WO2015189840A1 - Online gaming platform for advertising and teaching - Google Patents

Online gaming platform for advertising and teaching Download PDF

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Publication number
WO2015189840A1
WO2015189840A1 PCT/IL2015/050580 IL2015050580W WO2015189840A1 WO 2015189840 A1 WO2015189840 A1 WO 2015189840A1 IL 2015050580 W IL2015050580 W IL 2015050580W WO 2015189840 A1 WO2015189840 A1 WO 2015189840A1
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WO
WIPO (PCT)
Prior art keywords
advertising
virtual
real world
stock
currency
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PCT/IL2015/050580
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French (fr)
Inventor
David ITZCOVITCH
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Ca. Co Ca Ltd
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Publication of WO2015189840A1 publication Critical patent/WO2015189840A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q40/00Finance; Insurance; Tax strategies; Processing of corporate or income taxes
    • G06Q40/04Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/323Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking

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  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Multimedia (AREA)
  • General Physics & Mathematics (AREA)
  • Physics & Mathematics (AREA)
  • Finance (AREA)
  • Accounting & Taxation (AREA)
  • General Business, Economics & Management (AREA)
  • Strategic Management (AREA)
  • Development Economics (AREA)
  • Economics (AREA)
  • Marketing (AREA)
  • Theoretical Computer Science (AREA)
  • Game Theory and Decision Science (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Computer Security & Cryptography (AREA)
  • Technology Law (AREA)
  • Financial Or Insurance-Related Operations Such As Payment And Settlement (AREA)

Abstract

A system and computer implemented method for an interactive game having a stock-exchange component and an advertising component including: at least one computer server communicable with at least one client computing device over a network; a gaming engine module that when executed, generates an interactive game play instance playable on the client computing device including interacting with an advertising saturated environment and trading on a virtual stock exchange; a stock- exchange module that interfaces with a predefined, real world stock exchange to obtain data relating to trading fluctuations of selected real world trading objects traded on the real world stock exchange and adapt the data to corresponding, virtual trading objects on the virtual stock exchange; an advertising; module that integrates advertising media into the advertising saturated environment and monitors user interaction with the advertising media; and a currency module that provides a monetary interface; between real world currency and virtual currency.

Description

Online Gaming Platform for Advertising and Teaching FIELD OF THE INVENTION
The present invention relates to vast advertisement platform (all possible out-puts), triggered through an online game related to a virtual stock exchange.
BACKGROUND
Games can offer a source of entertainment and, in some cases, educational benefits. For example, some games allow players to act out real-world circumstances in a game setting where risk is minimal, hypothetical, or fictitious. One exemplary game of this type is sold under the Monopoly brand by Hasbro, Inc., Pawtucket, Rhode Island, USA. In this popular game, players can buy fictitious properties using pretend currency in a board game setting. Players can achieve simulated "wealth" by accumulating properties and charging other players who land on those properties during game play. Such a game presents the possibility of teaching players several real-world principles of finance, including, for example, the principle of risk versus reward, property assessment and valuation, wealth growth and accumulation, and other principles. Even though the game can be played with little or no actual consequence to the players, the game can teach principles that can be applied to real-world situations.
SUMMARY OF THE INVENTION
According to the present invention there is provided a system and computer implemented method for executing an interactive video game having a stock-exchange component and an advertising component, the system including: (a) at least one computer server communicable with at least one client computing device over a network, the server having a processor and a memory; (b) a gaming engine module stored on the memory and executable by the processor, the gaming engine module having program code that when executed, generates an interactive game play instance playable on the client computing device, the game play instance including interacting with an advertising saturated environment and trading on a virtual stock exchange; (c) a stock-exchange module stored on the memory and executable by the processor, the stock-exchange module having program code that when executed, interfaces with a predefined, real world stock exchange to obtain data relating to trading fluctuations of selected real world trading objects traded on the real world stock exchange and adapt the data to corresponding, virtual trading objects on the virtual stock exchange; (d) an advertising module stored on the memory and executable by the processor, the advertising module having program code that when executed, integrates advertising media into the advertising saturated environment and monitors user interaction with the advertising media; and (e) a currency module stored on the memory and executable by the processor, the currency module having program code that when executed, provides a monetary interface between real world currency and virtual currency; wherein interaction with the advertising media provides real world currency, wherein interaction with real world commodities, including commodities advertised in the advertising media, provides virtual currency; and wherein real world prizes are awarded to users with highest wealth generated on the virtual stock-exchange and in virtual currency.
According to further features in preferred embodiments of the invention described below the advertising media includes display advertising and integrated advertising.
According to still further features in the described preferred embodiments the display advertising provides a visual representation of one of the advertised commodities, a service or an institution and the integrated advertising further includes an advertised item belonging to a user.
According to still further features the interaction with the advertising media and the real world commodities includes at least one of: driving the advertised media, wearing the advertised media, buying the advertised media and selling the advertised media.
According to still further features each currency medium of the virtual currency includes a unique serial number and is provided by a virtual central bank.
According to still further features real world vendors can purchase the virtual currency with the real world currency.
According to still further features the real world vendors can buy, sell, award or receive the virtual currency.
According to still further features the trading objects are selected from the group including: a stock, a bond, a commodity, an index, a future, an option, a derivative, a micro-product, a hedge- or exchange-traded fund, and a mutual fund.
According to still further features the system further includes a data mining module adapted gather analyze and process data relating to user interaction with the advertising saturated environment.
According to still further features the data related to trading fluctuations is adapted and applied to the virtual trading objects in real time.
According to still further features the data relating to trading fluctuations provides historical basis only, for the virtual trading objects. According to still further features the system further includes a challenge engine adapted to generate challenge scenarios for players.
According to still further features the challenge scenarios are selected from the group of: player versus player scenarios, player versus system scenarios, multi-player scenarios and combinations thereof.
According to still further features the system further includes a head-hunting module adapted to gather and analyze player behavior and provide player statistics and ranking.
BRIEF DESCRIPTION OF THE DRAWINGS
Various embodiments are herein described, by way of example only, with reference to the accompanying drawings, wherein:
FIG. 1 is a system for executing the interactive video game having stock exchange and advertising components;
FIG. 2 is an exemplary application running on the system processor;
FIG. 3 is a simplified exemplary embodiment of the advertising module;
FIG. 4 is a simplified block diagram of an exemplary embodiment of the gaming module;
FIG. 5 is a simplified exemplary embodiment of the exchange module.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
The principles and operation of an online game according to the present invention may be better understood with reference to the drawings and the accompanying description.
In one exemplary embodiment of the online game, the game revolves around the user's virtual participation or job at the stock exchange. The game may include a real and/or virtual board, a web interface, online game applications for computers (browser based and/or with downloadable software), social network plug-ins, and interfaces for handhelds such as smartphones and tablet computers of varying sizes and capabilities and other interfaces. Exemplarily, the user may be a broker or an investor and various stocks, bonds, options, futures, commodities, exchanges etc. are made available/ updated/ run by the System for the user to 'play' and interact with.
The system includes various elements and entities such as:
- 'Exchange' - stocks, bonds, currency, options, futures, commodities etc.
- 'Central bank' - manages the game currency; the game currency has a different name adapted to each locale. The bank issues the currency, issues the stocks that were purchased and receives the stocks that were sold, offers prizes according to the Rules of the Game, etc.
- various other virtual commodities, objects and entities that can be assigned / given to all the players or a specific player, e.g. a wardrobe, vehicle/ mode of transportation, various 'possessions' as defined by the system, etc..
- 'Game Currency' (payment means) - the game currency or 'virtual' currency is uniquely numbered/marked. Each curerncy medium, e.g. bank note, has a unique serial number that can be tracked and traded. The system allows the use of the currency for: purchase of stocks and other commodities, use as a coupon, purchase services etc., transfer from player to player, transfer from within the game to entities outside of the game (i.e. real world entities) and from external entities into the game. Exemplarily, the numbered Game Currency can be used in exchange for real-world possessions and services, e.g. as in the example below. Each player has a unique user ID. The ID may be in the form of a passport or ID pack where the ID credentials are stored within the system. A user may add various data or pieces of information to the system such as a picture, hobbies, preferences etc.
The Game harnesses the natural competitiveness of each individual. The player is driven to acquire more possessions, wealth / Game Currency etc. which in turn fuels the player's drive to use the various services of the system and partake in the multiplayer competitions.
The visual representation of the game and the various events are adapted to each locale. For example the U.S. east coast version of the game may be centered around Wall Street which houses the New York Stock Exchange as well as several other major exchanges which have or had headquarters in the Wall Street area, including NASDAQ, the New York Mercantile Exchange, the New York Board of Trade, and the former American Stock Exchange. The various events in the game may mirror local New York events (e.g. parades, street fares and festivals). The physical setting of the game provides opportunities for advertising. Advertising is discussed at length below.
The events and activities in the game are adapted to the local mentality and customs. "Communication Adapters" are used to facilitate communications between different populations and groups. The Adapters are intended to strengthen bonds between cultures and deepen understanding thereof. A game that takes place in a geographical area that includes different cultures will allow the player to choose a setting that is familiar to them.
Technical Environment of the System
Exemplarily, the game is defined as a social game (single and multiplayer) where the user navigates a advertising-rich environment within the setting of the Financial Market and Exchanges. Referring now to the drawings, Figure 1 illustrates a system for executing the interactive video game having stock exchange and advertising components embedded therein. One or more server(s) are provided remotely and accessible via a network 150. For example, a series of servers corresponding to a web server, an application server, and a database server may be used. These servers are all represented by server 100 in FIG. 1. The server 100 is accessed by a client device 170, such as a telephone, a computer (PC, laptop, tablet, handheld), a personal digital assistant (PDA), a smart phone, etc, via any type of network 150, such as the Internet, the Public Switch Telephone Network (PSTN), a cellular network, or others known to those skilled in the art.
The server 100 comprises, amongst other things, a plurality of applications 106a... 106ft running on a processor 102, the processor being coupled to a memory 104. It should be understood that while the applications 106a... 106n presented herein are illustrated and described as separate entities, they may be combined or separated in a variety of ways.
One or more databases (not shown) may be integrated directly into memory 104 or may be provided separately therefrom and remotely from the server 100. In the case of a remote access to the databases, access may occur via any type of network 150, as indicated above. The various databases described herein may be provided as collections of data or information organized for rapid search and retrieval by a computer. They are structured to facilitate storage, retrieval, modification, and deletion of data in conjunction with various data-processing operations. They may consist of a file or sets of files that can be broken down into records, each of which consists of one or more fields. Database information may be retrieved through queries using keywords and sorting commands, in order to rapidly search, rearrange, group, and select the field. The databases may be any organization of data on a data storage medium, such as one or more servers.
In one embodiment, the databases are secure web servers and Hypertext Transport Protocol Secure (HTTPS) capable of supporting Transport Layer Security (TLS), which is a protocol used for access to the data. Communications to and from the secure web servers may be secured using Secure Sockets Layer (SSL). An SSL session may be started by sending a request to the Web server with an HTTPS prefix in the URL, which causes port number "443" to be placed into the packets. Port "443" is the number assigned to the SSL application on the server. Identity verification of a user may be performed using usernames and passwords for all users. Various levels of access rights may be provided to multiple levels of users.
Alternatively, any known communication protocols that enable devices within a computer network to exchange information may be used. Examples of protocols are as follows: IP (Internet Protocol), UDP (User Datagram Protocol), TCP (Transmission Control Protocol), DHCP (Dynamic Host Configuration Protocol), HTTP (Hypertext Transfer Protocol), FTP (File Transfer Protocol), Telnet (Telnet Remote Protocol), SSH (Secure Shell Remote Protocol), POP3 (Post Office Protocol 3), SMTP (Simple Mail Transfer Protocol), IMAP (Internet Message Access Protocol), SOAP (Simple Object Access Protocol), PPP (Point-to-Point Protocol), RFB (Remote Frame buffer) Protocol.
The memory 104 accessible by the processor 102 receives and stores data. The memory 104 may be a main memory, such as a high speed Random Access Memory (RAM), or an auxiliary storage unit, such as a hard disk, a floppy disk, or a magnetic tape drive. The memory may be any other type of memory, such as a Read-Only Memory (ROM), or optical storage media such as a videodisc and a compact disc.
The processor 102 may access the memory 104 to retrieve data. The processor 102 may be any device that can perform operations on data. Examples are a central processing unit (CPU), a front-end processor, a microprocessor, a graphics processing unit (GPU/VPU), a physics processing unit (PPU), a digital signal processor, and a network processor. The applications 106 a... 106 n are coupled to the processor 102 and configured to perform various tasks as explained below in more detail. An output may be transmitted to the client device 170.
Advertising Platform
The immediate online game serves as a platform for Advertisers. The system includes movies of events which change according to the ensuing events. Within the video-scape (movie environment and background setting), the system provides advertising opportunities for real advertisers. Advertising media include at least two types of advertising: display advertising and integrated advertising. Display advertising provides a visual representation of one of the advertised commodities (e.g. a bottle of Coca Cola™), a service (e.g. a lawyer, mechanic, etc.) or an institution (e.g. a bank, urgency-care facility, retirement home, etc.). Integrated advertising takes the advertising one step further, when the advertised item belongs to the user (e.g. a hoodie from GAP™ or a car from BMW™).
The advertisers pay a premium to the system according to the advertising campaign.
The more expensive the campaign, the more exposure the advertiser gets. For example, Levi's® Jeans may pay for a campaign that includes billboards, vehicular advertising and personal item advertising. According to the campaign, the system will insert Levi's® Jeans logos and advertising materials into the background of the game, e.g. when the player is walking through Times Square at least one billboard/ giant video screen/ side of building will show a Levi's® advertisement. If the advertiser opts for an integrated advertising compaign then the campaign will include the user's clothing including item sold by Levi's®. For example, an advertising module of the system intefaces with the advertiser's database to extract the latest clothing catalogue; items from the catalogue are then adapted to the game-scape and appear in the user's closet.
A similar example can be implemented for the user vehicle: Car dealships or manufacturers have an opportunity to advertise within the game. Each user needs some form of transport, in order to move around within the virtual city. Throughout the life- cycle of the an instance of the game, the user progresses in wealth and status, consequently improving the vehicle type. The advertisers have an opportunity to showcase the latest catalogues and models, targeting the users with tailored advertising. Virtual world and real world currency reciprosity is discussed below. But, from a pure advertising standpoint, the various advertising campaigns and opportunities provide a real world revenue from real-world sources, for the system administrators.
The more the system learns about the user through the user's choices and preferences, the better the system will be able to provide personalized advertising on the user base within the virtual setting of the Game. The user information (data mining) can also be used for real-world applications (e.g. offering vacations, socializing opportunities, insurance etc.) as well as personalized advertising, as mentioned above.
Figure 2 illustrates an exemplary application 106a running on the processor 102.
The application 106a comprises at least a gaming module 210, a advertising module 220, a stock exchange module 230 and a management module 240. These three modules interact together in order to provide the interactive video game that is executable by the processor 102 over the network 150. The interactive video game can facilitate an advertising campaign including display and/or integrated advertising. Virtual purchases of commodities that are part of the advertising campaing can award the purchaser with a digital coupon that is convertible to real world currency, or the equivalent thereof. Furthermore, virtual currency can be converted into real-world currency for purchase of real world commodities at affiliated stores.
The converse is also true. A user who purchases a real-world item from a participating vendor can be awarded with virtual currency or coupons for use in the game. Vendors can also purchase, with real world currency, large quantities of virtual currency (at a great price differential, e.g. 1: 10,000 or more) from the system operators, and subsequently buy, sell or award virtual currency to game users.
Example
The Fox Kids™ chain participates in an advertising campaign whereby a user receives a reduction or coupon in exchange for Game Currency or Game Coupons etc. A Game Coupon may be awarded to the user when the user purchases an item from the virtual Fox Kids™ shop in the game. Conversely, purchase of various commodities (e.g. a pair of Levi's® jeans, a GAP™ hoodie etc.) at the participating store allows/ provides the user with Game Currency from the [real- world] store. The vendor store runs a 'virtual till' that tracks the Game Currency, Coupons, Vouchers etc. In some embodiments of the invention, the ad campaign can be linked to the coupons etc. In other embodiments, the virtual scenario can be linked to the real world, from a commerce point of view. For example, a player that purchases a pair of Levi's® jeans (which were incorporated into the game as part of the paid ad campaign) gets a coupon for real pair of Levi's® jeans (at a participating store). Any variation on the relationship (direct or indirect) between the ad campaign, virtual world interaction and real world commerce is considered within the scope of the invention.
A management module 240 is illustrated as comprising a player account manager 2410 and a transaction module 2420. The transaction module 2420 is involved in the real world and virtual world transactional aspects of the game. Real world transactions are involved when players purchase virtual currencies, redeem virtual coupons during real world transactions and the like as well as when players are awarded virtual currency, real world coupons for redemption in the game and the like. Therefore, the transaction module 2420 interacts with the advertising module 220 to manage the transactions. The transaction module 2420 also interacts with the player account manager 2410. The player account manager 2410 is responsible for managing player account functions, such as creating a player account, validating an existing player's login and password or a new player's eligibility to play the game, suspending a player's account, activating a player account, creating a player profile, viewing a player profile, viewing a current balance of a player's virtual money in a player account, updating a current balance of a player's virtual money account, creating and maintaining a stock portfolio, managing a stock exchange account and updating a player's virtual ranking/status.
The advertising module 220 is responsible for all aspects of the advertising component of the video game that relate directly to the advertising features incorporated into the interactive game. Figure 3 is a simplified exemplary embodiment of the advertising module 220. A system-vendor interface module 2210 connects to external vendor systems 160 via network 150 according to the terms of the advertising campaign. For example, as mentioned above, the system- vendor interface module 2210 connects to the advertiser database (e.g. apparel vendor 160b or vehicle vendor 160n) and receives or extracts recent catalogue information.
The system-vendor interface module 2210 cooperates with an advertising integration or conversion module 2220, that converts the advertising literature / material into virtual items, objects, commodities, etc. 2D and 3D models are employed to convert or process raw material, or existing advertising material, into display advertising objects or integrated advertising objects. For example, a picture advertisement for Coca Cola™, having a given X by Y pixel resolution, is processed and converted to an appropriate image size and resolution for a gamescape billboard. The angles of view and duration of exposure to a game player driving a virtual car at a variable speeds are calculated to determine an advertisement exposure per player which is reported to the advertiser in accordance with the specific advertising campaign. 3D modeling algorithms are employed to convert image and/or dimensional data into 3D advertising objects. For example, vehicle catalogues include various dimensions of the vehicle which, coupled with the images provided, are rendered by the conversion module into a 3D vehicle, driven by a player of the game.
Some examples of advertising conversion and integration include:
Billboards - advertising material is integrated into the game-scape (the landscape of the game), by being presented on street billboards, giant video screens and the like. The interface module monitors the number of times an advert can be view by a user, the duration of the exposure and the type of advertisement.
Buildings - a building existing in the gamescape can be used for advertising. A vendor, for example a bank, can initiate a campaign whereby the name of the vendor is advertised on a building (as is done in the real-world). The size, height, shape etc. of the building is dependant of the level of remuneration for the advertising campaign. Iconic or well-known buildings (such as BMW headquarters in Munich, Hearst Tower in Manhattan etc.) can also be reproduced in the gamescape accordingly.
Vehicles - as discussed above, the latest car models can be offered for virtual purchase. The external and even internal angles and dimensions of the vehicles are converted into game objects, providing a virtual vehicle for the user to drive around in, while providing an advertising replica of the model currently on sale in the real world.
Virtual currency - bank notes in the virtual currency (exemplarily named "Honopols") can be sponsored by real world banks and consequently carry the logo of the sponsoring / advertising bank. Currency with a bank logo has clear psychological impact as an advertising tool. The same is true for much of the advertising initiatives discussed herein.
Apparel - the apparel can carry the vendor logo, styled and placed by the integration module to mirror the real world item. Alternatively or additionally, the integration module converts clothing styles from vendor catalogues into game apparel for users, so that the clothing style, not merely the logo, is also reflected in the virtual item.
A monitoring module 2230 cooperates with the gaming module 210, the integration module 2220 and the management module 240 to ascertain commodity exposure and monitor the advertising campaigns. The module handles reporting of advertising exposure, such as, for example, billboard exposure (based on viewing algorithms), virtual purchases of items participating in the advertising campaign, wearing advertised articles, etc. Preferably, the reports are monitored by an external, third party in order to prevent fraud etc.
Conversely, real-world purchases, coupon use, virtual currency rewards and the like are monitored by the monitoring module. For example, when a user purchases a real world car from a participating vendor, the virtual player is consequently rewarded with a large sum of virtual money, by the car vendor.
Digital coupons provided in the game for real world redemption can be provided in any form or shape that can be accessed by the real world vendor. For example, coupon for real world redeption can be provided in the form of an image of a QR code or barcode that the user displays on the screen of a portable device, such as a smart phone. The vendor scans the image from the phone and the system provides the reduction in price, or whatever other form of discound, afforded by the virtual coupon.
In the opposite direction, a vendor providing a real world coupon that awards virtual currency can likewise be in any form or shape accessible by the user and convertible by a client device. For example, Coca Cola™ participates in an advertising campaign. The beverage giant produces a limited number of beverages, each with a unique barcode or QR code that can be scanned by the purchaser. Of course, various anti-fraud and failsafe measures are taken to avoid abuse of the real world coupons. For example, a real world coupon is not activated until the regular barcode has been scanned for purchase. Further exemplarily, an ID number or credit card number/name is cross-referenced with the user game ID, to ensure that the individual purchasing the commodity is the same person receiving the virtual remuneration for the coupon / discount. Real world coupon redemption is likewise monitored by monitoring module 2230. All transactions, that have a real-world virtual world crossover, as discussed heretofore, are managed by management module 240. Some overlap between the monitoring module and the management module exists.
Optionally, the advertising module 220 further includes a data mining module 2240 that collects advertising information on the game users. Generally, people act in a less inhibited manner than in real life. As such, a user is likely to buy unrealistic jewelery, vehicles etc. that would usually be out of character or fiscal ability for the user in the real world. The data mining module gathers and processes the online activity to unearth the user's real financial ability as well as desires and goals. In this way, the module can provide user-specific or personalized advertising data to vendors. For example, a user who consistently purchases a single brand of car, each time improving the quality car, can be a clear indicator to the real-world car vendor that the individual is willing to buy a car from specified vendor, and especially a higher quality (i.e. more expensive) car if a personalized discount is offered. A targeted discount can significantly improve the chances of a sale, without offering the same discount to all potential buyers (who might otherwise buy the same product at the non-discounted price). Applying an algorithm based on psychological profile of gamers allows the module to provide real-world targeted data. A psychological profile may suggest that, for example, a user will purchase a virtual vehivle that is one level above their real- world capabilitites. The Game
The gaming module 210 is a flexible and reusable software platform which provides core functionalities needed to develop a game application. This module may be responsible for all aspects of the stock exchange component of the video game and player interaction with the advertising saturated environment that relate directly to the interactive game. Figure 4 is a simplified block diagram of an exemplary embodiment of the gaming module 210. A game specs module 2110 contains specific gaming logic and instructs a rendering and simulation engine 2120 to create the virtual world and render images in accordance with this logic. The game specs module and simulation engine module cooperate with the conversion / integration module 2220 (FIG. 3) to simulate the gamescape.
For example, a player initially selects a locale for the setting of the game. The game specs module 2110 inlcudes a database of landscapes for each of the optional locales. Preferably, each locale reflects a real world business center situated near or around a stock exchange. The simulation engine 2120 interacts with the advertising integration module 2220 to display the converted/processed and/or integrated advertisements.
In another example, when a given action occurs in a game, such as the player travelling from home to place of work, the game specs module 2110 will instruct the rendering and simulation engine 2120 to render the appropriate graphics and display these graphics within the simulated advertisement saturated environment. For simplicity, other features of the gaming module 210 typically present in such a software platform are not illustrated. Examples of these other features relate to functionalities such as collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. These functionalities will be readily understood to be included in the present description by a person skilled in the art.
A user may play against the System or compete against/ together with a group of users for the best outcome. Each user receives a username or identification means that allows the user to enter the game. When entering the game for the first time, each user receives a predetermined amount of Game Currency which can be used to manage the trading in the Exchange, buying virtual possessions and any other activities that the System allows.
If a user runs out of Game Currency, as a result of fiscally irresponsible behavior, loses on the Exchange, overspending etc., the user may be issued new Currency at a price and terms that are determined by the system from time to time. The user receives clear guidelines regarding the Game environment, rules, restrictions (age of user, scope of activity and any other restriction the system decides from time to time).
Stock Exchange
The System is also a Teaching Platform. The system teaches the user how to manage a stock portfolio, buy, sell, appraise, research, make decisions etc. The system also teaches best fiscal practices related to risk, influence of external entities, how to behave within the markets etc. It is made clear that althought reference is made to a stock exchange, the system refers equally or equivalently to any trading platform that operates on similar principles.
The stock exchange module 230 is responsible for all aspects of the stock exchange component of the video game that relate directly to the trading features incorporated into the interactive game. Figure 5 is a simplified exemplary embodiment of the exchange module 230.
Option I
In one embodiment of the game, a stock market interface module 2310 connects the game server 100 to an external stock exchange system(s) 160a via network 150 and receives or extracts stock market data relating to real-time trading on that exchange. The virtual stock exchange includes virtual trading objects that the user trades on the exchange. Trading objects include, but are not limited to, a stock, a bond, a commodity, an index, a future, an option, a derivative, a micro-product, a hedge- or exchange-traded fund, and a mutual fund.
Each trading object (e.g. stock, bond, commodity etc.) offered by the System for the user's to 'play' with is based on a real-world parallel entity. Stock market interface module 2310 receives real-time stock fluctuations of the real-world trading objects and converts, processes and adapts the market movements to the parallel, fictitious, virtual trading objects. While in real-world trading the fluctuation of the market are usually small to insignificant from a minute to minute perspective, the virtual exchange is configured to exaggurate real world fluctuations. The exaggurated fluctuations increase the gains and loses involved in trading the stocks etc. and therefore create a more stimulating and competative game.
Option II
As in the previous embodiment, each trading object (e.g. stock, bond, commodity etc.) offered by the System for the user's to 'play' with is based on a real -world parallel entity. In another embodiment, a Background Module 2330 gathers historical data of selected stocks (or other trading objects), analyzes the data using financial tools and risk- assessment algorithms and provides risk parameters based on the historical fluctuation of each stock item. Events created by an Events Module 2340 may or may not have some kind of affect on the stock (e.g. a storm of the Gulf coast causes damage to an oil refinery). A Randomizing Module 2350 includes a mathematical engine that randomly creates fluctuations in the stock. The Events Module and the Randomizing Module may or may not be linked to each other. Once the stock is introduced into the game it is no longer connected the parallel, real-world stock, and the virtual stock (or other trading object) items starts to have a life of its own, based on the predefined parameters and modules mentioned above.
Mini tournaments and challenges between players can be arranged by the players or directed by the system. A challenge engine 2360 facilitates player-player challenges, multi-player challenges, player- system challenges and combinations thereof. For example the system can pair off equally or similarly ranked players against each other in a timed challenge, to see who can generate the most wealth within a given time-frame (e.g. one hour). The challenges and tournaments allow the players to both increase their wealth as well as ranking.
Stock exchange module 230 includes a Reward and Punishment Module 2320 that manages rewards correct judgment and 'punishes' bad judgment. For example, a risk taking user who consistently buys high risk stock is also likely to be a risk-taking driver. The system has an internal risk assessment sub-module (not shown) that assess and monitors the user's level of risk. Therefore, if a user goes over a predetermined risk threshhold (e.g. investing in three consecutive high-risk stocks and driving over the speed limit in the virtual car twice in one day, or any other type of risk assessment scheme), the punishment module will simulate a punishment scenario to punish the user. A punishment can be, for example, a car crash or some other expense incurring event. The event is not random (like in other games of chance) but rather a means of curbing risky behavior. Balanced behavior is correspondingly rewarded. In this manner, the game educates the user not only in the practical skills of the working in the Financial Markets but also in the correct behavior and practices that one should employ in order to become successful in life in general.
Periodically the system performs a 'Success Review' of the all the users in order to provide different benefits and/or prizes according to the individuals level of success. The periods may differ from place to place and in character, from time to time, all according to the system logic and administrative decisions. The System measures and quantifies the user's level of success. The user is rated among other users/ players. A user's rating / position among other players is important for various events. For example, the system / administration may provide a real-world prize, for example, once a year, in each country or locale, which may be a monetary prize or some kind of possession such as a car, for the highest ranking user or users in the game. The benefits and prizes may have virtual worth, real world worth or both. Therefore there is a real-world ramification to the user's ranking.
Optionally, stock exchange module 230 further includes a head-hunting module 2370 with gathers information on the most successful or talented players who have shown a keen ability to anticipate and correctly 'play' the market. In the same way that talent scouts visit schools to find talents athletes and software companies or government institutions keep tabs on hackers and other individuals with unique or well-honed computing skills, so too the head-hunting module 2370 stores and processes analytical data on the fiscal behavior of player who are successful at the stock-exchange game. The analytical data can be used to provide player statistics and ranking.
While the invention has been described with respect to a limited number of embodiments, it will be appreciated that many variations, modifications and other applications of the invention may be made. Therefore, the claimed invention as recited in the claims that follow is not limited to the embodiments described herein.

Claims

WHAT IS CLAIMED IS
1. A system for executing an interactive video game having a stock-exchange component and an advertising component, the system comprising:
(a) at least one computer server communicable with at least one client computing device over a network, the server having a processor and a memory;
(b) a gaming engine module stored on the memory and executable by the processor, the gaming engine module having program code that when executed, generates an interactive game play instance playable on the client computing device, the game play instance including interacting with an advertising saturated environment and trading on a virtual stock exchange;
(c) a stock-exchange module stored on the memory and executable by the processor, the stock-exchange module having program code that when executed, interfaces with a predefined, real world stock exchange to obtain data relating to trading fluctuations of selected real world trading objects traded on the real world stock exchange and adapt the data to corresponding, virtual trading objects on the virtual stock exchange;
(d) an advertising module stored on the memory and executable by the processor, the advertising module having program code that when executed, integrates advertising media into the advertising saturated environment and monitors user interaction with the advertising media; and
(e) a currency module stored on the memory and executable by the processor, the currency module having program code that when executed, provides a monetary interface between real world currency and virtual currency;
wherein interaction with the advertising media provides real world compensation, wherein interaction with real world commodities, including commodities advertised in the advertising media, provides virtual currency; and
wherein real world prizes are awarded to users with highest wealth generated on the virtual stock-exchange and in virtual currency.
2. The system of claim 1, wherein the advertising media comprises display advertising and integrated advertising.
3. The system of claim 2, wherein the display advertising provides a visual representation of one of the advertised commodities, a service or an institution.
4. The system of claim 3, wherein the integrated advertising further comprises an advertised item belonging to a user.
5. The system of claim 1, wherein the interaction with the advertising media and the real world commodities includes at least one of: driving the advertised media, wearing the advertised media, buying the advertised media and selling the advertised media.
6. The system of claim 1, wherein each currency medium of the virtual currency includes a unique serial number and is provided by a virtual central bank.
7. The system of claim 6, wherein real world vendors can purchase the virtual currency with the real world currency.
8. The system of claim 7, wherein the real world vendors can buy, sell, award or receive the virtual currency.
9. The system of claim 1, further comprising a data mining module adapted gather analyze and process data relating to user interaction with the advertising saturated environment.
10. The system of claim 1, wherein the trading objects are selected from the group including: a stock, a bond, a commodity, an index, a future, an option, a derivative, a micro- product, a hedge- or exchange-traded fund, and a mutual fund.
11. The system of claim 1, wherein the data related to trading fluctuations is adapted and applied to the virtual trading objects in real time.
12. The system of claim 1, wherein the data relating to trading fluctuations provides historical basis only, for the virtual trading objects.
13. The system of claim 1, further comprising a challenge engine adapted to generate challenge scenarios for players, wherein the challenge scenarios are selected from the group of: player versus player scenarios, player versus system scenarios, multi-player scenarios and combinations thereof.
14. The system of claim 1, further comprising a head-hunting module adapted to gather and analyze player behavior and provide player statistics and ranking.
15. A computer implemented method for providing an interactive video game having an advertising component and a stock market component, the method comprising executing on a processor program code for:
generating an interactive game play instance playable on a client computing device, the game play instance including interacting with an advertising saturated environment and trading on a virtual stock exchange;
interfacing with a predefined, real world stock exchange to obtain data relating to trading fluctuations of selected real world trading objects traded on the real world stock exchange and adapting the data to corresponding, virtual trading objects on the virtual stock exchange;
integrating advertising media into the advertising saturated environment and monitoring user interaction with the advertising media; and
providing a monetary interface between real world currency and virtual currency;
wherein interaction with the advertising media provides real world compensation, wherein interaction with real world commodities, including commodities advertised in the advertising media, provides virtual currency; and
wherein real world prizes are awarded to users with highest wealth generated on the virtual stock-exchange and in virtual currency.
PCT/IL2015/050580 2014-06-08 2015-06-08 Online gaming platform for advertising and teaching WO2015189840A1 (en)

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