
[0073] The request can also be provided to a manager, operator, or other
individual
associated with the parallel reality game. For instance, a sponsor,
advertiser, business, or
other entity can interface directly with an individual associated with the
parallel reality game
in person, over the telephone, by email, or through other communication
interface. The
individual associated with the parallel reality game can then format the
request and provide
the request data to a game server, such as game server 110, associated with
the parallel reality
game for processing and analysis.
[0074] Once the request for a game feature linked with a commercial
activity is received,
the request can be analyzed to identify game features linked with the
commercial activity as
shown at (504) of FIG. 5. For example, the request can be analyzed to identify
the number
and type of game features included in the request. The requested game features
can also be
analyzed to determine whether the particular feature is suitable for addition
to the parallel
reality game during a particular stage or phase of the game.
[0075] For example, referring to FIG. 1, the commercial game feature module
114
associated with game server 110 can analyze request data to identify suitable
game features to
be included in the game. The commercial game feature module 114 can access
predetermined criteria and compare the request data to determine if the
request data meets the

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predetermined criteria. The predetermined criteria can be directed to the
format, content, or
other attributes of the requested game feature or the request data itself.
[0076] In a particular implementation, the commercial game feature module
114 can
periodically analyze all request data received and select which particular
features to include at
a particular stage or phase of the parallel reality game. For instance, the
commercial game
feature module 114 can enforce a limit on the number of game features linked
with
commercial activity that are included in the parallel reality game. In this
manner, the
commercial game feature module 114 can manage the inclusion of requested game
features in
the parallel reality game to prevent any requested game features from
interfering with the
overall theme, objectives, or other attribute of the parallel reality game.
[0077] At (506) of FIG. 5, the method can include modifying, updating, or
adding game
data to include the requested game features. For instance, the commercial game
feature
module 114 can manage game data stored in the game database 115 such that
certain
requested game features are included in the parallel reality game. Updating
the game data
can include, for instance, locating virtual elements at specified locations in
the virtual world,
providing virtual items and/or enhanced powers to specific players,
associating tags or brands
with virtual elements in the virtual world, and/or implementing a reward
engine to distribute
rewards suitable for commercial transactions in the real world to players that
attain certain
achievements or complete specified game objectives in the virtual world.
[0078] At (508), access to the parallel reality game with the requested
game feature is
provided to players of the parallel reality game. For instance, the game
server 110 can host
or provide access to the parallel reality game with the requested game feature
to one or more
clients 120 over the network 130. The requested game feature can be provided
to all players
of the parallel reality game or to selected players of the parallel reality
game.
[0079] In one implementation, the game feature can be accessed only by
those players
that are within a predefined radius surrounding the location of the commercial
activity linked
with the game feature in the real world. For instance, the game server 110 can
continuously
monitor the position of players of the parallel reality game by receiving
position information
from clients 120 over the network 130. Based on this position information, the
game server
110 can identify players within a predefined radius of the commercial
activity. The
predefined radius can be set to any magnitude. The game server 110 can provide
access to
the game feature to only those players within the predefined radius.
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[0080] At (510) the method can include receiving player interaction
associated with game
feature. The player interaction can include a suitable interaction with the
virtual element
located in the virtual world corresponding to a location of commercial
activity, the use of an
enhanced power or virtual item obtained through commercial activity, or other
suitable
interaction. Player interaction with the game feature can be monitored and
tracked, for
instance, by the game server 110. This information can be periodically
provided to the
sponsor or other entity requesting the game feature to allow the sponsor or
other entity to
track the value or effectiveness of the game feature in encouraging commercial
activity.
Exemplary Game Features Linked with Commercial Activity
[0081] Exemplary game features linked with commercial activity in the real
world will
now be discussed in detail. While exemplary game features will be discussed
for purposes of
illustration and discussion, those of ordinary skill in the art, using the
disclosures provided
herein, should understand that the scope of the present disclosure includes
any game feature
of a parallel reality game that can be used to encourage, increase, or enhance
commercial
activity in the real world.
[0082] One exemplary game feature linked with commercial activity in the
real world
includes locating a virtual element in the virtual world at a location
corresponding to the
location of a commercial activity in the real world. The virtual element can
be any virtual
element associated with the parallel reality game, such as a virtual element
associated with a
game objective, a virtual item used in the parallel reality game, virtual
energy that can be
collected as part of the parallel reality game, or other suitable virtual
element. One or more
game objectives can be associated with the virtual element to encourage
players to interact
with the virtual element. To interact with the virtual element, players of the
parallel reality
game will have to travel to the corresponding location of the virtual element
in the real world.
As a result, locating a virtual element at a location in the virtual world
corresponding to the
location of commercial activity in the real world can incentivize players to
travel to the
location of the commercial activity in the real world. This can increase
exposure of a
business and encourage commercial activity at a particular business or other
entity in the real
world.
[0083] For example, referring to FIG. 1, a sponsor/advertiser 140, business
150, or other
entity can provide request data over network 130 to game server 110 associated
with a
request to locate a virtual element in the virtual world at a location
corresponding to the
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location of a commercial activity, such as a retail or other point of sale
location, associated
with the sponsor/advertiser 140, business 150, or other entity. The commercial
game feature
module 114 can analyze the request and update game data stored in the game
database 115 to
include the virtual element in the virtual world at a location corresponding
to the location of
commercial activity in the real world. The commercial game feature module 114
can also
identify players within a predefined radius of the commercial activity in the
real world based
on position information provided from clients 120 over the network 130. The
game server
110 can then provide access to the parallel reality game with the requested
game feature to
the identified players. The players having access to the game feature would be
encouraged or
incentivized to travel to the location of the commercial activity in the real
world in order to
interact with the virtual element in the virtual world.
[0084] Another exemplary game feature linked with commercial activity in
the real world
can include linking game features, game objectives, or virtual items with the
real world
purchase of items or services. In particular, the purchase of the real world
items/services can
provide enhanced powers, access to hidden or locked game elements, virtual
items, virtual
energy and/or other game features to a player. This can incentivize players to
travel to the
business or other entity in the real world, purchase the item or service
linked with the game
feature, and spread word about the item or service among friends and other
players of the
parallel reality game.
[0085] For example, referring to FIG. 1, a sponsor/advertiser 140, business
150 or other
entity can send request data to the game server 110 over the network 130
requesting that a
real world purchase of an item or service associated with the
sponsor/advertiser 140, business
150 or other entity to trigger access to virtual items, enhanced powers, or
other enhancement
in the virtual world. The commercial game feature module 114 can analyze the
request and
update game data stored in the game database 115. To obtain or unlock the
enhanced powers
virtual items, or the enhancements, a player will have to purchase the product
or service
linked with the enhanced power or item. After the player makes the purchase,
the game
server 110 can be notified of the purchase.
[0086] In one implementation, the player can input a code associated with
the purchase of
the item or service in a user interface associated with the parallel reality
game. The code can
be transmitted over the network 130 to the game server 110, which the game
server 110 uses
to unlock the enhancements for the player. In addition or in the alternative,
the
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sponsor/advertiser 140, business 150 or other entity can notify the game
server 110 of the
purchase.
[0087] Once the game server 110 is notified of the purchase, the game
server 110 can
modify the game data stored in the game database 115 to provide the player
making the real
world purchase enhanced powers, virtual items, access to hidden areas, or
other game
features of value to the player. In this manner, the player is encouraged to
participate in
commercial activity in the real world in order to advance in the virtual
world.
[0088] Another exemplary game feature linked with commercial activity in
the real world
involves the dispensing of rewards suitable for commercial transactions in the
real world to
players of the parallel reality game for certain achievements or game
objectives within the
parallel reality game. For instance, the game server 110 can implement a
rewards module
that tracks player progress and/or achievement in the parallel reality game.
Upon the
achievement of certain goals or the accomplishment of certain game objectives,
the rewards
module can provide the player with a reward suitable for use in a commercial
transaction in
the real world.
[0089] For example, referring to FIG. 1, a sponsor/advertiser 140, business
150, or other
entity can provide request data over the network 130 to the game server
requesting that the
rewards module distribute a coupon or voucher to players that achieve a
predetermined game
objective or achievement. The rewards module can monitor player progress in
the parallel
reality game and provide the coupon or voucher to the player upon completing a
game
objective or other achievement. The coupon or other voucher can be used by the
player as
part of a real world commercial transaction. The coupon or other voucher
provides a real
world item that is of value to both the player and the business or other
entity based on actions
that occur in the virtual world. As a result, the link between the virtual
world and the real
world is enhanced such that actions in the virtual world can lead to rewards
and increased
commercial activity in the real world.
[0090] Another exemplary game feature linked with commercial activity in
the real world
can include the tagging or branding of virtual elements and/or virtual
locations in the virtual
world with brands/advertisements associated with a business or other entity in
the real world.
For example, a business or other entity can pay or arrange for certain brands
or
advertisements to be displayed in connection with virtual elements or virtual
locations in the
virtual world.
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[0091] For example, referring to FIG. 1, a sponsor/advertiser 140, business
150, or other
entity can provide request data over the network 130 to the game server
requesting that
particular virtual items in the virtual world be tagged or branded with a logo
or other indicia
associated with the sponsor/advertiser 140, business, 150, or other entity.
The commercial
game feature module 114 can analyze the request and update game data such that
certain
virtual elements are tagged or branded in the virtual world. As players
navigate the virtual
world by traveling in the real world, players are exposed to the branding
and/or advertising
associated with tagged or branded virtual items in the virtual world at
locations where the
brand or advertising may not typically be available or visible in the real
world. As a result,
the exposure of the business or other entity to players of the parallel
reality game can be
increased, potentially leading to increased commercial activity in the real
world.
Linking Data Collection Activity with Parallel Reality Game
[0092] Information in the real world is constantly changing. Collection of
data associated
with the real world has many applications. For instance, updated data about
the real world
can be used to enhance or enrich data available online or in other platforms
about real world
locations, objects, features, and other information. A parallel reality game
having a virtual
world that parallels the real world can be used to help gather information
about the changing
real world.
[0093] FIG. 6 depicts a flow diagram of a method (600) for linking data
collection
activity in the real world with a parallel reality game according to an
exemplary embodiment
of the present disclosure. The exemplary method (600) can be implemented using
any
suitable computing device(s), such as the game server 110 of FIG. 1. In
addition, although
FIG. 6 depicts steps performed in a particular order for purposes of
illustration and
discussion, the methods discussed herein are not limited to any particular
order or
arrangement. One skilled in the art, using the disclosures provided herein,
will appreciate
that various steps of the methods disclosed herein can be omitted, rearranged,
combined,
and/or adapted in various ways without deviating from the scope of the present
disclosure.
[0094] At (602), the method includes hosting the parallel reality game for
a plurality of
client devices. For instance, the game server 110 can host the parallel
reality game for a
plurality of client devices 120 over the network 130. Players can access the
parallel reality
game by communicating with the game server 110 over the network 130 via one or
more
client devices 120. At (604), the method includes modifying game data
associated with the

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parallel reality game to include a game feature linked with a data collection
activity in the
real world. For instance, the data collation module 116 can manage game data
stored in the
game database 115 such that certain game features linked with data collection
activity are
included in the parallel reality game. A game feature linked with data
collection activity in
the real world can be any game feature that can directly and/or indirectly
lead to the
collection of data about real world objects, features, or other information
associated with the
real world.
[0095] An exemplary game feature directly linked with data collection
activity can
include a game objective or task in the virtual world that involves acquiring
information
about the real world and providing this information as a condition for
completion of the game
objective. For example, a game objective associated with a virtual element can
require a
player to take a photo of a particular landmark, art object, store front, or
other feature located
in the real world at a location in the real world corresponding to the
location of the virtual
element. In return for completing the game objective, the player can receive a
suitable
reward, such as a virtual reward suitable for use in the virtual world or a
reward suitable for
use in the real world. For instance, the reward can be in the form of virtual
items/energy/currency or other virtual elements. The virtual reward can also
include enabling
some element of game play (e.g. hidden tasks/items, power ups, etc.) that may
not be
available to other players that do not interact with the game feature.
[0096] An exemplary game feature indirectly linked with data collection
activity can
include placing virtual elements at particular locations in the virtual world
so that actions
players take to interact with the virtual elements indirectly reveal
information about the real
world. For instance, one could place a virtual element in a park or hiking
area. The game
system could then track player movements in the park or hiking area as part of
the parallel
reality game to allow the player to navigate the virtual world. By tracking
the players
corresponding movements in the real world as the players navigate the virtual
world,
information about the location of traversable paths in an the area can be
collected. In
addition, rate of movement of players in a particular area and/or the altitude
of players can be
monitored to infer terrain information associated with an area in the real
world.
[0097] At (606), the method includes serving the parallel reality game
including the game
feature to one or more client devices used by players of the parallel reality
game. For
instance, the game server 110 can provide game data associated with the game
feature to
client devices 120 over the network 130. At (608), the method includes
receiving data
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collected by players pursuant to the data collection activity in the real
world. For instance,
the game server 110 can receive data collected associated with a real world
object pursuant to
a game object or task within the parallel reality game. The collected data can
include a
photograph, a sound recording, textual information, or other data collected by
the player,
such as the locations of WiFi hotspots or Bluetooth connections.
[0098] According to one particular implementation, the collected data can
be position
information associated with the player tracked by the game server 110 as the
player interacts
with the game feature. For instance, the game feature linked with the data
collection activity
can include placement of a virtual element at a specific location in the
virtual world. The
game server 110 can monitor a user's position in the real world as the user
navigates the real
world to travel to the corresponding location of the virtual element in the
virtual world. This
position information can be used to infer characteristics of the real world,
such as the location
of traversable paths in the real world, terrain information, location of
specific object in the
real world, and other information.
[0099] After receiving the data, the method can include modifying (e.g.
updating,
enriching, adding to, or other suitable modification) data associated with the
real world based
on the collected data (610). For example, the data collected by the player
pursuant to the data
collection activity can be used to update information about real world
objects, features,
locations for later access by various platforms, such as online search
engines, encyclopedias,
geographic information systems (e.g. map information systems, virtual globe
information
systems), etc.
[00100] As multiple players interact with the game feature linked to data
collection
activity in the real world, the accuracy of the data collected can be
increased. For example, if
multiple players take a photograph of an art object from multiple different
angles, the
photographs can be used to generate a three dimensional and/or panoramic view
of the art
obj ect.
[00101] In addition, by knowing a player's location in the real world at the
time of the data
collection action, position data can be associated with the collected data to
further enrich the
collected data. For example, if N players provide a photograph of an art
object at a
geographic position having longitude X, latitude Y and one player provides a
photograph of
the art object at a different geographic position of longitude Z, latitude W,
it can be
determined, for instance by the game server 110 or other computing device,
that the actual
location of the art object is near X, Y and not near Z, W.
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[00102] One exemplary application of the modified real world data includes
updating data
associated with the parallel reality game, such as data stored in the game
database 115. In
particular, data in the game database associated with real world objects
linked to virtual
features can be enriched based on data collected pursuant to the data
collection activity. In
this manner, the parallel reality game can be made to more closely conform to
changing real
world conditions as identified by data collection activities linked to game
features in the
parallel reality game. By providing a method for enriching game data
associated with real
world, the link between the real and the virtual world can be improved,
providing an
enhanced parallel reality for the parallel reality game.
[00103] While the present subject matter has been described in detail with
respect to
specific exemplary embodiments and methods thereof, it will be appreciated
that those skilled
in the art, upon attaining an understanding of the foregoing may readily
produce alterations
to, variations of, and equivalents to such embodiments. Accordingly, the scope
of the present
disclosure is by way of example rather than by way of limitation, and the
subject disclosure
does not preclude inclusion of such modifications, variations and/or additions
to the present
subject matter as would be readily apparent to one of ordinary skill in the
art.
Linking Virtual Elements to the Real World
[00104] The game server 110 can place virtual elements at locations in the
virtual world to
incentivize users to visit the corresponding real world locations. For
example, the game
server 110 may place an attractive virtual element at a location in the
virtual world
corresponding to a location in the real world associated with commercial
activity (e.g., a
retail location). By alerting user to the existence of this virtual element,
the game server 110
may incentive a user to go to the real world location. Once the user is at the
real world
location, the game sever may reward the user with the virtual element for
reaching the real
world location. Alternatively, the game server may launch a virtual experience
in which the
user may earn the virtual element (e.g., by completing one or more tasks in an
augmented
reality or virtual reality environment). The game server may continue to link
other virtual
elements and/or virtual experiences to other real world locations associated
with commercial
activity such that the user may encounter these virtual elements or virtual
experiences as the
user traverses the real world.
[00105] FIG. 7 depicts a flow diagram of a method (700) for providing a
virtual element in
a parallel reality experience according to an exemplary embodiment of the
present disclosure.
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The exemplary method (700) can be implemented using any suitable computing
device(s),
such as the game server 110 of FIG. 1. In addition, although FIG. 7 depicts
steps performed
in a particular order for purposes of illustration and discussion, the methods
discussed herein
are not limited to any particular order or arrangement. One skilled in the
art, using the
disclosures provided herein, will appreciate that various steps of the methods
disclosed herein
can be omitted, rearranged, combined, and/or adapted in various ways without
deviating from
the scope of the present disclosure. For example, though FIG. 7 is mostly
described in
relation to a parallel reality game played by a plurality of users, the same
method can be
applied to other parallel reality experiences.
[00106] At (701), the method includes hosting a parallel reality experience
that users
engage with via client devices 120. For instance, the game server 110 can host
a parallel
reality experience, such as a parallel reality game, for users to access using
client devices 120
over the network 130. At (702), the method includes receiving position data
from a client
device 120 of a user of the parallel reality experience. The game server 110
may monitor the
position of the client device 120 as the user moves about the real world.
[00107] At (703), the method includes causing the client device 120 to
incentivize the user
to travel to the real world landmark if position data (e.g., GPS data)
received from the client
device 120 indicates it is within a threshold distance from a real world
landmark. The real
world landmark may be a location associated with commercial activity in the
real world, such
as a grocery store, sporting goods store, restaurant, or other commercial
property. The client
device 120 may incentivize the user by displaying a virtual item that directs
the user to the
real world landmark.
[00108] In one embodiment, the game server 110 may determine the threshold
distance
based on a mode of transportation that the user is using (e.g., walking,
biking, or taking
public transportation) determined from location data and/or other sensor data
received from
the client device 120. For example, if the user's speed of transit is below
two meters per
second, the server 110 may determine the user is on foot. As another example,
if the client
device 120 is near a train station for a public transit route that leads to
the real world
landmark, the server 110 may determine that public transit is available (and
thus the threshold
distance may be larger than if walking is the only option). Additionally or
alternatively, the
mode or modes of transportation available to the user may be determined from
user
preferences.
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[00109] In one embodiment, if the game server 110 determines the client device
120 is
within the threshold distance of the real world landmark, it causes the client
device 120 to
display. a notification indicating that there is a virtual element and/or
virtual experience
available at the real world landmark. Alternatively, the game server 110 may
cause the client
devices 120 of multiple targeted users to display the virtual item, such as
users who
frequently visit the real world landmark or real world landmarks with similar
types of
commercial activity to commercial activity at the real world landmark.
Furthermore, the
game server 110 may cause multiple client devices 120 within the threshold
distance of the
real world landmark to display an announcement in the virtual world, such as a
virtual
billboard at a visible location, text overlaid on the sky, or the like.
[00110] In another embodiment, the server 110 causes one or more client
devices 120 to
display an indicator within the virtual world or on a map of the virtual world
indicating the
virtual location corresponding to the real world landmark. For example, a user
may see a
virtual item (e.g., a tennis ball, balloon, or AR character) overlaid on the
real world (e.g.,
superimposed on a video feed generated from one or more cameras of the user's
client device
120). The location of the virtual item may change over time, moving towards
the real world
landmark corresponding to the virtual item or experience. Thus, if the user
follows the
virtual item, it leads the user to the real world landmark (e.g., the user
might follow a
bouncing tennis ball to a sports equipment store for a game of virtual tennis
and receive a
coupon for a discount on tennis equipment at the sports equipment store). The
virtual item
guiding the user to the real world landmark may take a direct route (e.g., in
the case of a
balloon, it may float over buildings, rivers, and other obstacles, encouraging
the user to figure
out its destination and identify traversable routes there). Alternatively, the
server 110 or
client device 120 may determine a recommended route to the real world landmark
(e.g.,
based on a map database indicating traversable routes) and the virtual item
may travel the
recommended route at an appropriate speed (e.g., based on the user's
determined mode of
transport) for the user to follow. For example, if the user is walking, an AR
character may
beckon the user to follow them and proceed along the recommended route that
sticks to
sidewalks, crosswalks, and other pedestrian-safe routes.
[00111] At (704), the method includes determining whether the client device
120 is at the
real world landmark associated with a geographic area. The game server 110 may
consider
the client device 120 to be "at" a real world landmark if position data
indicates that the client
device 120 is within a geographic area associated with the real world landmark
or is within a

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predetermined distance (i.e., 100 meters) from the real world landmark or
geographic area.
The geographic area may correspond to the inside of a building or structure of
the real world
landmark, a parking lot surrounding the real world landmark, or any other land
corresponding
to the real world landmark (i.e., gardens, paths, and roads).
[00112] At (705), the method includes causing the client device 120 to present
content
incentivizing the user to travel to a real world location within the
geographic area if the client
device is at the real world landmark. The real world location may be a
specific location
within the geographic area or the location of a real world object within the
geographic area.
For example, the real world location may correspond to a box of cereal in a
grocery store, a
rollercoaster in a theme park, an exhibit in a museum, a sign in front of a
business, and the
like. In some embodiments, the content may be a notification that indicates
that the user can
find a particular real world object at the real world location or a particular
virtual element in
the virtual world at the real world location. In other embodiments, the
notification may
indicate that the user will find a particular virtual experience (i.e., a
raid, battle, gathering,
etc.) in the virtual world at the real world location and may be coupled with
virtual items
leading the user to the real world location. For example, the content may
include a virtual
character that leads the user to the real world location with a real world
object or virtual
experience. The virtual experience may include an objective for a user to
complete to receive
a virtual reward such as, in the context of a parallel reality game, virtual
energy, virtual
currency, power up, enhanced power, or experience points. In further
embodiments, the
notification may indicate one or more time periods that the virtual element or
virtual
experience is available at the real world location. Additionally or
alternatively, the game
server 110 may provide information about the virtual element or virtual
experience for
display to users outside of the parallel reality game (e.g., by creating a
post on a social media
system, sending an email or instant message, generating a push notification,
or the like).
These may attract a user's attention and incentivize them to travel to the
real world location at
a certain time or set of times.
[00113] In embodiments where the real world location is inside of a building
or structure,
the game server 110 may instruct the user's client device to track the
position of the client
device using an indoor positioning system once the user is at the real world
landmark (or the
portion of the geographic area of the real world landmark corresponding to a
building or
structure). The indoor positioning system may be aided by Bluetooth, WiFi
connection, light
frequency modulation, map data describing the real world landmark, and/or a
visual
31

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positioning system. The visual positioning system may use image data captured
from one or
more cameras of the client device 120 to determine the user's position inside
of the real world
landmark. For instance, the visual positioning system may compare the image
data to map
data describing the real world landmark, which may be stored in the game
database 115. This
map data may include a visual map of the inside of the real world landmark,
which, in some
embodiments, may be obtained from previous image data gathered from other
user's client
devices 120 or from a client device 120 associated with an administrator of
commercial
activity at the real world landmark. Further, the game server 110 may use a
routing algorithm
with the map data to determine the various paths within the real world
landmark that the user
can take to reach the real world location and guide the user based on the
position of the client
device and the routing algorithm.
[00114] At (706), the method includes determining whether the client device
120 (and,
implicitly, the user) is within proximity to the real world location. In some
embodiments, the
game server 120 may consider the client device 120 to be "within proximity to"
a real world
location if position data indicates that the client device 120 is within a
threshold distance
from the real world location, such as being ten meters or less from the real
world location. In
other embodiments, the game server 110 may use sensor fingerprinting on data
received from
the client device 120 to determine whether the client device 120 is within
proximity to the
real world location. In further embodiments, "within proximity to" may refer
to a user being
able to access the real world location given obstacles around the real world
location. For
example, the client device 120 may not be considered within proximity to a
location when at
a location where an obstacle blocks the user's ability to access the real
world location (i.e., a
wall is in between the user and the real world location). The game server 110
may consider
the client device 120 "within proximity to" the real world location based on
image data
depicting the real world location (or a particular real world object). For
example, the real
world location may correspond to the location of a particular brand of cereal
in an aisle in a
grocery store. The client device 120 may be near to the particular brand of
cereal in the aisle
when located in next aisle or above the particular brand of cereal on another
floor of the
grocery store. However, from these locations, the client device 120 is not
within proximity to
the real world location and is within proximity to the real world location
when the image data
depicts the particular brand of cereal.
[00115] The game server 110 may determine (706), based on the image data,
whether the
user is within proximity to the real world location. The game server 110 may
use a machine
32

CA 03182799 2022-11-08
WO 2021/229412 PCT/IB2021/053973
learning model to match the image data received from the client device 120 to
a set of
previously captured reference images of the real world location or to a
computer model of the
real world location. For example, if the real world location corresponds to a
specific aisle in
a grocery store, the game server 110 may input a combination of image data and
map data to
the machine learning model confirm that the user is in the correct aisle.
Alternatively, the
game server 110 may use a machine learning classifier or another form of image
recognition
on the image data to determine if a real world object (e.g. a box of a
particular brand of cereal
in the aisle) is depicted in the image data, indicating that the client device
120 is within
proximity to the real world location. In some embodiments, the game server 110
may
account for transparency, angle of view, lack of texture/pattern, 3D geometry,
and partial
occlusion in the image data when making the determination (706).
[00116] At (707), the method includes causing the client device 120 to display
a virtual
element at a virtual location corresponding to the real world location if the
client device 120
is within proximity to the real world location. For instance, in the grocery
store aisle, once
the user has reached the grocery store aisle, a virtual coupon may appear in
the virtual world
next to the box of the particular brand of cereal. In some embodiments, the
game server 110
cause the client device 120 to include a virtual experience at the virtual
location, and, after
the user meets an objective of the virtual experience, the game server 110 may
cause the
client device to display the virtual element. Examples of objectives of
virtual experiences
include winning a game in the virtual world, interacting with a real world
object, or
performing an action in the real world. For example, in the grocery store, the
game server
110 may cause the client device 120 to display a virtual character who wants
to play a game
next to the brand of cereal. If the user plays the game with the virtual
character, the game
server 110 causes the client device 120 to display a virtual coupon as a
reward for the user.
Further, the game server 110 may cause the client device 120 to display, at
the virtual
location, information about the real world location, information about the
real world object,
and/or information about the virtual element. Such information may include
descriptions or
user reviews of the virtual element or real world object.
[00117] One exemplary application of the exemplary method (700) is to augment
a routine
experience for one or more users. Routine experiences may be everyday
experiences that
users have, such as doing household chores, running errands, and working. For
example,
during a shopping experience, the game server 110 may cause one or more client
devices 120
to incentivize users to go to a retail location and use virtual elements or
virtual experiences to
33

CA 03182799 2022-11-08
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draw users' attention to specific products at the retail location. Further,
the method (700)
may be integrated with a shopping list from the user at the retail location to
virtually
transform the user's shopping experience by guiding the user on a journey
through the retail
location to find items on the user's shopping list. For example, the virtual
world at a retail
location may look like a carnival, and the user can play carnival games in the
virtual world to
win virtual coupons for items on their shopping list as they shop at the
retail location. In
some embodiments, the game server 110 may create a virtual experience for a
plurality of
users to experience together. For example, for users shopping for a shopping
list together, the
game server 110 may cause each user's client device 120 to lead each user
throughout the
retail location to different items to allow them together to find everything
on the shopping
list.
[00118] In another exemplary application of the method (700), the game server
110 may
augment a human resource event by causing one or more client devices 120 to
lead new
employees at a real world location on a scavenger hunt through the real world
location to
meet other users who work at the real world location. The game server 110 may
monitor
which users a user meets using facial recognition on image data from the
user's client device
120 as the user moves around the real world location. Further, in another
exemplary
application, the game server 110 may augment an experience at a tourist
location, such as a
museum, theme park, or historical landmark. For example, the game server 110
may cause a
client device 120 to lead a user on an educational journey through a museum to
learn about
the exhibits while earning virtual rewards that can be applied at the museum's
gift shop.
[00119] While the present subject matter has been described in detail with
respect to
specific exemplary embodiments and methods thereof, it will be appreciated
that those skilled
in the art, upon attaining an understanding of the foregoing may readily
produce alterations
to, variations of, and equivalents to such embodiments. Accordingly, the scope
of the present
disclosure is by way of example rather than by way of limitation, and the
subject disclosure
does not preclude inclusion of such modifications, variations and/or additions
to the present
subject matter as would be readily apparent to one of ordinary skill in the
art.
34

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

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Event History

Description Date
Inactive: First IPC assigned 2023-01-10
Letter Sent 2022-12-19
Letter Sent 2022-12-19
Letter sent 2022-12-15
Inactive: IPC assigned 2022-12-14
Inactive: IPC assigned 2022-12-14
Inactive: IPC assigned 2022-12-14
Request for Priority Received 2022-12-14
Priority Claim Requirements Determined Compliant 2022-12-14
Letter Sent 2022-12-14
Compliance Requirements Determined Met 2022-12-14
Inactive: IPC assigned 2022-12-14
Application Received - PCT 2022-12-14
Inactive: IPC assigned 2022-12-14
Inactive: IPC assigned 2022-12-14
Inactive: Single transfer 2022-11-22
Amendment Received - Voluntary Amendment 2022-11-08
National Entry Requirements Determined Compliant 2022-11-08
Application Published (Open to Public Inspection) 2021-11-18

Abandonment History

There is no abandonment history.

Maintenance Fee

The last payment was received on 2024-05-03

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
Registration of a document 2022-11-22 2022-11-08
Basic national fee - standard 2022-11-08 2022-11-08
Registration of a document 2022-11-22 2022-11-22
MF (application, 2nd anniv.) - standard 02 2023-05-11 2023-05-05
MF (application, 3rd anniv.) - standard 03 2024-05-13 2024-05-03
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
NIANTIC, INC.
Past Owners on Record
BRYAN DE LEON
CHRISTOPHER GRANT STOSKI
DANIEL CASADEVALL PINO
ERICA LYNN KOVALKOSKI
GANG LIU
HALEY LIERMAN
JOHN V. HANKE
JUNJI SHIRAISHI
KYU YOUNG CHANG
LAURA MAE WARNER
LOREN SHERMAN
LUCAS KAZANSKY
MARYAM SABOUR
MAYA RAMSEY
MAYUKO NAKAJIMA
SARO ORFALI
SETSUTO MURAI
VIKRAM GROVER
YUANJIAN CARLA LI
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Description 2022-11-08 34 2,923
Description 2022-11-07 34 2,057
Abstract 2022-11-07 2 101
Drawings 2022-11-07 7 96
Claims 2022-11-07 6 271
Representative drawing 2022-11-07 1 15
Maintenance fee payment 2024-05-02 32 1,308
Courtesy - Letter Acknowledging PCT National Phase Entry 2022-12-14 1 595
Courtesy - Certificate of registration (related document(s)) 2022-12-18 1 362
Courtesy - Certificate of registration (related document(s)) 2022-12-18 1 362
Courtesy - Certificate of registration (related document(s)) 2022-12-13 1 362
Prosecution/Amendment 2022-11-07 37 2,252
National entry request 2022-11-07 15 740
International search report 2022-11-07 10 520