SYSTEM AND METHOD FOR VIDEO GAME PROMOTIONS BASED ON REAL WORLD TRANSACTIONS

- OUTSITE NETWORKS, INC.

A system, method and computer program product for video game promotions processing and generation based on real world transactions, including a promotion processing system; and a transaction system coupled over a communications network to the promotion processing system, wherein the promotion processing system is configured to generate a video game promotion based on a real world transaction performed on the transaction system.

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
CROSS REFERENCE TO RELATED APPLICATIONS

The present invention claims benefit of priority to U.S. Provisional Patent Application Ser. No. 61/233,422 of BAKKER, entitled “SYSTEM AND METHOD FOR VIDEO GAME PROMOTIONS BASED ON REAL WORLD TRANSACTIONS,” filed on Aug. 12, 2009, the entire disclosure of which is hereby incorporated by reference herein.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to systems and methods for processing promotions, and more particularly to a system and method for video game promotions processing and generation based on real world transactions.

2. Discussion of the Background

Promotion processing systems and methods have been employed for numerous years in stores and online for providing purchasing incentives, and the like. However, the present promotion systems and methods typically are only configured for processing promotions with respect to real world online and offline transactions.

SUMMARY OF THE INVENTION

Therefore, there is a need for a method and system that addresses the above and other problems with conventional systems and methods for processing promotions. The above and other problems are addressed by the exemplary embodiments of the present invention, which provide a novel system and method for video game promotions processing and generation based on real world transactions. For example, based on online and offline credit card transactions, bank transactions, point-of-sale transactions, retail purchases, loyalty card transactions, credit card and bank account balances and payments, credit card and bank account credits and rewards, and the like, the exemplary system and method can generate online or offline video game promotions, such as incentives and coupons for games, game credits, game play time credits, special features for games, special characters for games, special weapons for games, game currencies, special features for game characters, game tokens, special game levels, special game missions, game cheats, and the like.

Accordingly, in exemplary aspects of the present invention there is provided a system, method and computer program product for video game promotions processing and generation based on real world transactions, including a promotion processing system; and a transaction system coupled over a communications network to the promotion processing system, wherein the promotion processing system is configured to generate a video game promotion based on a real world transaction performed on the transaction system.

Still other aspects, features, and advantages of the present invention are readily apparent from the following detailed description, by illustrating a number of exemplary embodiments and implementations, including the best mode contemplated for carrying out the present invention. The present invention is also capable of other and different embodiments, and its several details can be modified in various respects, all without departing from the spirit and scope of the present invention. Accordingly, the drawings and descriptions are to be regarded as illustrative in nature, and not as restrictive.

BRIEF DESCRIPTION OF THE DRAWINGS

The embodiments of the present invention are illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings and in which like reference numerals refer to similar elements and in which:

FIG. 1 illustrates an exemplary system for video game promotions processing and generation based on real world transactions; and

FIG. 2 illustrates an exemplary flow chart corresponding to the video game promotions processing and generation system of FIG. 1.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring now to the drawings, wherein like reference numerals designate identical or corresponding parts throughout the several views, and more particularly to FIG. 1 thereof, there is illustrated an exemplary system 100 for video game promotions processing and generation based on real world transactions. In FIG. 1, the system 100 includes an exemplary video game promotions processing and generation system 102 coupled over a communications network 104 (e.g., the Internet, wireless communications network, satellite communications network, local area network (LAN), wide area network (WLAN), etc.), to one or more game server systems 106, game client systems 108, banking system 110s (e.g., including debit card systems, etc.), credit card systems 112, and point-of-sale (POS) systems 114 (e.g., including loyalty systems, retail systems, etc.), and the like. The exemplary video game promotions processing and generation system 102 is configured to provide video game promotions processing and generation based on real world transactions. For example, based on online and offline credit card transactions, bank transactions, point-of-sale transactions, retail purchases, loyalty card transactions, credit card and bank account balances and payments, credit card and bank account credits and rewards, and the like, the exemplary system 102 can generate online or offline video game promotions, such as incentives and coupons for games, game credits, game play time credits, special features for games, special characters for games, special weapons for games, game currencies, special features for game characters, game tokens, special game levels, special game missions, game cheats, and the like.

For virtual world (VW) applications, such as Second Life, and the like, a user's real world transactions, as previously described and as monitored by the exemplary system 102, can be used to provide promotions, such as Linden dollars, branded clothing for Avatars, special powers for Avatars, and the like, for such users. Similarly, for massively multiplayer online (MMO) games, such as World of Warcraft, and the like, such real world transactions can be used to provide special weapons, special powers, spells, branded characters, cheats, tokens, and the like. For first person shooter (FPS) games, such as Call of Duty, and the like, such real world transactions can be used to provide special weapons, special skills, cheats, and the like. As will be appreciated by those of ordinary skill in the relevant arts(s), such promotions can be provided for online and offline PC gaming systems, console gaming systems, smart phone gaming systems, and the like. In an exemplary embodiment, a VW, MMO, FPS, and the like, “Battle of the Brands” video game can be provided that, for example, pits Pepsi drinkers against Coke drinkers, and the like.

The exemplary system 102 is configured to associate a user's real world transactions, for example, based on identifications of the user (e.g., bank and credit card account numbers, loyalty card numbers, drivers license numbers, etc.) with the user's online or offline video game identifications (e.g., user names, character names, IP addresses, CD keys, game keys, etc.) to deliver the promotions for the user.

FIG. 2 illustrates an exemplary flow chart 200 corresponding to the video game promotions processing and generation system 100 of FIG. 1. In FIG. 2, at step 202, a user performs an online or offline transaction with one of the systems 106-114, as previously described. At step 204, the video game promotions processing and generation system 102, coupled over the communications network 104 to the system 106-114 used for performing the transaction, determines the online or offline video game promotion based on the identification of the user during the transaction and the user's online or offline video game identifications. At step 206, the video game promotions processing and generation system 102 delivers the online or offline video game promotion to the user, user device, gaming system, and the like, completing the process. The promotions can be delivered online via the communications network 104 (e.g., including via e-mail, Sort Message Service (SMS), Enhanced Messaging Service (EMS), Multimedia Messaging Service (MMS), in game messaging or communications, etc.) and/or offline via paper coupons, regular mail, at the point-of-sale, retail store, and the like.

In further exemplary embodiments, the system 100 can also be configured to allow users to text their location and/or printer identification (ID) so that the system can send a coupon and/or promotion to the corresponding printer associated with the location and/or printer identification (ID).

The above-described devices and subsystems of the exemplary embodiments of FIGS. 1-2 can include, for example, any suitable servers, workstations, PCs, laptop computers, PDAs, Internet appliances, handheld devices, cellular telephones, wireless devices, other devices, and the like, capable of performing the processes of the exemplary embodiments of FIGS. 1-2. The devices and subsystems of the exemplary embodiments of FIGS. 1-2 can communicate with each other using any suitable protocol and can be implemented using one or more programmed computer systems or devices.

One or more interface mechanisms can be used with the exemplary embodiments of FIGS. 1-2, including, for example, Internet access, telecommunications in any suitable form (e.g., voice, modem, and the like), wireless communications media, and the like. For example, the employed communications networks can include one or more wireless communications networks, cellular communications networks, 3G communications networks, Public Switched Telephone Network (PSTNs), Packet Data Networks (PDNs), the Internet, intranets, a combination thereof, and the like. Accordingly, the devices and subsystems of the exemplary embodiments can be implemented on the World Wide Web.

It is to be understood that the devices and subsystems of the exemplary embodiments of FIGS. 1-2 are for exemplary purposes, as many variations of the specific hardware and/or software used to implement the exemplary embodiments are possible, as will be appreciated by those skilled in the relevant art(s). For example, the functionality of one or more of the devices and subsystems of the exemplary embodiments of FIGS. 1-2 can be implemented via one or more programmed computer systems or devices.

To implement such variations as well as other variations, a single computer system can be programmed to perform the special purpose functions of one or more of the devices and subsystems of the exemplary embodiments of FIGS. 1-2. On the other hand, two or more programmed computer systems or devices can be substituted for any one of the devices and subsystems of the exemplary embodiments of FIGS. 1-2. Accordingly, principles and advantages of distributed processing, such as redundancy, replication, and the like, also can be implemented, as desired, to increase the robustness and performance the devices and subsystems of the exemplary embodiments of FIGS. 1-2.

The devices and subsystems of the exemplary embodiments of FIGS. 1-2 can store information relating to various processes described herein. This information can be stored in one or more memories, such as a hard disk, optical disk, magneto-optical disk, RAM, and the like, of the devices and subsystems of the exemplary embodiments of FIGS. 1-2. One or more databases of the devices and subsystems of the exemplary embodiments of FIGS. 1-2 can store the information used to implement the exemplary embodiments of the present invention. The databases can be organized using data structures (e.g., records, tables, arrays, fields, graphs, trees, lists, and the like) included in one or more memories or storage devices listed herein. The processes described with respect to the exemplary embodiments of FIGS. 1-2 can include appropriate data structures for storing data collected and/or generated by the processes of the devices and subsystems of the exemplary embodiments of FIGS. 1-2 in one or more databases thereof.

All or a portion of the devices and subsystems of the exemplary embodiments of FIGS. 1-2 can be conveniently implemented using one or more general purpose computer systems, microprocessors, digital signal processors, micro-controllers, and the like, programmed according to the teachings of the exemplary embodiments of the present invention, as will be appreciated by those skilled in the computer and software arts. Appropriate software can be readily prepared by programmers of ordinary skill based on the teachings of the exemplary embodiments, as will be appreciated by those skilled in the software art. In addition, the devices and subsystems of the exemplary embodiments of FIGS. 1-2 can be implemented by the preparation of application-specific integrated circuits or by interconnecting an appropriate network of conventional component circuits, as will be appreciated by those skilled in the electrical art(s). Thus, the exemplary embodiments are not limited to any specific combination of hardware circuitry and/or software.

Stored on any one or on a combination of computer readable media, the exemplary embodiments of the present invention can include software for controlling the devices and subsystems of the exemplary embodiments of FIGS. 1-2, for driving the devices and subsystems of the exemplary embodiments of FIGS. 1-2, for enabling the devices and subsystems of the exemplary embodiments of FIGS. 1-2 to interact with a human user, and the like. Such software can include, but is not limited to, device drivers, firmware, operating systems, development tools, applications software, and the like. Such computer readable media further can include the computer program product of an embodiment of the present invention for performing all or a portion (if processing is distributed) of the processing performed in implementing the exemplary embodiments of FIGS. 1-2. Computer code devices of the exemplary embodiments of the present invention can include any suitable interpretable or executable code mechanism, including but not limited to scripts, interpretable programs, dynamic link libraries (DLLs), Java classes and applets, complete executable programs, Common Object Request Broker Architecture (CORBA) objects, and the like. Moreover, parts of the processing of the exemplary embodiments of the present invention can be distributed for better performance, reliability, cost, and the like.

As stated above, the devices and subsystems of the exemplary embodiments of FIGS. 1-2 can include computer readable medium or memories for holding instructions programmed according to the teachings of the present invention and for holding data structures, tables, records, and/or other data described herein. Computer readable medium can include any suitable medium that participates in providing instructions to a processor for execution. Such a medium can take many forms, including but not limited to, non-volatile media, volatile media, transmission media, and the like. Non-volatile media can include, for example, optical or magnetic disks, magneto-optical disks, and the like. Volatile media can include dynamic memories, and the like. Transmission media can include coaxial cables, copper wire, fiber optics, and the like. Transmission media also can take the form of acoustic, optical, electromagnetic waves, and the like, such as those generated during radio frequency (RF) communications, infrared (IR) data communications, and the like. Common forms of computer-readable media can include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other suitable magnetic medium, a CD-ROM, CDRW, DVD, any other suitable optical medium, punch cards, paper tape, optical mark sheets, any other suitable physical medium with patterns of holes or other optically recognizable indicia, a RAM, a PROM, an EPROM, a FLASH-EPROM, any other suitable memory chip or cartridge, a carrier wave, or any other suitable medium from which a computer can read.

While the present invention have been described in connection with a number of exemplary embodiments and implementations, the present invention is not so limited, but rather covers various modifications and equivalent arrangements, which fall within the purview of the appended claims.

Claims

1. A system for video game promotions processing and generation based on real world transactions, the system comprising:

a promotion processing system; and
a transaction system coupled over a communications network to the promotion processing system,
wherein the promotion processing system is configured to generate a video game promotion based on a real world transaction performed on the transaction system.

2. The system of claim 1, wherein the transaction system includes one of a game server system, a game client system, a banking system, including a debit card system, a credit card system, and a point-of-sale (POS) system, including a loyalty system, and a retail system.

3. The system of claim 1, wherein the transaction includes one of an online or offline credit card transaction, bank transaction, point-of-sale transaction, retail purchase, and loyalty card transaction.

4. The system of claim 1, wherein the video game promotion includes one of an online or offline video game promotion, including an incentive or coupon for a game, a game credit, a game play time credit, a feature for a game, a character for a game, a weapon for a game, a game currency, a feature for a game character, a game token, a game level, a game mission, and a game cheat.

5. A method for video game promotions processing and generation based on real world transactions, the method comprising:

coupling a transaction system over a communications network to a promotion processing system; and
generating by the promotion processing system a video game promotion based on a real world transaction performed on the transaction system.

6. The method of claim 5, wherein the transaction system includes one of a game server system, a game client system, a banking system, including a debit card system, a credit card system, and a point-of-sale (POS) system, including a loyalty system, and a retail system.

7. The method of claim 5, wherein the transaction includes one of an online or offline credit card transaction, bank transaction, point-of-sale transaction, retail purchase, and loyalty card transaction.

8. The method of claim 5, wherein the video game promotion includes one of an online or offline video game promotion, including an incentive or coupon for a game, a game credit, a game play time credit, a feature for a game, a character for a game, a weapon for a game, a game currency, a feature for a game character, a game token, a game level, a game mission, and a game cheat.

9. A computer program product for video game promotions processing and generation based on real world transactions and including one or more computer readable instructions embedded on a computer readable medium and configured to cause one or more computer processors to perform the steps of:

coupling a transaction system over a communications network to a promotion processing system; and
generating by the promotion processing system a video game promotion based on a real world transaction performed on the transaction system.

10. The computer program product of claim 9, wherein the transaction system includes one of a game server system, a game client system, a banking system, including a debit card system, a credit card system, and a point-of-sale (POS) system, including a loyalty system, and a retail system.

11. The computer program product of claim 9, wherein the transaction includes one of an online or offline credit card transaction, bank transaction, point-of-sale transaction, retail purchase, and loyalty card transaction.

12. The computer program product of claim 9, wherein the video game promotion includes one of an online or offline video game promotion, including an incentive or coupon for a game, a game credit, a game play time credit, a feature for a game, a character for a game, a weapon for a game, a game currency, a feature for a game character, a game token, a game level, a game mission, and a game cheat.

Patent History
Publication number: 20110039616
Type: Application
Filed: Aug 9, 2010
Publication Date: Feb 17, 2011
Applicant: OUTSITE NETWORKS, INC. (Norfolk, VA)
Inventor: Anton Bakker (Norfolk, VA)
Application Number: 12/852,646