PROVIDING A REAL-WORLD REWARD BASED ON PERFORMANCE OF ACTION(S) INDICATED BY VIRTUAL CARD(S) IN AN ONLINE CARD GAME

- Yahoo

Techniques are described herein for providing a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game. For instance, online offer(s) may be provided to player(s) of the online card game. Each online offer offers a real-world reward to designated player(s) in return for the designated player(s) providing a set of virtual cards that is specified by the offer. Once a designated player performs action(s) that are associated with a virtual card, the virtual card is provided to the designated player. When the designated player obtains all of the virtual cards in the set that is specified by the offer, the designated player may provide the set of virtual cards in acceptance of the online offer. Upon receipt of the set of virtual cards from the designated player, the real-world reward is provided to the designated player.

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Description
BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to online gaming

2. BACKGROUND

A variety of social network platforms (e.g., online community platforms) have been introduced in recent years to facilitate the building of social networks (e.g., social relations) among people who share interests, activities, backgrounds, real-life connections, etc. Examples of a social network platform include but are not limited to Facebook®, Google+®, Twitter®, LinkedIn®, Bebo®, etc. Some social network platforms have begun to offer online games to their members. For instance, members of Facebook® may play online games such as FarmVille®, CityVille®, Mafia Wars®, etc. Although the members who play such games may receive virtual rewards (e.g., an expansive virtual farm, city, or criminal empire) for playing the games, the members traditionally do not receive a real-world benefit for their efforts.

Some online services do provide real-world rewards to their members. For example, Facebook®, Foursquare®, and Gowalla® allow people to become the “mayor” of a venue by checking-in at the venue a specified number of times or more than other users of that service. The mayor may receive a discount at the venue in return for becoming the mayor. However, the criteria for becoming the mayor may substantially limit the number of the people who are able to obtain such discount.

In another example, Gigwalk® and Shopkick® provide payment to people who perform specified tasks. For instance, a retailer may use such online services to offer $5 to a user in return for the user going to the retailer's store, trying on a pair of jeans, taking a photo at the store, and completing a review of the jeans. However, these online services traditionally do not have a social networking component.

In yet another example, using Groupon®, a merchant can offer a discount of 50% of the regular price of a good or service to users so long as a specified number of the users accept the offer. For each deal, Groupon® and the merchant split the 50% of the regular price that is paid by the users. Thus, Groupon® and the merchant each receive 25% of the regular price of the good or service. Receiving 25% of the regular price may substantially reduce the value of the deal to the merchant.

BRIEF SUMMARY OF THE INVENTION

Various approaches are described herein for, among other things, providing a real-world reward based on performance of action(s) indicated (e.g., evidenced) by virtual card(s) in an online card game. For instance, the online card game may be based on a collection of virtual cards. Each of the virtual cards may be obtained by a player in return for the player performing action(s) that are associated with that virtual card. Examples of an action include but are not limited to purchasing the virtual card with real-world money, virtual money, or a combination thereof; trading other virtual card(s) for that virtual card (or a plurality of virtual cards that includes that virtual card); performing a merchant-specific action or a business category-specific action, etc. A merchant-specific action is an action that is performed with respect to product(s), service(s), and/or premises of a specified merchant. A business category-specific action is an action that is performed with respect to product(s), service(s), and/or premises of any of a variety of merchants that are included in a specified business category. Examples of a business category include but are not limited to maternity stores, restaurants, fabric stores, hotels, gyms, skating rinks, etc.

Any one or more actions associated with a virtual card may be a check-in action. A check-in action is an action that is performed at a specified location (e.g., at premises of a merchant, a school, a museum, a park, etc.). Examples of a check-in action include but are not limited to purchasing an item or service at the location, taking a picture or a video of oneself at the location, taking a picture of an item (e.g., a posting of hours of operation, a menu, etc.) at the location, and so on.

It should be noted that a merchant-specific action or a business category-specific action may be a check-in action. For example, a merchant-specific check-in action is a check-in action that must be performed at premises of a specified merchant. The check-in action may be limited to one or more particular premises of the specified merchant or open to any premises of the specified merchant. In accordance with this example, the merchant-specific check-in action is said to correspond to the specified merchant. In another example, a business category-specific check-in action is a check-in action that must be performed at premises of any of a variety of merchants that are included in a specified business category. In accordance with this example, the business category-specific check-in action is said to correspond to a merchant if the merchant is included in the specified business category; however, the business category-specific check-in action is said to not correspond to a merchant if the merchant is not included in the specified business category.

An example method is described in which an online offer is provided to a player of an online card game on a social network platform. The online offer offers the player a real-world reward in return for the player providing virtual card(s) that are exchangeable in context of the online card game. Each of the virtual card(s) indicates performance of respective specified action(s). Indicator(s) are received that specify that the player performs the specified action(s) indicated by each of the virtual card(s). The virtual card(s) are provided to the player in response to receiving the indicator(s). An acceptance of the offer is received from the player. The acceptance indicates that the virtual card(s) are provided by the player to be exchanged for the real-world reward. The real-world reward is provided to the player in exchange for the virtual card(s) in response to receiving the acceptance.

Another example method is described. In accordance with this method, an online offer is provided to each of a plurality of players of an online card game on a social network platform. The online offer offers a real-world reward to each player in a subset of the plurality of players in return for the respective player in the subset providing a designated set of virtual cards that are exchangeable in context of the online card game. For each virtual card in the designated set, the respective virtual card is provided to player(s) in the subset based on the player(s) performing action(s) that are associated with the respective virtual card. For each player in the subset that provides the designated set of virtual cards in acceptance of the online offer, the real-world reward is provided to the respective player in exchange for the set of virtual cards from the respective player.

An example system is described that includes offer logic, card logic, and reward logic. In accordance with this system, the offer logic is configured to provide an online offer to a player of an online card game on a social network platform. The online offer offers the player a real-world reward in return for the player providing virtual card(s) that are exchangeable in context of the online card game. Each of the virtual card(s) indicates performance of respective specified action(s). The card logic is configured to provide the virtual card(s) to the player in response to receipt of indicator(s) that specify that the player performs the specified action(s) indicated by each of the virtual card(s). The reward logic is configured to provide the real-world reward to the player in exchange for the virtual card(s) in response to receipt of an acceptance of the offer from the player. The acceptance indicates that the virtual card(s) are provided by the player to be exchanged for the real-world reward.

Another example system is described that includes offer logic, card logic, and reward logic. In accordance with this system, the offer logic is configured to provide an online offer to each of a plurality of players of an online card game on a social network platform. The online offer offers a real-world reward to each player in a subset of the plurality of players in return for the respective player in the subset providing a designated set of virtual cards that are exchangeable in context of the online card game. The card logic is configured to provide each virtual card in the designated set to player(s) in the subset based on the player(s) performing action(s) that are associated with the respective virtual card. The reward logic is configured to provide the real-world reward to each player in the subset that provides the designated set of virtual cards in acceptance of the online offer in exchange for the set of virtual cards from the respective player.

An example computer program product is described that includes a computer-readable medium having computer program logic recorded thereon for enabling a processor-based system to provide a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game. The computer program product includes a first program logic module, a second program logic module, and a third program logic module. In accordance with this computer program product, the first program logic module is for enabling the processor-based system to provide an online offer to a player of an online card game on a social network platform. The online offer offers the player a real-world reward in return for the player providing virtual card(s) that are exchangeable in context of the online card game. Each of the virtual card(s) indicates performance of respective specified action(s). The second program logic module is for enabling the processor-based system to provide the virtual card(s) to the player in response to receipt of indicator(s) that specify that the player performs the specified action(s) indicated by each of the virtual card(s). The third program logic module is for enabling the processor-based system to provide the real-world reward to the player in exchange for the virtual card(s) in response to receipt of an acceptance of the offer from the player. The acceptance indicates that the virtual card(s) are provided by the player to be exchanged for the real-world reward.

Another example computer program product is described that includes a computer-readable medium having computer program logic recorded thereon for enabling a processor-based system to provide a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game. The computer program product includes a first program logic module, a second program logic module, and a third program logic module. In accordance with this computer program product, the first program logic module is for enabling the processor-based system to provide an online offer to each of a plurality of players of an online card game on a social network platform. The online offer offers a real-world reward to each player in a subset of the plurality of players in return for the respective player in the subset providing a designated set of virtual cards that are exchangeable in context of the online card game. The second program logic module is for enabling the processor-based system to provide each virtual card in the designated set to player(s) in the subset based on the player(s) performing action(s) that are associated with the respective virtual card. The third program logic module is for enabling the processor-based system to provide the real-world reward to each player in the subset that provides the designated set of virtual cards in acceptance of the online offer in exchange for the set of virtual cards from the respective player.

Further features and advantages of the disclosed technologies, as well as the structure and operation of various embodiments, are described in detail below with reference to the accompanying drawings. It is noted that the invention is not limited to the specific embodiments described herein. Such embodiments are presented herein for illustrative purposes only. Additional embodiments will be apparent to persons skilled in the relevant art(s) based on the teachings contained herein.

BRIEF DESCRIPTION OF THE DRAWINGS/FIGURES

The accompanying drawings, which are incorporated herein and form part of the specification, illustrate embodiments of the present invention and, together with the description, further serve to explain the principles involved and to enable a person skilled in the relevant art(s) to make and use the disclosed technologies.

FIG. 1 is a block diagram of an example social network-based card game system in accordance with an embodiment described herein.

FIG. 2 is a block diagram of an example architecture configured to provide a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game in accordance with an embodiment described herein.

FIGS. 3 and 5-7 depict flowcharts of example methods for providing a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game in accordance with embodiments described herein.

FIG. 4 illustrates an example social update in accordance with an embodiment described herein.

FIGS. 8 and 9 are block diagrams of example implementations of a reward game module shown in FIG. 1 in accordance with embodiments described herein.

FIG. 10 is a block diagram of a computer in which embodiments may be implemented.

The features and advantages of the disclosed technologies will become more apparent from the detailed description set forth below when taken in conjunction with the drawings, in which like reference characters identify corresponding elements throughout. In the drawings, like reference numbers generally indicate identical, functionally similar, and/or structurally similar elements. The drawing in which an element first appears is indicated by the leftmost digit(s) in the corresponding reference number.

DETAILED DESCRIPTION OF THE INVENTION I. Introduction

The following detailed description refers to the accompanying drawings that illustrate exemplary embodiments of the present invention. However, the scope of the present invention is not limited to these embodiments, but is instead defined by the appended claims. Thus, embodiments beyond those shown in the accompanying drawings, such as modified versions of the illustrated embodiments, may nevertheless be encompassed by the present invention. include a particular feature, structure, or characteristic, but every embodiment may not necessarily include the particular feature, structure, or characteristic. Moreover, such phrases are not necessarily referring to the same embodiment. Furthermore, when a particular feature, structure, or characteristic is described in connection with an embodiment, it is submitted that it is within the knowledge of one skilled in the art to implement such feature, structure, or characteristic in connection with other embodiments whether or not explicitly described.

In general, terminology may be understood at least in part from usage in context. For example, terms, such as “and”, “or”, or “and/or,” as used herein may include a variety of meanings that may depend at least in part upon the context in which such terms are used. Typically, “or” if used to associate a list, such as A, B or C, is intended to mean A, B, and C, here used in the inclusive sense, as well as A, B or C, here used in the exclusive sense. In addition, the term “one or more” as used herein, depending at least in part upon context, may be used to describe any feature, structure, or characteristic in a singular sense or may be used to describe combinations of features, structures or characteristics in a plural sense. Similarly, terms, such as “a,” “an,” or “the,” again, may be understood to convey a singular usage or to convey a plural usage, depending at least in part upon context. In addition, the term “based on” may be understood as not necessarily intended to convey an exclusive set of factors and may, instead, allow for existence of additional factors not necessarily expressly described, again, depending at least in part on context.

Example embodiments are capable of providing a real-world reward based on performance of action(s) indicated (e.g., evidenced) by virtual card(s) in an online card game. For instance, the online card game may be based on a collection of virtual cards. Each of the virtual cards may be obtained by a player in return for the player performing action(s) that are associated with that virtual card. Examples of an action include but are not limited to purchasing the virtual card with real-world money, virtual money, or a combination thereof; trading other virtual card(s) for that virtual card (or for a plurality of virtual cards that includes that virtual card); performing a merchant-specific action or a business category-specific action, etc.

A merchant-specific action is an action that is performed with respect to product(s), service(s), and/or premises of a specified merchant. A merchant is an entity that sells good(s) and/or service(s) (e.g., an online retailer, such as Amazon.com®; a restaurant, such as Burger King®; a clothing store, such as Old Navy®; a workout facility, such as Gold's Gym®; an accounting firm, such as PriceWaterhouseCoopers®, etc). A merchant-specified action may pertain to more than one merchant (e.g., linking a player's Yahoo!® identifier (ID) with the player's Facebook® ID, trying on a pair of Polo® shorts at Macy's® department store, etc.).

A business category-specific action is an action that is performed with respect to product(s), service(s), and/or premises of any of a variety of merchants that are included in a specified business category. Examples of a business category include but are not limited to maternity stores, restaurants, fabric stores, hotels, gyms, skating rinks, hospitals, etc.

Any one or more actions associated with a virtual card may be a check-in action. A check-in action is an action that is performed at a specified location (e.g., at premises of a merchant, a school, a museum, a park, etc.). Examples of a check-in action include but are not limited to visiting a specified location, purchasing an item or service at the specified location, taking a picture or a video of oneself at the specified location, taking a picture of an item (e.g., a posting of hours of operation, a menu (or a bar code thereon), a plate of food, etc.) at the specified location, and so on.

It should be noted that a merchant-specific action or a business category-specific action may be a check-in action. For example, a merchant-specific check-in action is a check-in action that must be performed at premises of a specified merchant. The check-in action may be limited to one or more particular premises of the specified merchant or open to any premises of the specified merchant. In accordance with this example, the merchant-specific check-in action is said to correspond to the specified merchant. In another example, a business category-specific check-in action is a check-in action that must be performed at premises of any of a variety of merchants that are included in a specified business category. In accordance with this example, the business category-specific check-in action is said to correspond to a merchant if the merchant is included in the specified business category; however, the business category-specific check-in action is said to not correspond to a merchant if the merchant is not included in the specified business category.

Techniques described herein have a variety of benefits as compared to conventional online gaming techniques. For instance, the techniques described herein are capable of providing real-world rewards in a social gaming environment. The techniques may provide a real-world reward to a plurality of players who provide a requested set of virtual cards. The techniques may provide a greater value to merchants than conventional online services that offer real-world rewards.

II. Example Embodiments

FIG. 1 is a block diagram of an example social network-based card game system 100 in accordance with an embodiment described herein. Generally speaking, social network-based card game system 100 operates to provide real-world rewards to players of an online card game on a social network platform in return for sets of virtual cards that the players receive by performing actions indicated by those virtual cards. A real-world reward is a reward that has a tangible, real-world value outside a context of the online card game. Examples of a real-world reward include but are not limited to discounted pricing, a virtual or physical coupon, or a virtual or physical gift certificate with regard to good(s) and/or service(s); entry into a merchant's sweepstakes; and a payment based on a currency that is useable outside a context of the online card game (e.g., the United States dollar, the Chinese renminbi, the European Euro, the Indian rupee, etc.).

As shown in FIG. 1, social network-based card game system 100 includes a plurality of user systems 102, 104, . . . , 106; a plurality of publisher servers 108, 110, . . . , 112; and at least one third-party system 114. Communication among user systems 102, 104, . . . , 106; publisher servers 108, 110, . . . , 112; and third-party system 114 is carried out over a network using well-known network communication protocols. The network may be a wide-area network (e.g., the Internet), a local area network (LAN), another type of network, or a combination thereof.

User systems 102, 104, . . . , 106 are computers or other processing systems each including one or more processors, that are capable of communicating with any one or more of publisher servers 108, 110, . . . , 112. For example, each of user systems 102, 104, . . . , 106 may include a client that enables a user who owns (or otherwise has access to) the user system to access sites (e.g., Web sites) that are hosted by publisher servers 108, 110, . . . , 112. For instance, a client may be a Web crawler, a Web browser, a non-Web-enabled client, or any other suitable type of client. By way of example, each of user systems 102, 104, . . . , 106 is shown in FIG. 1 to be communicatively coupled to publisher 1 server(s) 108 for the purpose of accessing a site published by publisher 1. Persons skilled in the relevant art(s) will recognize that each of user systems 102, 104, . . . , 106 is capable of connecting to any of publisher servers 108, 110, . . . , 112 for accessing the sites hosted thereon.

Publisher servers 108, 110, . . . , 112 are computers or other processing systems, each including one or more processors, that are capable of communicating with user systems 102, 104, . . . , 106. Each of publisher servers 108, 110, . . . , 112 is configured to host a site (e.g., a Web site) published by a corresponding publisher 1−N so that such site is accessible to users of social network-based card game system 100 via user systems 102, 104, . . . , 106.

Publisher servers 108, 110, . . . , 112 are further configured to execute software programs that provide information to users in response to receiving requests, such as hypertext transfer protocol (HTTP) requests, from users, instant messaging (IM) applications, or web-based email. For example, the information may include Web pages, images, other types of files, output of executables residing on the publisher servers, IM chat sessions, emails, coupons, gift certificates, advertisements, etc. In accordance with this example, the software programs that are executing on publisher servers 108, 110, . . . , 112 may provide Web pages and/or emails that include interface elements (e.g., buttons, widgets, hyperlinks, etc.) that a user may select for accessing the other types of information. The Web pages may be provided as hypertext markup language (HTML) documents and objects (e.g., files) that are linked therein, for example.

One type of software program that may be executed by any one or more of publisher servers 108, 110, . . . , 112 is a social network platform. For instance, publisher 1 server(s) 104A is shown to include social network module 116, which is configured to execute a social network platform. Social network module 116 is capable of using the social network platform to facilitate the building of social networks among people who share interests, activities, backgrounds, real-life connections, etc. Examples of a social network platform include but are not limited to Facebook®, Google+®, Twitter®, LinkedIn®, Bebo®, etc.

Social network module 116 is shown to include a reward game module 118. Reward game module 118 is configured to execute an online card game on the social network platform that is executed by social network module 116. The online card game is characterized by a collection of virtual cards. Each of the virtual cards is capable of being obtained by a player based on the player performing action(s) that are associated with that virtual card. Reward game module 118 provides a marketplace in which the virtual cards may be purchased, traded, exchanged for real-world rewards, etc. by the users of social network-based card game system 100 (i.e., by players of the online card game). The marketplace is described in greater detail below with reference to FIGS. 2-9.

Reward game module 118 provides online offers to the users of social network-based card game system 100. Each online offer offers a real-world reward to each user in a subset of the users of social network-based card game system 100 in return for that user providing a set of virtual cards that is specified by the offer. Once a user in the subset performs action(s) that are associated with a virtual card, reward game module 118 provides the virtual card to the user. When the user obtains all of the virtual cards in the set that is specified by the offer, the user may provide the set of virtual cards to reward game module 118 in acceptance of the online offer. Upon receipt of the set of virtual cards from the user, reward game module 118 provides the real-world reward to the user.

Reward game module 118 may select an appropriate offer to be provided to each user of social network-based card game system 100 based on information that is associated with that user, though the example embodiments are not limited in this respect. For instance, such information may include a user identifier that identifies the user, first-level connections of the user, etc. First level connections of a user are users in a social network to which the user belongs that the user indicates as having a higher priority than other users in the social network.

Third-party system 114 is a computer or other processing system, including one or more processors that is capable of communicating with social network module 116 and/or reward game module 118. In some example embodiments, third-party system 114 is capable of providing offers pertaining to real-world rewards for provision by reward game module 118 to the users of social network-based card game system 100. In other example embodiments, third-party system 114 is capable of processing information regarding the users of social network-based card game system 100 that is received from social network module 116 and/or reward game module 118 to determine which offers are to be provided to the users. For instance, third-party system 114 may be owned by (or otherwise accessible to) a merchant, a coupon aggregator (e.g., Groupon®), an advertising firm, etc.

By way of example, third-party system 114 is shown in FIG. 1 to be communicatively coupled to publisher 1 server(s) 108 for the purpose of providing offers to publisher 1 and/or receiving information regarding the users from publisher 1. However, persons skilled in the relevant art(s) will recognize that third-party system 114 is capable of connecting to any one or more of publisher servers 108, 110, . . . , 112 for such purpose. In addition, although one third-party system 114 is depicted in FIG. 1, persons skilled in the relevant art(s) will recognize that any number of third-party systems may be communicatively coupled among publisher servers 108, 110, . . . , 112.

Although third-party system 114 and user systems 102, 104, . . . , 106 are depicted as desktop computers in FIG. 1, persons skilled in the relevant art(s) will appreciate that third-party system 114 and user systems 102, 104, . . . , 106 may include any browser-enabled system or device, including but not limited to a laptop computer, a tablet computer, a personal digital assistant, a cellular telephone, or the like.

FIG. 2 is a block diagram of an example architecture 200 configured to provide a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game 212 in accordance with an embodiment described herein. Architecture 200 includes a social network platform 202, other platforms 204, third party 206, third party 208, and store 210. Social network platform 202 is shown to support the online card game 212. Online card game 212 generates virtual cards 230 based on receipt of check-ins 226 received from social network platform 202 and based on check-ins 228 received from the other platforms 204. Each of the check-ins 226 and 228 indicates that a respective check-in action has occurred. Check-ins 226 and 228 are shown for illustrative purposes and are not intended to be limiting. It will be recognized that one or more (e.g., all) of the virtual cards may be generated based on performance of actions other than check-in actions.

Online card game 212 includes functional logic 214 for performing operations with regard to the virtual cards 230. Functional logic 214 includes transfer logic 216, enhancement logic 218, and reward logic 220. Transfer logic 216 is configured to gift virtual card(s) from a player of the online card game 212 to another player and/or to trade virtual cards between players (e.g., trade virtual card(s) of a first player for virtual card(s) of a second player).

Enhancement logic 218 is configured to increase a value associated with a virtual card based on a player providing user-generated content with regard to action(s) that are indicated by the virtual card. Examples of user-generated content include but are not limited to a photo or video taken by a player, a review of good(s) and/or service(s) that is completed by the player (e.g., in response to the player testing the good(s) and/or service(s)), a rating of good(s) and/or service(s) that is provided by the player (e.g., in response to the player testing the good(s) and/or service(s)), etc. Enhancement logic 218 may be configured to increase the value of the card to a greater extent if the user-generated content provided by the player is among a first Y instances of user-generated content (e.g., of a specified type) to be provided with regard to the action(s) that are indicated by the virtual card, where Y is an integer. Enhancement logic 218 is capable of providing such user-generated content to a local listing service for inclusion in local listing information regarding a merchant to which the user-generated content pertains. Examples of a local listing service include but are not limited to Yahoo! ® Local, Google® Local, Bing® Local, etc.

Reward logic 220 is configured to provide a real-world reward to players in response to receipt of a specified set of virtual cards from each of the players. For instance, the real-world reward may be free access to a service that ordinarily costs a fee (e.g., a free Flickr® Pro account for one year), a merchant-specific gift certificate having a value equal to a specified amount of money (e.g., a $10 gift certificate for use at MaggieMoo's® ice cream store), a coupon for a reduction of a fixed monetary amount or a fixed percentage amount with regard to a purchase price of good(s) and/or service(s) (e.g., a coupon for 20% off any total purchase on Yahoo! ® Shopping website), discounted pricing (e.g., $10 for any single Under Armour® shirt at Dick's Sporting Goods®, though such shirts typically are priced at $19.99-29.99), etc.

Players may realize (e.g., redeem) real-world rewards in any of a variety of ways. For example, a player may receive a real-world reward in electronic format at a mobile device of the player. The player may show a representation of the real-world-reward that is displayed on the mobile device to a representative of a merchant in order to realize the real-world reward. In another example, the player may provide an identifier (e.g., a code) that is associated with the real-world reward to a merchant in order to realize the real-world reward. In yet another example, a notification may be sent to a merchant, indicating that the real-world reward has been provided to the player. In accordance with this example, the merchant may apply the real-world reward to a purchase that is initiated by the player based on receipt of the notification.

In an example embodiment, functional logic 214 is configured to provide social updates 236 to be included in social update streams of the players. For example, functional logic 214 may generate a social update to be included in a social update stream of a user, based on the user performing an action, to specify that the user has performed the action. In another example, functional logic 214 may generate a social update to be included in a social update stream of a user, based on the user obtaining a virtual card, to specify that the user has obtained the virtual card. In yet another example, functional logic 214 may generate a social update to be included in a social update stream of a user, based on the user exchanging a set of virtual cards for a real-world reward, to specify that the user has received the real-world reward.

In another example embodiment, functional logic 214 is configured to provide messages 238 when the players perform actions, obtain virtual cards, and/or exchange sets of virtual cards for respective real-world rewards. For example, such a message may be sent to a player who performs an action, obtains a virtual card, or exchanges a set of virtual cards for a real-world reward. In another example, such a message may be sent to person(s) who are specified by the player and/or who elect to receive the message. Examples of a message include but are not limited to a social update, an email, a short message service (SMS), an instant message (IM), etc. For instance, a social update may be provided in context of a social network platform, such as Facebook®, Google+®, Twitter®, LinkedIn®, Bebo®, etc. It will be recognized that social updates provided in context of Twitter® are commonly referred to as “tweets”.

Third party 206 provides coupon offers 232 and/or merchant offers 234 for provision by the online card game 212 to the players of the online card game 212. A coupon offer is an offer that is devised by a coupon aggregator. A merchant offer is an offer that is devised by a merchant.

Third party 208 includes advertisement (“ad”) platforms 222 and local merchants 224 for illustrative purposes. For example, functional logic 214 may provide information regarding trades, gifts, and/or exchanges of virtual cards to ad platforms 222 and/or local merchants 224 as an incentive for the ad platforms 222 and/or local merchants 224 to devise offers for provision to the players of the online card game 212. In another example, functional logic 214 may provide such information in return for payment from the ad platforms 222 and/or local merchants 224. Such information may indicate an extent of interest the players of the online card game have with respect to specified good(s), type(s) of goods, service(s), type(s) of services, merchant(s), etc.

Store 210 stores the offers that are to be provided to the players of the online card game 212. Store 210 may further store information regarding the players of the online card game 212. Store 210 may be any suitable type of store. One type of store is a database. For instance, store 210 may be a relational database, an entity-relationship database, an object database, an object relational database, an extensible markup language (XML) database, etc.

FIG. 3 depicts a flowchart 300 of an example method for providing a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game in accordance with an embodiment described herein. Flowchart 300 may be performed by reward game module 118, for example. For illustrative purposes, flowchart 300 is described with respect to reward game module 800 shown in FIG. 8, which is an example of reward game module 118, according to an embodiment. As shown in FIG. 8, reward game module 800 includes offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, and suggestion logic 816. Further structural and operational embodiments will be apparent to persons skilled in the relevant art(s) based on the discussion regarding flowchart 300.

As shown in FIG. 3, the method of flowchart 300 begins at step 302. In step 302, an online offer is provided to a player of an online card game on a social network platform. For instance, the player may be included among a plurality of players of the online card game. The online offer offers the player a real-world reward in return for the player providing virtual card(s) that are exchangeable in context of the online card game. For example, the online offer may offer the player the real-world reward in return for the player providing a set of virtual card(s) that is determined before the online offer is provided to the player. Each of the virtual card(s) indicates performance of respective specified action(s). For example, a first virtual card may indicate that the player is to perform first action(s) in order to obtain the first virtual card; a second virtual card may indicate that the player is to perform second action(s) in order to obtain the second virtual card, and so on. In another example, multiple virtual cards may be obtainable by the player in return for the player performing one or more common actions.

In an example implementation, offer logic 802 provides online offer 818 to the player. In accordance with this implementation, the online offer 818 offers the player a real-world reward 830 in return for the player providing virtual card(s) 820. In further accordance with this implementation, offer logic 802 provides card indicator(s) 824 to card logic 804. The card indicator(s) 824 specify the virtual card(s) 820 that the player is to provide in return for the real-world reward 830. Card indicator(s) 824 may further specify the action(s) that are to be performed in order for the player to obtain each of the virtual card(s) 820.

In an example embodiment, the online offer offers the player the real-world reward from a merchant. In accordance with this embodiment, the virtual card(s) include at least one virtual check-in card that indicates performance of at least one check-in action at a premises of the merchant. It should be noted that a virtual check-in card is a virtual card that indicates performance of check-in action(s). In an aspect of this embodiment, the merchant or a provider of the social network platform may specify the at least one check-in action that is indicated by the virtual check-in card. In another aspect of this embodiment, the online offer may offer the player a discount with regard to good(s) and/or services) of the merchant in return for the player providing the virtual card(s). The discount may be applicable to all good(s) and/or services) of the merchant or to a subset of the good(s) and/or services) of the merchant. The discount may be any suitable amount, including but not limited to 40%, 25%, 100%, 10%, etc. Restrictions may be imposed with regard to check-in actions (e.g., only within hours of operation of a merchant), though the scope of the example embodiments is not limited in this respect.

In another example embodiment, the virtual card(s) include at least two virtual check-in cards that indicate performance of respective check-ins at respective premises of respective businesses that are included in a common business category that is specified in the online offer.

At step 304, indicator(s) are received that specify that the player performs the specified action(s) indicated by each of the virtual card(s). In an example implementation, card logic 804 and/or social update logic 806 receive action indicator(s) 822 that specify that the player performs specified action(s) indicated by each of the virtual card(s) 820. For instance, social update logic 806 may provide social update(s) specifying that the player performs the specified action(s).

At step 306, the virtual card(s) are provided to the player in response to receiving the indicator(s). In an example implementation, card logic 804 provides the virtual card(s) 820 to the player in response to receiving the action indicator(s) 822.

At step 308, an acceptance of the offer is received from the player. The acceptance indicates that the virtual card(s) are provided by the player to be exchanged for the real-world reward. In an example implementation, reward logic 808 receives acceptance(s) 828 from the player. In accordance with this implementation, the acceptance(s) indicate that the virtual card(s) 820 are provided by the player to be exchanged for the real-world reward 830.

At step 310, the real-world reward is provided to the player in exchange for the virtual card(s) in response to receiving the acceptance. In an example implementation, reward logic 808 provides the real-world reward 830 to the player in exchange for the virtual card(s) 820 in response to receiving the acceptance(s) 828.

It will be recognized that a virtual reward may be provided to the player in addition to the real-world reward, though the scope of the example embodiments is not limited in this respect. For instance, a virtual badge, star, ranking, etc. may be provided to the player in response to receiving the acceptance.

In an example embodiment, the online offer offers the player the real-world reward in return for the player being included among an initial Y players of the plurality of players to provide the virtual card(s). In accordance with this embodiment, Y is an integer that is determined before the online offer is provided to the player. In further accordance with this embodiment, the real-world reward is provided to the player in exchange for the virtual card(s) at step 310 further in response to the player being included among the initial Y players of the plurality of players to provide the virtual card(s).

In another example embodiment, the online offer offers the player the real-world reward in return for the player providing the virtual card(s) within a specified period of time. It will be recognized that the specified period of time may be any suitable period of time, including but not limited to X minutes, X hours, X days, X weeks, X months, etc. Accordingly, X may be any suitable value, including but not limited to 0.5, 1, 2.3, 31, etc. In accordance with this embodiment, step 310 includes receiving the acceptance of the offer from the player within the specified period of time. In further accordance with this embodiment, the real-world reward is provided to the player in exchange for the one or more virtual cards at step 310 in response to receiving the acceptance within the specified period of time.

In yet another example embodiment, the offer specifies that a value of the real-world reward that is offered to the player is inversely related to a number of acceptances of the offer that are received from other players in the plurality of players before the acceptance is received from the player.

In some example embodiments, one or more steps 302, 304, 306, 308, and/or 310 of flowchart 300 may not be performed. Moreover, steps in addition to or in lieu of steps 302, 304, 306, 308, and/or 310 may be performed. For instance, in an example embodiment, the method of flowchart 300 includes generating a social update in a social update stream of the player for each specified action that is performed by the player. In accordance with this embodiment, each social update specifies that the player performs the respective specified action. For instance, the social update(s) may be generated in response to receiving the respective indicator(s) that specify that the player performs the respective specified action(s). In another example embodiment, the method of flowchart 300 includes, for each of the virtual card(s) that is provided to the player, generating a social update in a social update stream of the player that specifies that the player receives the respective virtual card. It will be recognized that multiple activities may be referenced in a common social update. For example, a single social update may specify that the player performs a plurality of specified actions. In another example, a single social update may specify that the player receives a plurality of virtual cards.

The social update examples mentioned above are provided for illustrative purposes and are not intended to be limiting. It will be recognized that social updates may be generated in response to any of a variety of occurrences to indicate any of a variety of activities. For example, a social update may be generated to indicate that a player offers one or more virtual cards for trade with other player(s). In another example, a social update may be generated to indicate that the player has traded one or more of the player's virtual cards for one or more virtual cards of another player. In yet another example embodiment, a social update may be generated to indicate that the player is seeking one or more virtual cards from other players.

Although transfer logic 810, value reduction logic 812, determination logic 814, and suggestion logic 816 are not described above with reference to FIG. 3, such logic is described below with reference to FIGS. 5-7. It will be recognized by persons skilled in the relevant art(s) that the functionality associated with transfer logic 810, value reduction logic 812, determination logic 814, and suggestion logic 816 is applicable to the method of flowchart 300.

FIG. 4 illustrates an example social update 400 in accordance with an embodiment described herein. As shown in FIG. 4, social update 400 includes a first representation 406 of a first virtual card, a second representation 408 of a second virtual card, an activity description 402, and an advertisement 404. The first representation 406 includes a first merchant identifier 426, a first value indicator 410, a first image 412, and a first caption 414. The first merchant identifier 426 specifies that the first virtual card is associated with a merchant named Pizza K. The first value indicator 410 indicates that the first virtual card has a value of two (as illustrated by two check-marks). The first image 412 is an image that is associated with Pizza K. For instance, the first image 412 may depict a logo of Pizza K, an interior or exterior view of the premises of Pizza K, a menu of Pizza K, etc. The first caption 414 describes an intersection at which Pizza K is located, types of cuisine that are offered at Pizza K, and a price range indicating a typical cost per meal or cost per entre at Pizza K. It will be recognized that the first representation 406 need not necessarily include all of the information described above. For instance, the first representation 406 may include other information in lieu of the information described above. Moreover, the first representation 406 may include information in addition to the information described above.

The second representation 408 includes a second merchant identifier 428, a second value indicator 416, a second image 418, and a second caption 420. The second merchant identifier 428 specifies that the second virtual card is associated with a merchant named Gaspare's Pizza House. The second value indicator 416 indicates that the second virtual card has a value of one (as illustrated by one check-mark). The second image 418 is an image that is associated with Gaspare's Pizza House. The second caption 420 describes an intersection at which Gaspare's Pizza House is located, types of cuisine that are offered at Gaspare's Pizza House, and a typical cost per meal or cost per entre at Gaspare's Pizza House. It will be recognized that the second representation 408 need not necessarily include all of the information described above. For instance, the second representation 408 may include other information in lieu of the information described above. Moreover, the second representation 408 may include information in addition to the information described above.

In an example embodiment, the first representation 406 and/or the second representation 408 may be selectable by observers of social update 400. For instance, selecting the first representation 406 may direct an observer to a website of Pizza K, to a website of a provider of the online card game, or to another website. Selecting the second representation 408 may direct an observer to a website of Gaspare's Pizza House, to a website of a provider of the online card game, or to another website.

The activity description 402 specifies an activity with which social update 400 corresponds. In particular, the activity description 402 reads, “Warren traded his ‘Pizza K’ card of value 2 for Val's ‘Gaspare's Pizza House’ card of value 1.” A first arrow 422 points from the first representation 406 to the second representation 408 to indicate that the first virtual card is transferred from Warren to Val. A second arrow 424 points from the second representation 408 to the first representation 406 to indicate that the second virtual card is transferred from Val to Warren. The advertisement 404 reads, “Play the game and save money!” Accordingly, the advertisement 404 advertises the online card game. It will be recognized that the advertisement 404 may advertise good(s) or service(s) of Pizza K, Gaspare's Pizza House, another merchant in a business category to which Pizza K and Gaspare's Pizza House belong (e.g., a restaurant that competes with Pizza K and/or Gaspare's Pizza House), etc. For instance, such a competing restaurant may pay money to a provider of the online card game in order for social updates generated via the online card game that include virtual cards associated with Pizza K and/or Gaspare's Pizza House to include an advertisement, such as advertisement 404, that advertises good(s) and/or service(s) of the competing restaurant.

FIGS. 5-7 depict flowcharts 500, 600, and 700 of other example methods for providing a real-world reward based on performance of action(s) indicated by virtual card(s) in an online card game in accordance with embodiments described herein. Flowcharts 500, 600, and 700 may be performed by reward game module 118, for example. For illustrative purposes, flowcharts 500, 600, and 700 are described with respect to reward game module 800 shown in FIG. 8. Further structural and operational embodiments will be apparent to persons skilled in the relevant art(s) based on the discussion regarding flowcharts 500, 600, and 700.

As shown in FIG. 5, the method of flowchart 500 begins at step 502. In step 502, an online offer is provided to each of a plurality of players of an online card game on a social network platform. The online offer offers a real-world reward to each player in a subset (e.g., all or fewer than all) of the plurality of players in return for the respective player in the subset providing a designated set of virtual cards that are exchangeable in context of the online card game. Each of the virtual cards in the designated set is obtainable by each player in the subset in return for the respective player performing action(s) that are associated with the respective virtual card. Accordingly, multiple instances of the designated set of virtual card(s) may be in play (e.g., obtained and/or used) by one or more of the plurality of players concurrently. In an example implementation, offer logic 802 provides the online offer 818 to each player in the plurality of players. In accordance with this implementation, the online offer 818 offers the real-world reward 830 to each player in a subset of the plurality of players in return for the respective player in the subset providing a designated set of virtual card(s) 820.

In an example embodiment, the online offer offers the real-world reward from a merchant to each player in the subset. In accordance with this embodiment, the designated set includes at least one branded virtual check-in card that specifies a brand of the merchant and that is obtainable by each player in the subset in return for the respective player performing at least one check-in action at a premises of the merchant. It should be noted that a branded virtual card is a virtual card that indicates a brand of a merchant. A virtual check-in card is a virtual card that indicates performance of check-in action(s). Accordingly, a branded virtual check-in card is a virtual card that indicates a brand of a merchant and that indicates performance of check-in action(s). In an aspect of this embodiment, the merchant or a provider of the social network platform may specify the at least one check-in action that is to be performed at the premises of the merchant.

In another example embodiment, the subset of the plurality of players includes a plurality of groups that correspond to a plurality of consecutive time periods. Each group includes one or more of the players in the subset which provide the set of virtual cards in acceptance of the online offer during the corresponding time period. In accordance with this embodiment, the online offer specifies that a value of the real-world reward that is offered to each of the plurality of players is reduced for each subsequent group of the plurality of groups. For instance, the value of the real-world reward that is offered to a first group that corresponds to a first time period may be five; the value of the real-world reward that is offered to a second group that corresponds to a next successive time period may be four; the value of the real-world reward that is offered to a third group that corresponds to a next successive time period may be two; and the value of the real-world reward that is offered to a fourth group that corresponds to a next successive time period may be zero.

At step 504, for each virtual card in the designated set, the respective virtual card is provided to player(s) in the subset based on the player(s) performing the action(s) that are associated with the respective virtual card. In an example implementation, for each virtual card in the designated set, card logic 804 provides the respective virtual card to the player(s) who are included in the subset based on those player(s) performing action(s) that are associated with the respective virtual card.

At step 506, for each player in the subset that provides the designated set of virtual cards in acceptance of the online offer, the real-world reward is provided to the respective player in exchange for the set of virtual cards from the respective player. In an example implementation, for each player in the subset that provides the designated set of virtual cards 820 in acceptance of the online offer 818, reward logic 808 provides the real-world reward to the respective player in exchange for the set of virtual cards 820 from the respective player.

In an example embodiment, the online offer is a conditional offer that is based on a condition that a number of the players in the subset that provide the designated set of virtual cards in acceptance of the online offer reaches a specified threshold. In accordance with this embodiment, step 506 includes, for each player in the subset that provides the designated set of virtual cards in acceptance of the online offer, providing the real-world reward to the respective player in exchange for the set of virtual cards from the respective player based on the number of the players in the subset that provide the designated set of virtual cards in acceptance of the online offer reaching the specified threshold.

In some example embodiments, one or more steps 502, 504, and/or 506 of flowchart 500 may not be performed. Moreover, steps in addition to or in lieu of steps 502, 504, and/or 506 may be performed. For instance, in an example embodiment, the method of flowchart 500 includes not providing the real-world reward to each player of the plurality of players that is not included in the subset.

In another example embodiment, the method of flowchart 500 includes not providing the real-world reward to each player in the plurality of players that is included in the subset and that does not provide the designated set of virtual cards in acceptance of the online offer. For instance, the online offer may specify that the online offer is a conditional offer having a condition that a number of the players in the subset reaches the specified threshold.

In yet another example embodiment, the method of flowchart 500 includes, for one or more players in the subset that provide the designated set of virtual cards in acceptance of the online offer, providing information regarding attribute(s) of each of the one or more players to an advertising service for use by the advertising service to perform targeted advertising. For instance, the information regarding the attribute(s) may include identifying information that identifies each of the one or more players.

In still another example embodiment, the online offer offers the real-world reward from a merchant to each player in the subset in return for the respective player in the subset providing the designated set of virtual cards. In accordance with this embodiment, the method of flowchart 500 includes, for one or more players in the subset that provide the designated set of virtual cards in acceptance of the online offer, providing information regarding attribute(s) of each of the one or more players to the merchant. For instance, the information regarding the attribute(s) may include identifying information that identifies each of the one or more players.

In example embodiment, the method of flowchart 500 includes receiving a request from a first player of the plurality of players to trade first virtual card(s) of the first player for second virtual card(s) of a second player. In accordance with this embodiment, the method further includes providing information regarding attribute(s) of the first player to a business that is associated with the first virtual card(s).

In another example embodiment, the method of flowchart 500 includes defining the subset of the plurality of players to include an initial Z players of the plurality of players that provide the designated set of virtual cards in acceptance of the online offer. In accordance with this embodiment, Z is an integer that is determined before the online offer is provided to each of the plurality of players.

In yet another example embodiment, the method of flowchart 500 includes defining the subset of the plurality of players to include each of the plurality of players that provides the designated set of virtual cards in acceptance of the online offer within a specified time period.

In still another example embodiment, the method of flowchart 500 includes for one or more players in the subset that provide the designated set of virtual cards in acceptance of the online offer, providing information regarding attribute(s) of each of the one or more players to an advertising service for use by the advertising service to perform targeted advertising.

In an example embodiment, the method of flowchart 500 includes one or more steps shown in FIG. 6. As shown in FIG. 6, the method of flowchart 600 begins at step 602. In step 602, a request is received from a first player of the plurality of players to trade first virtual card(s) of the first player for second virtual card(s) of a second player. In an example implementation, transfer logic 810 receives a trade request 832 from the first player. In accordance with this implementation, the trade request 832 requests that the first virtual card(s) of the first player be traded for the second virtual card(s) of the second player.

At step 604, authorization is received from the second player to trade the first virtual card(s) for the second virtual card(s). In an example implementation, transfer logic 810 receives authorization 834 from the second player. In accordance with this implementation, authorization 834 authorizes trading the first virtual card(s) for the second virtual card(s).

At step 606, the first virtual card(s) are transferred from the first player to the second player. In an example implementation, transfer logic 810 transfers the first virtual card(s) from the first player to the second player. For instance, transfer logic 810 may transfer the first virtual card(s) from the first player to the second player based on receipt of authorization 834.

At step 608, the second virtual card(s) are transferred from the second player to the first player. In an example implementation, transfer logic 810 transfers the second virtual card(s) from the second player to the first player. For instance, transfer logic 810 may transfer the second virtual card(s) from the second player to the first player based on receipt of authorization 834.

At step 610, information regarding attribute(s) of the second player is provided to a business that is associated with the first virtual card(s). In an example implementation, transfer logic 810 provides attribute information 846 regarding attribute(s) of the second player to the business.

In some example embodiments, one or more steps 602, 604, 606, 608, and/or 610 of flowchart 600 may not be performed. Moreover, steps in addition to or in lieu of steps 602, 604, 606, 608, and/or 610 may be performed.

In another example embodiment, the method of flowchart 500 includes one or more steps shown in FIG. 7. As shown in FIG. 7, the method of flowchart 700 begins at step 702. In step 702, a determination is made that a first player in the subset of the plurality of players does not have identified virtual card(s) in the designated set. In an example implementation, determination logic 814 determines that the first player does not have the identified virtual card(s). For example, determination logic 814 may determine that the first player does not have the identified virtual card(s) based on player information 840. In accordance with this example, the player information 840 may indicate each of the obtained virtual card(s) which the first player has obtained. In further accordance with this example, determination logic 814 may compare identifier(s) associated with the respective identified virtual card(s) to identifier(s) associated with the respective obtained virtual card(s) of the first player to determine that the first player does not have the identified virtual card(s).

At step 704, a determination is made that a second player in the plurality of players has at least one of the identified virtual card(s). In an example implementation, determination logic 814 determines that the second player has at least one of the identified virtual card(s). For example, determination logic 814 may determine that the second player has the identified virtual card(s) based on player information 840. In accordance with this example, the player information 840 may indicate each of the obtained virtual card(s) which the second player has obtained. In further accordance with this example, determination logic 814 may compare identifier(s) associated with the respective identified virtual card(s) to identifier(s) associated with the respective obtained virtual card(s) of the second player to determine that the second player has at least one of the identified virtual card(s). In accordance with this implementation, determination logic 814 may generate a suggestion instruction 842 in response to determining that the second player has at least one of the identified virtual card(s). For instance, the suggestion instruction 842 may instruct suggestion logic 816 to generate a trade suggestion 844 for provision to the first player.

At step 706, a suggestion is provided to the first player to trade at least one virtual card of the first player for the at least one identified virtual card of the second player. In an example implementation, suggestion logic 816 provides the trade suggestion 844 to the first player. The trade suggestion 844 suggests that the first player trade at least one virtual card of the first player for the at least one identified virtual card of the second player. For instance, suggestion logic 816 may provide the trade suggestion 844 based on receipt of the suggestion instruction 842 from determination logic 814.

In some example embodiments, one or more steps 702, 704, and/or 706 of flowchart 700 may not be performed. Moreover, steps in addition to or in lieu of steps 702, 704, and/or 706 may be performed.

In yet another example embodiment, an online offer is provided to one or more specified groups among a plurality of players of an online card game on a social network platform. Each specified group includes at least one player of the plurality of players. The online offer offers a real-world reward to each specified group in a subset of the one or more specified groups in return for the respective specified group in the subset providing a designated set of virtual cards from a plurality of virtual cards that are exchangeable in context of the online card game. Each of the virtual cards in the designated set is obtainable by each specified group in the subset in return for at least one player in the respective specified group performing action(s) that are associated with the respective virtual card. In accordance with this embodiment, for each virtual card in the designated set, the respective virtual card is provided to specified group(s) in the subset based on at least one player in each of the specified group(s) performing the action(s) that are associated with the respective virtual card. In further accordance with this embodiment, for each specified group in the subset that provides the designated set of virtual cards in acceptance of the online offer, the real-world reward is provided to the respective specified group in exchange for the set of virtual cards from the respective specified group.

In an example embodiment, social update logic 806 is capable of providing messages (e.g., social updates, emails, short message services (SMSs), instant messages (IMs), etc.) that indicate achievements of subsets of the players. Each subset may include any suitable number of the players. For example, a message may identify M players of the online card game who have obtained more virtual cards than the other players of the online card game (e.g., the top 10 card holders), where M is an integer. In another example, a message may identify M players who have performed a designated combination of actions that are indicated by virtual cards. In yet another example, a message may identify M players who have exchanged more sets of virtual cards for respective real-world rewards than the other players of the online card game (e.g., top 5 exchangers). In still another example, a message may identify M players who have traded more virtual cards than the other players of the online card game (e.g., top 3 traders).

In another example embodiment, social update logic 806 is capable of providing messages to players when those players are within a designated number of virtual cards from completing a set of virtual cards. For example, if a set of virtual cards is defined as including five virtual cards and a specified player has four of the five virtual cards, social update logic 806 may provide a message to the specified player to inform the player that one virtual card is needed to complete the set. In accordance with this example, the message may identify which virtual card is needed to complete the set.

It will be recognized that reward game module 800 may not include one or more of offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, and/or suggestion logic 816. Furthermore, reward game module 800 may include logic in addition to or in lieu of offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, and/or suggestion logic 816.

FIG. 9 is a block diagram of another example implementation of a reward game module shown in FIG. 1 in accordance with an embodiment described herein. As shown in FIG. 9, reward game module 900 includes token logic 902, card logic 904, mixer logic 906, and transfer logic 908. Action indicators 922 are generated based on actions that are performed by players of an online card game. Each of the action indicators 922 may be processed by token logic 902 or card logic 904, depending on an instruction that is associated with the respective action indicator. For example, if the instruction indicates that token(s) are to be purchased or that token(s) earned based on the player's action(s) are to be redeemed, the action indicator is processed by token logic 902. In another example, if the instruction indicates that the action indicator is to be converted to a merchant card, the action indicator is processed by card logic 904. A merchant card is a virtual card that is associated with a merchant or a category of merchants.

Token logic 902 is configured to provide tokens 918 in response to processing action indicators 922. Each of the tokens 918 may have a value of one, for example. Tokens 918 may be spent to obtain non-merchant cards 926, as described in greater detail below with reference to sale logic 912. For instance, if a non-merchant card has a value of five, five tokens may be spent to obtain that non-merchant card. A non-merchant card is a virtual card that is not associated with a merchant and that is not associated with a category of merchants. Non-merchant cards 926 may include wild card(s), though the scope of the example embodiments is not limited in this respect. A wild card is a card that may be used in lieu of each of a plurality of other non-merchant cards.

Card logic 904 includes conversion logic 910 and sale logic 912. Conversion logic 910 is configured to convert action indicators 922 to merchant cards 920. Accordingly, conversion logic 910 provides each of the merchant cards 920 based on one or more of the action indicators 922.

Sale logic 912 includes slot machine logic 914 and listing logic 916. Slot machine logic 914 is configured to randomly or semi-randomly generate one or more of the non-merchant cards 926 based on each of the tokens 918 that is processed by slot machine logic 914. Slot machine logic 914 is further configured to randomly or semi-randomly generate non-merchant card(s) to replace other non-merchant card(s) that are received from mixer logic 906. A number of the non-merchant cards generated by slot machine logic 914 may be less than, equal to, or greater than a number of the other non-merchant cards that are received from mixer logic 906. A cumulative value of the non-merchant cards generated by slot machine logic 914 may be less than or equal to a cumulative value of the other non-merchant cards that are received from mixer logic 906. For instance, if the cumulative value of the non-merchant cards generated by slot machine logic 914 is X, the cumulative value of the other non-merchant cards that are received from mixer logic 906 may be X*(1−Y), where Y is a discount factor that is less than one.

Listing logic 916 is configured to convert tokens 918 to non-merchant cards 926. Accordingly, listing logic 916 provides each non-merchant card based on one or more of the tokens 918. For instance, if listing logic 916 processes two tokens, listing logic may provide a single non-merchant card having a value of two or two non-merchant cards that each have a value of one.

Listing logic 916 is further configured to list non-merchant card(s) of a player that are to be traded with other non-merchant card(s) of other player(s). For instance, listing logic 916 may list each non-merchant card(s) in return for a portion of the value of the respective non-merchant card. In one example, if a non-merchant card has a value of one, listing logic 916 may list the non-merchant card for trade in return for a fee having value of 0.025, 0.05, 0.1, or some other suitable value. It will be recognized that the purchase or listing of a non-merchant card via listing logic 916 may provide useful information to a merchant. For instance, if the purchased or listed non-merchant card corresponds to a set of virtual cards that includes a merchant card associated with the merchant, the merchant may use knowledge of such purchase or listing to obtain market intelligence, develop a marketing campaign regarding good(s) and/or service(s) of the merchant, etc. Such market intelligence may indicate which brand(s), deal(s), product(s), and/or service(s) are of interest to consumers.

Transfer logic 908 is configured to transfer non-merchant cards among the players of the online card game in response to instructions to perform such transfers. For example, transfer logic 908 may perform a gift operation in which a non-merchant card is gifted from one player to another player. In another example, transfer logic 908 may perform a trade operation in which first non-merchant card(s) of a first player are traded for second non-merchant card(s) of a second player.

One or more of the merchant cards 920 may be combined with one or more of the non-merchant cards 926 to provide sets 924 of virtual cards that are capable of being exchanged by players for real-world rewards in the context of the online card game.

Interest of the players in obtaining a set of virtual cards that includes a designated merchant's card(s) may be controlled by managing availability of non-merchant card(s) that are included in the set. For instance, in order to increase the interest of the players, non-merchant card(s) that are relatively likely to have already been obtained by the players or that may be relatively easily obtained (e.g., purchased relatively cheaply via listing logic 916 or likely to be obtained via slot machine logic 914) may be included in the set. In order to decrease the interest of the players, non-merchant card(s) that are not as likely to have already been obtained by the players or that are not as easily obtained may be included in the set.

It will be recognized that reward game module 900 may not include one or more of token logic 902, card logic 904, and/or transfer logic 906. Furthermore, reward game module 900 may include logic in addition to or in lieu of token logic 902, card logic 904, and/or transfer logic 906.

III. Other Example Embodiments

Social network module 116, reward game module 118, social network platform 202, other platforms 204, third party 206, third party 208, online card game 212, functional logic 214, transfer logic 216, enhancement logic 218, reward logic 220, ad platforms 222, local merchants 224, offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, suggestion logic 816, token logic 902, card logic 904, transfer logic 906, conversion logic 908, sale logic 910, slot machine logic 912, and/or listing logic 914 may be implemented in hardware, software, firmware, or any combination thereof.

For example, social network module 116, reward game module 118, social network platform 202, other platforms 204, third party 206, third party 208, online card game 212, functional logic 214, transfer logic 216, enhancement logic 218, reward logic 220, ad platforms 222, local merchants 224, offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, suggestion logic 816, token logic 902, card logic 904, transfer logic 906, conversion logic 908, sale logic 910, slot machine logic 912, and/or listing logic 914 may be implemented as computer program code configured to be executed in one or more processors.

In another example, social network module 116, reward game module 118, social network platform 202, other platforms 204, third party 206, third party 208, online card game 212, functional logic 214, transfer logic 216, enhancement logic 218, reward logic 220, ad platforms 222, local merchants 224, offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, suggestion logic 816, token logic 902, card logic 904, transfer logic 906, conversion logic 908, sale logic 910, slot machine logic 912, and/or listing logic 914 may be implemented as hardware logic/electrical circuitry.

IV. Example Computer Implementation

The embodiments described herein, including systems, methods/processes, and/or apparatuses, may be implemented using well known servers/computers, such as computer 1000 shown in FIG. 10. For instance, elements of example social network-based card game system 100, including any of the user systems 102, 104, . . . , 106, third-party system 114, and/or any of the publisher servers 108, 110, . . . , 112 depicted in FIG. 1 and elements thereof, each of the steps of flowchart 300 depicted in FIG. 3, each of the steps of flowchart 500 depicted in FIG. 5, each of the steps of flowchart 600 depicted in FIG. 6, and each of the steps of flowchart 700 depicted in FIG. 7 can each be implemented using one or more computers 1000.

Computer 1000 can be any commercially available and well known computer capable of performing the functions described herein, such as computers available from International Business Machines, Apple, Sun, HP, Dell, Cray, etc. Computer 1000 may be any type of computer, including a desktop computer, a server, etc.

As shown in FIG. 10, computer 1000 includes one or more processors (e.g., central processing units (CPUs)), such as processor 1006. Processor 1006 may include social network module 116 and/or reward game module 118 of FIG. 1; social network platform 202, other platforms 204, third party 206, third party 208, online card game 212, functional logic 214, transfer logic 216, enhancement logic 218, reward logic 220, ad platforms 222, and/or local merchants 224 of FIG. 2; offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, and/or suggestion logic 816 of FIG. 8; token logic 902, card logic 904, transfer logic 906, conversion logic 908, sale logic 910, slot machine logic 912, and/or listing logic 914 of FIG. 9; or any portion or combination thereof, for example, though the scope of the embodiments is not limited in this respect. Processor 1006 is connected to a communication infrastructure 1002, such as a communication bus. In some embodiments, processor 1006 can simultaneously operate multiple computing threads.

Computer 1000 also includes a primary or main memory 1008, such as a random access memory (RAM). Main memory has stored therein control logic 1024 (computer software), and data.

Computer 1000 also includes one or more secondary storage devices 1010. Secondary storage devices 1010 include, for example, a hard disk drive 1012 and/or a removable storage device or drive 1014, as well as other types of storage devices, such as memory cards and memory sticks. For instance, computer 1000 may include an industry standard interface, such as a universal serial bus (USB) interface for interfacing with devices such as a memory stick. Removable storage drive 1014 represents a floppy disk drive, a magnetic tape drive, a compact disk drive, an optical storage device, tape backup, etc.

Removable storage drive 1014 interacts with a removable storage unit 1016. Removable storage unit 1016 includes a computer useable or readable storage medium 1018 having stored therein computer software 1026 (control logic) and/or data. Removable storage unit 1016 represents a floppy disk, magnetic tape, compact disc (CD), digital versatile disc (DVD), Blu-ray disc, optical storage disk, memory stick, memory card, or any other computer data storage device. Removable storage drive 1014 reads from and/or writes to removable storage unit 1016 in a well-known manner.

Computer 1000 also includes input/output/display devices 1004, such as monitors, keyboards, pointing devices, etc.

Computer 1000 further includes a communication or network interface 1020. Communication interface 1020 enables computer 1000 to communicate with remote devices. For example, communication interface 1020 allows computer 1000 to communicate over communication networks or mediums 1022 (representing a form of a computer useable or readable medium), such as local area networks (LANs), wide area networks (WANs), the Internet, etc. Network interface 1020 may interface with remote sites or networks via wired or wireless connections. Examples of communication interface 1022 include but are not limited to a modem, a network interface card (e.g., an Ethernet card), a communication port, a Personal Computer Memory Card International Association (PCMCIA) card, etc.

Control logic 1028 may be transmitted to and from computer 1000 via the communication medium 1022.

Any apparatus or manufacture comprising a computer useable or readable medium having control logic (software) stored therein is referred to herein as a computer program product or program storage device. This includes, but is not limited to, computer 1000, main memory 1008, secondary storage devices 1010, and removable storage unit 1016. Such computer program products, having control logic stored therein that, when executed by one or more data processing devices, cause such data processing devices to operate as described herein, represent embodiments of the invention.

For example, each of the elements of social network module 116 and/or reward game module 118, each depicted in FIG. 1; social network platform 202, other platforms 204, third party 206, third party 208, online card game 212, functional logic 214, transfer logic 216, enhancement logic 218, reward logic 220, ad platforms 222, and/or local merchants 224, each depicted in FIG. 2; offer logic 802, card logic 804, social update logic 806, reward logic 808, transfer logic 810, value reduction logic 812, determination logic 814, and/or suggestion logic 816, each depicted in FIG. 8; token logic 902, card logic 904, transfer logic 906, conversion logic 908, sale logic 910, slot machine logic 912, and/or listing logic 914, each depicted in FIG. 9; each of the steps of flowchart 300 depicted in FIG. 3; each of the steps of flowchart 500 depicted in FIG. 5; each of the steps of flowchart 600 depicted in FIG. 6; and each of the steps of flowchart 700 depicted in FIG. 7 can be implemented as control logic that may be stored on a computer useable medium or computer readable medium, which can be executed by one or more processors to operate as described herein.

Computer readable storage media are distinguished from and non-overlapping with communication media. Communication media typically embodies computer-readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave. The term “modulated data signal” means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wireless media such as acoustic, RF, infrared and other wireless media. Example embodiments are also directed to such communication media.

V. Conclusion

While various embodiments have been described above, it should be understood that they have been presented by way of example only, and not limitation. It will be apparent to persons skilled in the relevant art(s) that various changes in form and details can be made therein without departing from the spirit and scope of the invention. Thus, the breadth and scope of the present invention should not be limited by any of the above-described exemplary embodiments, but should be defined only in accordance with the following claims and their equivalents.

The proper interpretation of subject matter described and claimed herein is limited to patentable subject matter under 35 U.S.C. §101. As described and claimed herein, a method is a process defined by 35 U.S.C. §101. As described and claimed herein, each of a device, apparatus, machine, system, computer, module, computer readable medium, and medium is a machine or manufacture defined by 35 U.S.C. §101.

Claims

1. A system, comprising:

offer logic configured to provide an online offer to a player that is included in a plurality of players of an online card game on a social network platform, the online offer offering the player a real-world reward in return for the player providing one or more virtual cards from a plurality of virtual cards that are exchangeable in context of the online card game, each of the one or more virtual cards indicating performance of at least one respective specified action;
card logic configured to provide the one or more virtual cards to the player in response to receipt of one or more indicators that specify that the player performs the at least one specified action indicated by each respective virtual card of the one or more virtual cards; and
reward logic configured to provide the real-world reward to the player in exchange for the one or more virtual cards in response to receipt of an acceptance of the offer from the player, the acceptance indicating that the one or more virtual cards are provided by the player to be exchanged for the real-world reward.

2. The system of claim 1, wherein the online offer offers the player the real-world reward from a merchant in return for the player providing the one or more virtual cards; and

wherein the one or more virtual cards include at least one virtual check-in card that indicates performance of at least one check-in action at a premises of the merchant.

3. The system of claim 2, wherein the online offer offers the player a discount with regard to at least one commerce element of the merchant in return for the player providing the one or more virtual cards, each commerce element being a good of the merchant or a service of the merchant.

4. The system of claim 1, wherein the one or more virtual cards include at least two virtual check-in cards that indicate performance of respective check-ins at respective premises of respective businesses that are included in a common business category that is specified in the online offer.

5. The system of claim 1, further comprising:

social update logic configured to generate a social update in a social update stream of the player for each specified action that is performed by the player to specify that the player performs the respective specified action in response to receipt of the respective indicator of the one or more indicators that specifies that the player performs the respective specified action.

6. The system of claim 1, further comprising:

social update logic configured to generate, for each virtual card of the one or more virtual cards that are provided to the player, a social update in a social update stream of the player that specifies that the player receives the respective virtual card.

7. The system of claim 1, wherein the online offer offers the player the real-world reward in return for the player being included among an initial N players of the plurality of players to provide the one or more virtual cards;

wherein N is an integer that is determined before the online offer is provided to the player; and
wherein the reward logic is configured to provide the real-world reward to the player in exchange for the one or more virtual cards further in response to the player being included among the initial N players of the plurality of players to provide the one or more virtual cards.

8. The system of claim 1, wherein the online offer offers the player the real-world reward in return for the player providing the one or more virtual cards within a specified period of time; and

wherein the reward logic is configured to provide the real-world reward to the player in exchange for the one or more virtual cards in response to receipt of the acceptance of the offer from the player within the specified period of time.

9. The system of claim 1, wherein the offer specifies that a value of the real-world reward that is offered to the player is inversely related to a number of acceptances of the offer that are received from other players in the plurality of players before the acceptance is received from the player.

10. A method comprising:

providing an online offer to each of a plurality of players of an online card game on a social network platform, the online offer offering a real-world reward to each player in a subset of the plurality of players in return for the respective player in the subset providing a designated set of virtual cards from a plurality of virtual cards that are exchangeable in context of the online card game, each of the virtual cards in the designated set being obtainable by each player in the subset in return for the respective player performing one or more actions that are associated with the respective virtual card;
for each virtual card in the designated set, providing the respective virtual card to one or more players in the subset based on the one or more players performing the one or more actions that are associated with the respective virtual card; and
for each player in the subset that provides the designated set of virtual cards in acceptance of the online offer, providing the real-world reward to the respective player, using at least one processor, in exchange for the set of virtual cards from the respective player.

11. The method of claim 10, further comprising:

receiving a request from a first player of the plurality of players to trade at least one first virtual card of the first player for at least one second virtual card of a second player;
receiving authorization from the second player to trade the at least one first virtual card for the at least one second virtual card;
transferring the at least one first virtual card from the first player to the second player in response to receiving the authorization; and
transferring the at least one second virtual card from the second player to the first player in response to receiving the authorization.

12. A system, comprising:

offer logic configured to provide an online offer to each of a plurality of players of an online card game on a social network platform, the online offer offering a real-world reward to each player in a subset of the plurality of players in return for the respective player in the subset providing a designated set of virtual cards from a plurality of virtual cards that are exchangeable in context of the online card game, each of the virtual cards in the designated set being obtainable by each player in the subset in return for the respective player performing one or more actions that are associated with the respective virtual card;
card logic configured to provide each virtual card in the designated set to one or more players in the subset based on the one or more players performing the one or more actions that are associated with the respective virtual card; and
reward logic configured to provide the real-world reward to each player in the subset that provides the designated set of virtual cards in acceptance of the online offer in exchange for the set of virtual cards from the respective player.

13. The system of claim 12, further comprising:

transfer logic configured to interpret a request from a first player of the plurality of players to trade at least one first virtual card of the first player for at least one second virtual card of a second player;
wherein the transfer logic is further configured to interpret an authorization from the second player to trade the at least one first virtual card for the at least one second virtual card;
wherein the transfer logic is further configured to transfer the at least one first virtual card from the first player to the second player in response to interpretation of the authorization; and
wherein the transfer logic is further configured to transfer the at least one second virtual card from the second player to the first player in response to interpretation of the authorization.

14. The system of claim 12, further comprising:

determination logic configured to determine whether a first player in the subset of the plurality of players lacks one or more virtual cards in the designated set, the determination logic further configured to determine whether a second player in the plurality of players has at least one identified virtual card in the designated set that the first player lacks in response to a determination that the first player lacks the at least one identified virtual card; and
suggestion logic configured to provide a suggestion to the first player to trade at least one virtual card of the first player for the at least one identified virtual card of the second player.

15. The system of claim 12, wherein the online offer offers the real-world reward from a merchant to each player in the subset in return for the respective player in the subset providing the designated set of virtual cards; and

wherein the designated set includes at least one branded virtual check-in card that specifies a brand of the merchant and that is obtainable by each player in the subset in return for the respective player performing at least one check-in action at a premises of the merchant.

16. The system of claim 12, wherein the offer logic is configured to define the subset of the plurality of players to include an initial N players of the plurality of players that provide the designated set of virtual cards in acceptance of the online offer; and

wherein N is an integer that is determined before the online offer is provided to each of the plurality of players.

17. The system of claim 12, wherein the offer logic is configured to define the subset of the plurality of players to include each of the plurality of players that provides the designated set of virtual cards in acceptance of the online offer within a specified time period.

18. The system of claim 12, wherein the subset of the plurality of players includes a plurality of groups that correspond to a plurality of consecutive time periods, each group including one or more of the players in the subset which provide the set of virtual cards in acceptance of the online offer during the corresponding time period; and

wherein the online offer specifies that a value of the real-world reward that is offered to each of the plurality of players is reduced for each subsequent group of the plurality of groups.

19. The system of claim 12, further comprising:

transfer logic configured to interpret a request from a first player to which the real-world reward is provided to give at least one virtual card from the set of virtual cards that is exchanged by the first player to a second player; and
value reduction logic configured to reduce a value of the at least one virtual card by a factor that is greater than zero to provide at least one reduced-value virtual card;
wherein the transfer logic is further configured to provide the at least one reduced-value virtual card to the second player in response to the request.

20. The system of claim 12, wherein the online offer is a conditional offer that is based on a condition that a number of the players in the subset that provide the designated set of virtual cards in acceptance of the online offer reaches a specified threshold; and

wherein the reward logic is configured to provide the real-world reward to each player in the subset that provides the designated set of virtual cards in acceptance of the online offer in exchange for the set of virtual cards from the respective player based on the number of the players in the subset that provide the designated set of virtual cards in acceptance of the online offer reaching the specified threshold.
Patent History
Publication number: 20140018136
Type: Application
Filed: Jul 16, 2012
Publication Date: Jan 16, 2014
Applicant: YAHOO! INC. (Sunnyvale, CA)
Inventors: Jayant B. Sai (Sunnyvale, CA), Eric Hennings (San Jose, CA), Cem Unsal (Mountain View, CA)
Application Number: 13/550,189
Classifications
Current U.S. Class: Card- Or Tile-type (e.g., Bridge, Dominoes, Etc.) (463/11)
International Classification: A63F 9/24 (20060101);