SYSTEMS AND METHODS FOR DYNAMICALLY ALTERING BEHAVIORS AND ATTRIBUTES OF GAME OBJECTS IN ELECTRONIC GAMES
Exemplary embodiments are directed towards a system and method for dynamically altering behaviors and attributes of game elements in electronic games. The method includes associating one or more products data with one or more relevant category of activities chosen from a list of categories corresponding to the electronic game and one or more relevant preferences chosen from a list of preferences related to the categories of activities corresponding to the electronic game. The method further includes processing the associated data with relevant category of activities and relevant preferences through a processing unit and to be stored in a centralized database. The method further includes disseminating the processed data to a local database of the gaming device operated in a communication network, recognizing an object placed before an image capturing device to dynamically correlate the object and retrieve a relevant category of activities and relevant preferences on recognizing the object, dynamically morph the object placed before the image capturing device into another object on the display of the gaming device and modify a behavior of one or more appropriate virtual game elements of the chosen electronic game.
The disclosed subject matter relates generally to the field of interactive electronic games, and more particularly to a system and method for dynamically altering the behavior and attributes of game objects in electronic games.
BACKGROUND OF THE INVENTIONTypically, wireless computing devices with faster internet progressively became an attractive platform to play video games. A wide variety of games are available such as games for playing cards, for simulating sports events, and for conducting mock battles. Generally, the video games incorporate a friendly and hostile characters or creatures and vehicle elements such as cars, air crafts, ships, etc. Many games include corresponding attributes with in the game (e.g., health, energy, power boosters, fuel, pit stops, etc) to add power or energy features that arise while playing the game. Thus the attributes included with in the game are utilized for selecting a set of determined control factors for continuously playing the game thereby adding realism to the situations that arise while playing the game.
Most of the video games are usually monetized in the way of paid games, freemium games, in-app good purchases and in-game advertising. The monetization platform utilized by the various video games enables a unified multi-screen ad server capable of handling a various mobile advertising formats like banners, text, audio, video, graphics, multimedia, or other advertising formats from a multiple ad networks and/or systems. It is also enabled to select and provide a targeted advertising content that is available from multiple advertising inventories, where the process of selecting and targeting the advertising content is based on demographic data, contextual data, behavioral data, or similar other data types associated with a communication device of a user.
Augmented reality technology is one of the most potent ways of modernized video game which takes advantage of real and digital assets. Augmented reality game provides to place a picture or 3d artwork or video or text over a live video of reality for augmenting that reality into the video game. Most commonly a live video coming through a camera is augmented such that the image being represents reality in nearly real time. The way of playing an augmented reality game is accomplished with visual information, characters and game objects overlaid on the live video so as to assimilate these elements into the real world scenario
In the light of afore mentioned discussion, the present invention provides a novel way of dynamically altering the behavior of characters, creatures, objects and/or their attributes in an electronic game in general and in an augmented reality game in particular and an associated means of monetizing such games.
BRIEF SUMMARY OF THE INVENTIONThe following presents a simplified summary of the disclosure in order to provide a basic understanding to the reader. This summary is not an extensive overview of the disclosure and it does not identify key/critical elements of the invention or delineate the scope of the invention. Its sole purpose is to present some concepts disclosed herein in a simplified form as a prelude to the more detailed description that is presented later.
A more complete appreciation of the present invention and the scope thereof can be obtained from the accompanying drawings which are briefly summarized below and the following detailed description of the presently preferred embodiments.
An exemplary aspect of the present invention is to prioritize predefined category of activities and a related list of relevant preferences based on the type of virtual characters in an electronic game.
Another exemplary aspect of the present invention is to allow a plurality of brands purchase a required category of activities among the predefined category of activities and also one or more preferences from a related list of relevant preferences.
Another exemplary aspect of the present invention is to dynamically configure a virtual character corresponding to the electronic game to react to a product or an object associated with a relevant brand among the plurality of brands.
Another exemplary objective of the present invention is to modify the behavior of the virtual character and also demonstrate appropriate emotions or actions of the virtual character by recognizing the brand's products or objects in real world.
An exemplary embodiment of a method for dynamically altering behaviors and attributes of game elements in electronic games is disclosed. According to a first aspect, the method includes associating one or more products data with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences. The list of categories and the related list of preferences correspond to a chosen electronic game.
According to the first aspect, the method includes processing an input data of the one or more products associated with the one or more relevant category of activities and the one or more relevant preferences for storing as a processed data in a centralized database. The input data received from the one or more brands is utilized for processing.
According to the first aspect, the method includes disseminating the processed data to a local database of gaming device operated in a communication network.
According to the first aspect, the method includes recognizing an object placed before an image capturing device of the gaming device to dynamically correlate the object with the one or more relevant category of activities chosen from the list of categories, and the one or more relevant preferences chosen from the related list of preferences stored in the local database of the gaming device
According to the first aspect, the method includes retrieving one or more relevant category of activities chosen from the list of categories, and one or more relevant preferences chosen from the related list of preferences on recognizing the object.
According to the first aspect, the method includes dynamically morphing an object placed before an image capturing device of the gaming device into another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences, on a display of the gaming device
According to the first aspect, the method includes modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
According to the first aspect, the method includes listing the one or more relevant category of activities and the one or more relevant preferences for associating one or more products data.
According to the first aspect, the method includes exposing the one or more relevant category of activities and a related list of one or more relevant preferences to one or more brands.
According to the first aspect, the method includes enabling the one or more brands to choose the one or more relevant category of activities and the one or more relevant preferences.
According to a second aspect, a system for dynamically altering behaviors and attributes of game elements in electronic games is disclosed. According to the second aspect, the system includes an electronic game engine configured in a gaming device to recognize an object placed before an image capturing device, for dynamically correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences and dynamically morphing the object into another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences, on a display of the gaming device and modify behavior of one or more appropriate virtual game elements of a chosen electronic game.
According to the second aspect, the system includes a centralized database in communication with the electronic game engine to store a processed data. The input data received from one or more brands is processed by a processing unit to convert into processed data.
According to the second aspect, the system includes a configuration interface for enabling to feed one or more products data associated with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences as the input data to the centralized database. The one or more product corresponds to one or more brands and the object corresponds to one or more products of the one or more brands.
According to the second aspect, the system includes a local database configured in the gaming device and which communicates with the electronic game engine to store the processed data disseminated by the centralized database.
According to the second aspect, the system includes a user interface provided over the image capturing device and which enables a user to communicate with the electronic game engine.
Other objects and advantages of the present invention will become apparent to those skilled in the art upon reading the following detailed description of the preferred embodiments, in conjunction with the accompanying drawings, wherein like reference numerals have been used to designate like elements, and wherein:
It is to be understood that the present disclosure is not limited in its application to the details of construction and the arrangement of components set forth in the following description or illustrated in the drawings. The present disclosure is capable of other embodiments and of being practised or of being carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein is for the purpose of description and should not be regarded as limiting.
The use of “including”, “comprising” or “having” and variations thereof herein is meant to encompass the items listed thereafter and equivalents thereof as well as additional items. The terms “a” and “an” herein do not denote a limitation of quantity, but rather denote the presence of at least one of the referenced item. Further, the use of terms “first”, “second”, and “third”, and the like, herein do not denote any order, quantity, or importance, but rather are used to distinguish one element from another. For a better understanding, components of the described embodiment are labelled with three digit component numbers. In general, the same first digit is used throughout the entire component numbers numbered and labelled within a figure. Like components are designated by like reference numerals throughout the various figures.
Referring to
According to a non limiting exemplary embodiment of the present subject matter, the electronic game engine 104 which may include but not limited to an augmented reality game engine and the like in communication with the image capturing device 110 of the gaming device 102 is utilized to recognize an object which may include but not limited to an image of brand's product, a word mark of brand's product, a logo of brand's product and also brand's product itself. The gaming device 102 may include but not limited to any portable data communication device or a hand-held device operated in a data communication network. The product data of the multiple brands is associated with relevant category of activities and relevant list of preferences related to an electronic game. The product data is fed as an input through a configuration interface 114 to expose a relevant category of activities chosen from a list of categories and a relevant preference chosen from a list of preferences related to an electronic game by the multiple brands.
In accordance with a non limiting exemplary embodiment of the present subject matter, the associated input data is processed by a processing unit 116 and stored in a centralized database 108 and further disseminated to a local database 106 of the gaming device 102. The image capturing device 110 of the gaming device 102 identifies the object and the electronic game engine 104 correlates the object with the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences stored in the local database 106.
According to a non limiting exemplary embodiment of a present subject matter, the user interface 112 provided over the image capturing device 110 enables a user to communicate with the electronic game engine 104 and the virtual game elements like characters, creatures and objects of the electronic game. The electronic game engine 104 retrieves the relevant category of activities and related list of preferences on identifying the object placed before an image capturing device 110. Thus behavior of one or more appropriate virtual game elements of the chosen electronic game are modified based on the priorities associated to the category of activities and the related list of preferences.
Referring to
According to a non limiting exemplary embodiment of a present subject matter, at step 204 the product data of the brand associated with relevant category of activities and relevant preferences is processed in a processing unit and the processed data is stored in a centralized database at step 206. Next at step 208 the processed data is disseminated to a local database of a gaming device operated in a communication network.
In accordance with a non limiting exemplary embodiment of a present subject matter, at step 210 an object placed before an image capturing device of the gaming device is recognized and correlated with the relevant category of activities and the relevant preferences at step 212 stored in the local database. Next at step 214 the relevant category of activities chosen from the list of categories and relevant preferences chosen from the list of related preferences is retrieved. Further, at step 216 the object placed before an image capturing device of the gaming device is dynamically morphed to another object based on the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences on a display of the gaming device and the behavior of appropriate virtual game elements of the chosen electronic game is modified at step 218.
Referring to
According to a non limiting exemplary embodiment of a present subject matter, at step 304 an object placed before an image capturing device is recognized and correlated with the relevant category of activities chosen and the relevant preferences chosen from a list of preferences at step 306 stored in local database by an electronic game engine. Next at step 308 the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences is retrieved. Further at step 310 the object placed before the image capturing device is dynamically morphed to another object based on the category of activities and the related preferences, on the display of the gaming device and the behavior of appropriate virtual game elements of the chosen electronic game is modified at step 312.
Referring to
According to a non limiting exemplary aspect of the present invention, the method continues to step 408 the collected information is processed and distributed it to a gaming device over a network and at step 410 the electronic game engine in the gaming device is dynamically configured to recognize and have the virtual characters/game elements of the appropriate electronic game to react to the brand's products and in accordance with the chosen category of activity and the related preferences. Coming to step 412 the user places the brand's product in the view of image capturing means of the electronic gaming device to enable the electronic game engine to recognize the brand's object at step 414. Next at step 416 the recognized brand's object is correlated with the category of activity and the related preferences. Correlation is performed by the electronic game engine by querying the database containing data on products/objects and their relevant category of activities/list of preferences, related virtual characters and the appropriate behaviors for the category of activities and the related list of preferences. Coming to step 418 the object placed before the image capturing device is dynamically morphed to another object based on the category of activities and the related preferences, on the display of the gaming device. Further at step 420 the virtual characters gaming elements are modified to respond appropriately to the brand's products.
Referring to
According to non limiting exemplary teachings of the present subject matter, at step 508 the brands associate the multiple products data with the category of activities and multiple preferences chosen from the related list of preferences relevant to the chosen electronic game through the exposed interface. Coming to step 510 the data received through the interface is saved in the database, processed at step 512 and the processed data is disseminated to the network devices at step 514.
Referring to
According to non limiting exemplary teachings of the present subject matter, if the image or object is found in the database then the process continues with step 610 to retrieve the associated brand and if the validation at step 608 is unsuccessful then the step 604 is repeated on a new image/object. Coming to step 612 the associated category of activity is retrieved and associated preference from the related list of preferences is retrieved from the database at step 614. Next at step 616 the object placed before the image capturing device of the gaming device is dynamically morphed to another object based on the relevant category of activities chosen from the list of categories and relevant preferences chosen from the related list of preferences, on the display of the gaming device. Finally at step 618 the electronic game engine modifies the appropriate game elements in accordance with the associated category of activity and the associated preferences from the related list of preferences.
Referring to
According to a non limiting exemplary embodiment of a present subject matter, the user interface 704 provided over the gaming device 702 enables a user to communicate with an electronic game engine included in the gaming device 702. An electronic game utilizing the electronic game engine may include a virtual game element 710 for example a virtual dog as a protagonist character. The behavior and attributes of the virtual game element 710 are modified based on the category of activities and related list of preferences configured in the electronic game.
In accordance with a non limiting exemplary embodiment of the present subject matter, for example feeding the virtual dog with favourable virtual item 708 (for example bone) replaces a real world object 706 to modify the behavior of the virtual dog. The image capturing device included in the gaming device 702 recognizes the real world object 706 which may include but not limited to an image of brand's product, a word mark of brand's product, a logo of brand's product and also brand's product itself. The recognized object 706 is correlated with the relevant categories of activities and the relevant preferences stored in a local database through the electronic game engine.
According to a non limiting exemplary embodiment of a present subject matter, the object 706 when placed before an image capturing device changes to the appropriate category and the preference options for example in case of a bar of chocolate is morphed to a bone which is the favourite meal of virtual dog. Thus the behavior of virtual dog is modified by showing relevant emotions to the user. The degree of emotions of the virtual game elements are displayed based on the chosen preferences. Similarly in case of a war/battle themed electronic game the protagonist character is injured and the health of this character is instantaneously replenished by displaying a real world object 706 which can be a band-aid or an image of band-aid and the like to modify the virtual character in the game. In such a case, the extent of health replenished may depend on the chosen preferences for the band-aid product.
While specific embodiments of the invention have been shown and described in detail to illustrate the inventive principles, it will be understood that the invention may be embodied otherwise without departing from such principles.
Claims
1. A method for dynamically altering behaviors and attributes of game elements in electronic games, the method comprising:
- associating one or more products data with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences, whereby the list of categories and the related list of preferences correspond to a chosen electronic game;
- processing an input data of the one or more products associated with the one or more relevant category of activities and the one or more relevant preferences for storing as a processed data in a centralized database;
- disseminating the processed data to a local database of gaming device operated in a communication network;
- recognizing an object placed before an image capturing device of the gaming device to dynamically correlate the object with the one or more relevant category of activities chosen from the list of categories, and the one or more relevant preferences chosen from the related list of preferences stored in the local database;
- retrieving one or more relevant category of activities chosen form the list of categories, and one or more relevant preferences chosen from the related list of preferences on recognizing the object;
- dynamically morphing the object placed before the image capturing device of the gaming device into an another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences on the display of the gaming device;
- and
- modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
2. The method of claim 1 comprising a step listing the one or more relevant category of activities and the one or more relevant preferences for associating one or more products data.
3. The method of claim 1 comprising a step of exposing the one or more relevant category of activities and the related list of one or more relevant preferences to one or more brands.
4. The method of claim 1 comprising a step of enabling the one or more brands to choose the one or more relevant category of activities and the one or more relevant preferences.
5. The method of claim 1 comprising a step of receiving the input data from the one or more brands for processing.
6. A method for dynamically altering the behaviors and attributes of game elements in electronic games, the method comprising:
- disseminating a processed data from a centralized database to a local database of a gaming device operated in a communication network, whereby an input data received from one or more brands processed to store as the processed data in the centralized database;
- identify an object placed before an image capturing device of the gaming device for correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences stored in the local database by an electronic game engine;
- retrieving one or more relevant category of activities chosen from the list of categories, and one or more relevant preferences chosen from the list of preferences on identifying the object by the electronic game engine;
- dynamically morphing the object placed before the image capturing device of the gaming device into an another object corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences on the display of the gaming device;
- and
- modifying a behavior of one or more appropriate virtual game elements of the chosen electronic game in accordance with the retrieved one or more relevant category of activities and the one or more relevant preferences.
7. The method of claim 6 comprising a step of associating one or more products data with the one or more relevant category of activities chosen from the list of categories of a chosen electronic game.
8. The method of claim 6 comprising a step of associating the one or more products data with the one or more relevant preferences chosen from a list of preferences related to the categories of activities of the chosen electronic game.
9. The method of claim 6 comprising a step of enabling the one or more brands to associate the one or more products data with the one or more relevant category of activities chosen from the list of categories of a chosen electronic game for a predetermined time period.
10. The method of claim 6 comprising a step of enabling the one or more brands to associate the one or more products data with the one or more relevant preferences chosen from a list of preferences related to the categories of activities of the chosen electronic game for a predetermined time period.
11. A system for dynamically altering behaviors and attributes of game elements in electronic games comprising:
- an electronic game engine configured in a gaming device to recognize an object placed before an image capturing device for dynamically correlating the object with one or more relevant category of activities chosen from a list of categories, and one or more relevant preferences chosen from a related list of preferences and dynamically morphing an object into an another object on the display of the gaming device, corresponding to the one or more relevant category of activities chosen from a list of categories, and the one or more relevant preferences chosen from the related list of preferences and modify a behavior of one or more appropriate virtual game elements of a chosen electronic game;
- a centralized database in communication with the electronic game engine to store a processed data, whereby an input data received from one or more brands processed by a processing unit to convert into processed data;
- a configuration interface for enabling to feed one or more products data associated with one or more relevant category of activities chosen from a list of categories, and one or more products data associated with one or more relevant preferences chosen from a list of preferences related to the categories of activities as the input data to the centralized database; and
- a local database configured in the gaming device communicates with the electronic game engine to store the processed data disseminated by the centralized database.
12. The system of claim 11, wherein a user interface provided over the image capturing device enables a user to communicate with the electronic game engine.
13. The system of claim 11, wherein the one or more product corresponds to one or more brands.
14. The system of claim 11, wherein the object corresponds to one or more products of the one or more brands.
Type: Application
Filed: Nov 15, 2012
Publication Date: Mar 6, 2014
Applicant: INVNTN WIRELESS SOLUTIONS (P) LTD (BANGALORE)
Inventor: SRINIVAS ANNAMBHOTLA (HYDERABAD)
Application Number: 13/677,335
International Classification: A63F 9/24 (20060101);