AU2011203115B2 - System and method for toy adoption and marketing - Google Patents

System and method for toy adoption and marketing Download PDF

Info

Publication number
AU2011203115B2
AU2011203115B2 AU2011203115A AU2011203115A AU2011203115B2 AU 2011203115 B2 AU2011203115 B2 AU 2011203115B2 AU 2011203115 A AU2011203115 A AU 2011203115A AU 2011203115 A AU2011203115 A AU 2011203115A AU 2011203115 B2 AU2011203115 B2 AU 2011203115B2
Authority
AU
Australia
Prior art keywords
toy
virtual
user
website
toys
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
AU2011203115A
Other versions
AU2011203115A1 (en
Inventor
Howard Ganz
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
2121200 ONTARIO Inc
2121812 ONTARIO Inc
Original Assignee
2121200 ONTARIO Inc
2121812 ONTARIO Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2009202828A external-priority patent/AU2009202828B9/en
Application filed by 2121200 ONTARIO Inc, 2121812 ONTARIO Inc filed Critical 2121200 ONTARIO Inc
Priority to AU2011203115A priority Critical patent/AU2011203115B2/en
Publication of AU2011203115A1 publication Critical patent/AU2011203115A1/en
Application granted granted Critical
Publication of AU2011203115B2 publication Critical patent/AU2011203115B2/en
Ceased legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Landscapes

  • Toys (AREA)

Abstract

SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING 5 An Entertainment System in combination with a commercially purchased toy, wherein the system allows a toy user to register the toy online using a registration code, allowing the user access to various entertainment activities and scenarios in a "virtual world" including a virtual representation of the toy, via a computer connected to the Internet. The system then encourages the user to purchase additional toys to enjoy additional benefits using the io Entertainment System. The Entertainment System including a database subsystem, a registration subsystem, a server subsystem, and a virtual world providing subsystem.

Description

S&F Ref: 771421D4 AUSTRALIA PATENTS ACT 1990 COMPLETE SPECIFICATION FOR A STANDARD PATENT Name and Address 2121200 Ontario Inc., of One Pearce Road, of Applicants: Woodbridge, Ontario, L4L3T2, Canada 2121812 Ontario Inc., of One Pearce Road, Woodbridge, Ontario, L4L3T2, Canada Actual Inventor(s): Howard Ganz Address for Service: Spruson & Ferguson St Martins Tower Level 35 31 Market Street Sydney NSW 2000 (CCN 3710000177) Invention Title: System and method for toy adoption and marketing The following statement is a full description of this invention, including the best method of performing it known to me/us: 5845c(5381704_1) SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING RELATED APPLICATIONS s This application is a divisional application of Australian Patent Application No. 2009202828, which is in turn a divisional application of Australian Patent No. 2004309432, both of which are incorporated herein by reference as if expressly set forth. FIELD OF THE INVENTION 10 This application relates generally to a system and method for toy adoption and marketing. More specifically, this application relates to an Entertainment System including a 15 website, in combination with a commercially purchased toy, wherein the system allows a toy user to register the toy online using a registration code, allowing the user acess to various activities and scenarios in a "virtual world" including a virtual representation of the toy, via a computer connected to the Internet. 20 BACKGROUND OF THE INVENTION Typically, a consumer purchases a toy (e.g., a stuffed plush animal or other creature, etc.) as a gift for a child, for example, and that child then uses the toy for imaginative activities. However, the toy manufacturer relationship with the toy does not 25 typically continue until the next toy is purchased. This lack of continuity represents a lost opportunity to take advantage of the fact that the child or other toy owner likely wants to create a whole imaginative world for the toy for play purposes. A means of creating a such an imaginative world using modem 30 computer tools, such as a personal computer connected to the internet, wherein the toy can be utilized in a computer generated "virtual world" for various games and activities, given a name and a history, and taken care of, would allow the owner a more varied and interactive means of playing with the toy.
2 Further, such a virtual world could be used to maintain the relationship between the toy owner and the toy manufacturer (or, alternatively a retailer or service provider), allowing new toys, accessories, and services of the manufacturer, retailer, or other provider to be offered to the toy owner, thereby increasing the potential market for the 5 manufacturer and increasing the usage of the toy by the user. Such a virtual world could also provide many educational and gaming scenarios that would engage a child or adult with many hours of play. Furthermore, such a virtual world could increase the attachment that the toy owner feels for the toy, and thus increase the likelihood that additional toy or accessory 10 purchases would occur, and also increasing the satisfaction the owner feels with the toy, thus extending the relationship between the toy manufacturer and the toy owner. Finally, by engaging the toy owner in the virtual world, advertising and other marketing advantages would likely occur because of the additional satisfaction that the toy would provide, hence leading to potential word-of-mouth and other means of is marketing the toy and the website. Accordingly, a system for creating such a virtual world to take advantage of such marketing potential might provide some or all of the listed benefits. SUMMARY An aspect of the present invention provides a toy for utilizing a computer system 20 for providing a virtual world to a user of said toy, the computer system comprising: a server subsystem serving virtual world data, via the Internet, to a user computer, and receiving a registration code provided with said toy from the user computer; a storage subsystem storing data relating to a plurality of registration codes, said registration codes corresponding to said plurality of toys, wherein said toy is one of the plurality of toys; a 25 registration subsystem verifying said registration code against the data relating to the plurality of registration codes, and registering said toy in the system responsive to said verifying, said registration subsystem also determining a quantity of toys registered by said user, wherein the verifying includes determining a validity of said registration code; and a virtual world providing subsystem for providing the virtual world data to a browser 30 application executing on the user computer and capable of displaying web pages, wherein the virtual world data is for use by the user computer to present a virtual world to the user, wherein the virtual world includes a virtual toy representing said toy and a reward that is based on said quantity of toys registered by said user, where said reward includes extra 3 rewards for more toys being registered, where said extra rewards are greater rewards than rewards that would be obtained from registering said toys individually. Another aspect of the present invention provides a toy for utilizing a computer system for providing a virtual world to a user of said toy, the computer system 5 comprising: a server subsystem serving virtual world data, via a communication network, to a user computer, and for receiving one or both of data and commands from the user computer; a registration subsystem verifying said toy, registering said toy responsive to said verifying, and determining a quantity of toys registered by said user, wherein the verifying includes determining a validity of said toy; and a virtual world providing 1o subsystem providing the virtual world data, wherein the virtual world data is for use by the user computer to present a virtual world to the user, and wherein the virtual world includes a virtual toy representing said toy and a reward provided to the user for registering said toy, wherein said reward is based on the quantity of toys previously registered by said user, such that the reward received for registering said toy is different is than other reward previously received by the user for registering another toy, wherein said virtual world providing subsystem also operates, responsive to said determining a quantity of toys registered by said user, to provide a first reward to a user who has only one toy registered, and a second reward, greater than said first reward, to a user who has more than one toy registered. 20 Another aspect of the present invention provides a method that provides a virtual presentation comprising: on a website, validating a registration code associated with a toy; responsive to said validating, providing a virtual replica of the toy on the website; providing content that allows obtaining virtual currency on the website when the registration code is validated on the website; said website establishing a time period; said 25 website using said time period to limit how frequently a reward comprising virtual currency can be obtained for visiting the website during the time period; providing content that allows obtaining said reward on the website once during the time period when the website is visited during the time period; providing content that allows obtaining virtual currency on the website when the virtual replica of the toy is played with 30 on the website; providing content that allows obtaining virtual currency on the website when a game is played with another virtual replica of a different toy that is present on the website; providing content that allows purchasing one or more virtual food items using the virtual currency; subsequent to said validating, providing content that allows feeding the virtual replica of the toy with the food purchased with the virtual currency; and 35 providing content that displays available virtual currency associated with the virtual 4 replica of the toy, wherein said time period is a day, and said content that allows obtaining virtual currency for a specified activity on the website only once during a day, and prevents said obtaining virtual currency after said website is visited more than once during the day. 5 Another aspect of the present invention provides a method that provides an on screen presentation comprising: on a website, validating a registration code associated with a toy; representing the toy on the website via an image of the toy; subsequent to said validating, providing content that allows obtaining currency when the registration code is validated on the website; said website establishing a time period; said website using the 10 time period to limit how frequently a reward of virtual currency can be obtained for carrying out a specified activity on the website when visiting the website during the time period; subsequent to said validating, providing content that allows obtaining said reward for carrying out a specified activity on the website only once during the time period and prevents said obtaining virtual currency for carrying out said specified activity on the 15 website when said website is visited more than once during the time period when the website is visited during the time period; subsequent to said validating, providing content that allows obtaining currency when the image of the toy is played with on the website; subsequent to said validating, providing content that allows obtaining currency when a game is played with another image of a different toy that is present on the website; 20 subsequent to said validating providing content that allows purchasing one or more food items using the currency; providing content that allows feeding the image of the toy with the food purchased with the currency; and providing content that displays available currency associated with the image of the toy. BRIEF DESCRIPTION OF THE DRAWINGS 25 Figure 1 shows a schematic block diagram of a current embodiment of the system and its interactions with some external entities; Figures 1A and 1B show additional implementation details about the embodiment of I A; Figure 2 shows a schematic diagram of a possible hardware implementation of 30 an embodiment of the invention; Figure 3 shows a schematic diagram of a more complex hardware implementation of another embodiment of the invention; 5 Figure 4 shows a block diagram of another embodiment of the system and its interactions with some external entities; Figure 5 shows a diagrammatic representation of some features of a virtual world according to the current embodiment; s Figure 6 shows a manner of a user registering with the System of the current embodiment for utilizing the System failures; 10 15 20 [THE NEXT PAGE IS PAGE 7] Figure 7 shows an example of how a user might utilize the System of the current embodiment; Figure 8 shows a high-level map of the major features of the current embodiment; 5 Figure 8A-8G show the features of Figure 8 in more detail; Figure 9 shows a sketch of an example toy according to the current embodiment; Figures 10A and 10B show the front and back of a 10 tag listing the System website address and a registration code according to the current embodiment; Figures 11A-11J show example screen shots of the website as possibly seen by a user of the system of the current embodiment; and 15 Figure 12 is a structure diagram of the program code of the current embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS ' Provided is an Entertainment System including an online "virtual world" where the user of a toy can register 20 the toy using a unique registration number provided with the toy at purchase, adopt the toy online, and play with a virtual representation of the toy (the "virtual toy) in the virtual world. In a current embodiment, the "virtual world" is implemented using an interactive website via a user 25 computer connected to the Internet. In this manner, a user can play with the virtual toy in a computer generated fantasy world (i.e., the virtual world) . Graphics, animation, sound, and even recorded images might be utilized to generate this virtual world.
8 Even live images might be utilized, if desired. In addition, other sources of material can also be utilized. In essence, the virtual world creates an interactive playland for the toy owner to encourage imagination using the toy, and at the 5 same time, provide an incentive to purchase additional toys or encourage additional individuals to also purchase toys in order to participate in the Entertainment System. Throughout this disclosure, the term "virtual" is used, for example, to describe the user viewable/hearable 10 material presented to the user on the user computer from data and/or computer programs and commands generated and/or provided by the Entertainment System, to the user computer running one or more computer applications (e.g., a web browser with the appropriate plug-ins, applets, and/or other 15 support programs, etc.). The System provides the data and/or programs, via a communication network connected to the System and the user computer (e.g., the Internet). The term "virtual" does not necessarily mean that the displayed item is not "real", because the displayed item 20 could, for example, be a video or picture of a real item, for example. Furthermore, the "virtual world" is presented using "real" physical phenomena (e.g., light and sound), and is impacted by "real" user interactions (e.g., mouse and keyboard manipulations). Rather, the term "virtual" is used 25 to describe the computer generated and/or provided presentation to the user, including both visual and audible effects, via the user computer. It is a "virtual world" in the sense that it is primarily a computer presented fantasy world with which the user can interact via manipulations of 30 the user computer. In this manner, the "virtual" items of the virtual world can be presented as interacting with each other and with the user. Furthermore, the user is provided access to games and trivia as well.
9 In the current embodiment, the virtual world provides a biography of the toy, a virtual representation of the toy (the virtual toy) using graphics and/or sound (such as an animated image, for example) to participate in games 5 and activities. The system also provides a virtual means for maintaining the "health and well-being" of the character through various maintenance activities, such as virtual feeding and playing, virtual shopping, and virtual medical checkups, for example. 10 Furthermore, in the current embodiment, the Entertainment System can be utilized for marketing additional toys and/or accessories and/or services related to the toy to allow restricted access to additional online activities and features to those who purchase the toys. 15 The Entertainment System of the current embodiment may provide some general services and features open to the public, such as information about the toys and where to purchase them, a description of the features of the website, and other similar information. However, the primary purpose 20 of the System in the current embodiment is to encourage the public to purchase a toy to obtain a registration code for access to the primary features and services. Accordingly, the primary features of the System are restricted to registered users. The existence of the System may encourage 25 initial sales of the toy by new users (such as via word-of mouth from current users), and the System will also encourage the purchase of additional toys by current users. Online sales may be supported and encouraged in an alternate embodiment, but in the current embodiment the 30 invention is intended to be utilized to sell toys in retail establishments. Thus, the invention becomes a marketing tool, utilizing word-of-mouth and the desire to increase 10 participation in the virtual world, and thusly makes the toys more attractive to retail merchants and increases their sales. In essence, the present invention in its current 5 embodiment provides an Entertainment System including an online virtual world with a virtual toy representing a toy purchased at a retail store. The toys might be plush toy animals, for example. However, there is no limit to the type of toy that the system could support, as long as the 10 toy can be represented by a virtual replica. The current system functions basically as follows: A consumer purchases a toy (such as the plush toy animal representing a particular animal, for example, or some other toy). The toy includes a tag attached to the toy body or 15 the toy packaging (or alternatively, another indicator and/or a storage device) indicating a web site address and a registration code. The user can load the System web site using the web address in a browser application running on the user's computer, and then enter the registration code to 20 register the toy, thereby obtaining access to restricted portions of the System website. In an alternative embodiment, the code can be automatically entered via the storage device, for example, for automatically loading, and/or downloading, and/or 25 registering the user with the System. Registration allows the user to participate in a virtual adoption process utilizing a virtual online replica of the toy (the "virtual toy") to provide an analogous online representation of the toy. The virtual toy should 30 look somewhat like the real toy (e.g., same type of toy, similar shapes, color patterns, etc.), but could be more 11 "cartoonized", for example, and can be animated, which may or may not be the case for the real toy. The registered user can then participate in various activities both for enjoyment, and to virtually 5 "maintain" the virtual toy in a happy, healthy, contented state. The System of the current embodiment utilizes a server subsystem including a web server subsystem for generating both dynamic and static web pages as is known in 10 the art, and for receiving data and./or commands from the user computer. One or more databases support the functioning of this server subsystem. The web server utilizes various scripting or other executable programs for providing dynamic content to the user's computer, which is 15 attached to the web server via some computer network, such as the Internet, for example. The web server can also utilize various animated motion programs, such as a Flash program, java scripts, etc., to provide dynamic content to the user. 20 Figure 1 shows a top-level block diagram of the Entertainment System 1, interacting with various users 10. The users 10 should have previously purchased and registered one or more toys from a Retail Merchant 9, who obtained the toys from a manufacturer 8, or via a distributor. 25 If the user has not yet purchased a toy, he can still access the System 10 to obtain information about the System and/or the toys, but will not, in the current embodiment, have access to much of the site until a toy is purchased and registered. 30 The Entertainment System 1 is comprised of a server subsystem 2 for interacting with the users 10 via a 12 user computer being operated by the user. The server subsystem can utilize a server 3, for serving content, including web pages, data, commands, and/or programs, for example, to the user computer. In addition, the server 5 subsystem can include a reception subsystem 4, for receiving information and commands from the users 10. Alternatively, the server 3 and reception subsystem 4 might be combined into a single computer application, such as a commercially available web server, for example, running on one or more 10 computers. The current system will utilize commercially available applications to implement much of the server subsystem. The Entertainment System 1 also comprises a Storage Subsystem 5, for storing system data, user IDs and 15 passwords, toy registration codes, personalized user information, etc. utilized by the various subsystems. The Storage Subsystem 5 of the current system will utilize a commercially available database application running on commercially available hardware, for example. 20 A Registration Subsystem 6 is used for registering the user and the user's toy into the system, so that the user has access to restricted portions of the system. The Registration Subsystem 6 may utilize its own dedicated application and hardware, or could be combined with or share 25 the Server Subsystem 2 applications and/or hardware. The registration subsystem examines the registration code against stored data relating to a plurality of registration codes each representing a toy for sale. A Virtual World Providing Subsystem 7 generates 30 and/or provides the virtual world data to be served by the server 3 to the users 10 for use in displaying a virtual world on the users computers. Portions of this data may be 13 generated on the fly in response to user interactions, and portions are likely to be obtained and/or derived from data stored in the Storage Subsystem 5. (For example, in the current embodiment, items owned by the user (the items in 5 the dock for example) , the virtual room state [virtual furniture in the room for example], virtual cash, health, happiness, hunger parameters are all examples of "stored data", whereas data generated on the fly include position in the room [which also gets stored] , and Arcade Game scores, 10 all of which are described in more detail below) . Again, the Subsystem 7 may utilize unique applications and/or hardware, or may be combined with one or more of the Registration Subsystem 6 and/or the Server Subsystem 2 applications and hardware. 15 . Figure 2 shows an example implementation 1A of the Evaluation System 1, in one of its simplest forms. The system 1A comprises a server 12, a database 14, and a router/modem 16 to connect to a public communications network 20. A user 10A, utilizing a workstation 18, is also 20 connected to the communications network via a router and/or modem 19, for example. In this implementation, the server 12, along with the database 14 and router/modem 16 and the appropriate software, implement all of the subsystem functions of the System 1 shown in Figure 1 by executing 25 various application programs on the server 12 hardware, for example. of course, the system 1A may also support many additional users in a manner similar to that shown for user 10A, for example. The current embodiment can utilize the Internet as 30 the public communications network. However, other communications networks could be utilized, such as telephone networks, cellular networks, dedicated networks, cable TV 14 networks, power lines, etc. -Furthermore, combinations of these networks can be used for various functions. However, because of the ubiquitous nature of the Internet, a solution utilizing that diverse network (which can utilize many 5 individual communications networks) is utilized in the current embodiment. Furthermore, the System 1 might also utilize a private communication network for at least part of the system. For example, the Registration Subsystem 6 of figure 10 1 might be connected to a private computer network located at the retail store 8, where the user might register the toy, for example, as discussed in more detail below. Alternatively, the toy might automatically be registered at the time of purchase (e.g., by scanning a code at the 15 register, for example), and thus not require any user interaction at all beyond purchasing the toy. Or the user might send in a registration card to implement registration, as another example. Figure 3 shows a more complex implementation 1B of 20 the System 1. In this example system 1B, a plurality of servers 21A-21n can be utilized to implement the server subsystem 2 functions of Fig. I Furthermore, a plurality of CPUs 23A-23n can be utilized to implement the Virtual World Providing Subsystem 7 functions of Fig. 1. A 25 plurality of database storage. devices 25A-25n may be used to implement the Storage Subsystem 5 functions of Fig. 1. And a CPU 30 can be used to implement the Registration Subsystem 6 functions of Fig. 1, for example. Finally, a router 29 can be used to connect to the Public Communications Network 30 20 Note that, although Fig. 3 shows multiple servers 21A-n, multiple CPUs 23A-n, and multiple databases 25A-n, 15 any of these might be implemented on one or more shared computers in various configurations, executing one or more computer program applications, as desired. As the number of users supported by the system 1C grows, additional hardware 5 can be added to increase the capacity of the system, as necessary, in a manner similar to that shown in the Figure. Continuing with Figure 3 showing the more complex implementation 1B, a plurality of users can be supported in various configurations. For example, a plurality of users 10 lOB operating single workstations 18A-18n, individually connected to the public communications network 35, can be supported. Furthermore, complex user networks can also be supported. Retailers and or Toy Manufacturers might also have access to the system, as represented by the example 15 shown in 8A, should an online-ordering system be implemented for selling toys. of course, alternate implementations are also possible, depending on the types and number of users and/or retailers being supported, and also depending on the state-of-the-art computer technology. 20 In the current embodiment, the System uses an Apache web server running in a Linux environment. For webserver hardware, an Intel 2Ghz+ CPUs with 2GB RAM running Gentoo linux with the appropriate extensions (e.g., modphp4 and modperl ) can be utilized. The server will serve flash 25 content to a web browser running a web browser application using PEP, Perl, and actionscript, and flash plugins. A MySQL database application will also be utilized for the storage subsystem. The client (user) side Flash application make the 30 calls to a number of PHP files. These PHP files then "interface" with the MySQL database to obtain the necessary data. All are served by the Apache web server, which can 16 serve HTML, XML, along with the appropriate flash and other content. For multi-user environments (e.g., the multi user rooms discussed below) these are served by a socket server written in Perl. 5 This is effectively a 3 layer type of setup: Flash layer <--> PHP layer (this handles requests to the back end) <--%> MySQL database, as shown in Figure 1A. Figure 1B shows the interaction between the client (user) and server subsystem data flows in more detail. A dedicated 10 database server running MySQL on a dedicated computer running the Gentoo linux OS can be used in the current system. A secure Apache SSL server can be utilized for the registration subsystem, likely sharing the computer with the 15 other Apache server. Figure 1A shows an implementation of the current system utilizing an Apache Secure Web server 240 for serving files over secure connection (HTTPS, SSL mode) , and an Apache Web server 250 for serving files over regular HTTP. 20 A custom Socket Server 260, which is an XML socket server, written in PERL, is also utilized for providing independent environments for game sessions. Items 242, 244, and 246 are parts of adoption center (discussed below), which is a flash application with 25 PEP backend. Item 242 provides for user registration, using a form-driven flash application which validates the registration code and creates a user account within the system. A pet creation application 244, is a form driven flash application designed for guiding the user through pet 30 creation process, and validating the registration code 17 Authentication/Login process 246 is a flash application validating user credentials on the server side and spawning an API core in case of validation. It also has module designed for password retrieval based on collected 5 user information, and currently passes user data to a client side API, and may in the future pass user data and a generated encryption key for a current session to a client side API. Items 252 & 254 are Different media (files) 10 available on the server subsystem for user use. Item 254 represents Flash Movies and Games available for the user. Item 256 represents the .server side API. Chat 262 and Multi-user games interactions API (MAPI) 264 are a part of Client side API and are used for setting up and maintaining 15 connection to the socket server, authenticating the user, and work in a pass-through mode for multi-user games/environment to exchange messages. Figure 1B shows the API as a functional layer, serving end user applications (Flash games and such) with 20 stored data (users statistics, virtual toys' properties, item parameters, etc.) retrieved from the database; it also is used to modify/enter certain data. The scheme of the API is subdivided into Client part 280 (flash application) and Server part 270 (PHP 25 script) . Flash clip/movie Game 290 calls a function within the API client side [Core 283] passing a request to some arbitrary data. The Client side API [Generator 2851 sends the request to [Parser 272] server side API. The Server side [Core 273] processes it and retrieves data from the 30 database, wraps it in XML [Generator 274] and sends it back to the Client Side API [Parser 282] , which calls specified a 18 callback function within originator Flash clip/movie [Game 290] and passes received data to it. To ensure users privacy, prevent cheating and preserve validity/authenticity of information, additional 5 security layers can be designed which encrypts all data being passed back and forth in-between parts of the APIs (client/server). The chosen Encryption technique of the current embodiment is a modification of TEA routines, using a 10 Feistel cypher with 128bit key. Keys are generated at the login stage and securely passed to client side via HTTPS, after which the adoption centre spawns the client side API and passes the encryption data specific for the session. Additional measures which can be taken to prevent cheating 15 and maintain data coherency include using different permutations of the original key for every data transmission. Figure 4 shows an alternate embodiment of the Entertainment System where the toys are sold to user via an 20 online merchant. In this alternate embodiment, the Entertainment System 1B includes an online store 40 for a user 10.to purchase toys. The user 10 purchases the toys using the user computer 11, making an online payment using a credit card or online payment service, for example. A 25 Warehouse or Retailer 42 then Aelivers the purchased toys, via a delivery service 44, for example, to the user 10. Registration of the toys could be automated, or as described above and below for a store-purchased toy. Figure 5 shows a diagrammatic representation of 30 some features of the virtual world. An interesting feature of the current embodiment is maintaining the virtual well being of the virtual toy. The well-being parameters 100 19 include Happiness 101, Hunger 102, and Health 103. In the current embodiment, numerical values for each of these parameters are tracked and displayed to the user, as described in more detail below. 5 Furthermore, each virtual toy can have a specific Temperament/Personality 104 which impacts how the Happiness 101, Hunger 102, and Health 103 parameters interact with each other, and with activities in the virtual world, and how quickly they change. For example, a virtual toy 10 representing a toy sheep might be more easily be iade happy, and have less of an appetite, than a virtual toy representing a toy lion, which may be more grumpy and have a greater appetite, for example. Thus, the virtual toy sheep may be easier to please and need less food than the virtual 15 toy lion, for example. Alternative parameters could also be utilized. For example, a robot toy might have a "charge" or "energy" level, and an automobile might have a "fuel" parameter, rather than a hunger parameter, for example. One of the features of the Entertainment System in 20 the current embodiment is to provide online User Games and Activities 110, which can be used to win more virtual cash I1. Some of these Games/Activities 110 are described in more detail below. The collection of virtual cash 111 is for use in 25 making "virtual purchases" of various "virtual commodities", for example. In the current embodiment, each registration of additional new toys adds an increasing amount of virtual cash, which is monitored and tracked by the System, the balance of which is shown to the user when the user is 30 participating in the virtual world. Virtual cash can be earned by playing games, successfully answering trivia questions, and via other means as well.
20 Furthermore, Virtual Cash 111 can be used to shop for virtual furnishings and accessories 114. These can be used to furnish one or more virtual rooms set up for the virtual toy. Furthermore, by furnishing the virtual room(s) 5 and adding virtual accessories, the well-being parameters 100 of the virtual toy can be improved by the System, especially the happiness parameter 101 and the health parameter 103. Thus, a user can improve these parameters by using virtual cash to accessorize and outfit the various 10 virtual rooms. Furthermore, in the current embodiment, the user can purchase virtual Food and virtually feed the virtual toy .112, in order. to satisfy the virtual toy's hunger parameter 102. This will also improve the virtual toy's happiness 102 15 and health 103 parameters in a manner determined by the System (utilizing, for example, the temperament/personality 104 of the toy). Finally, in the current embodiment, by playing 115 with the virtual toy, the virtual toy's happiness and health 20 parameters are improved. Playing may, however, make the toy hungry, thus affecting the toy's hunger parameter 102. The virtual cash virtual cash may also be used to provide a virtual medical checkup for the virtual toy to improve the virtual toy's health parameter 103. 25 In this manner, the Entertainment System uses the well-being parameters and virtual cash to help balance a platform for providing fun and activities, with an incentive to purchase new additional toys, and to increase the user's attachment to the physical toy. The fun and enjoyment 30 obtained through the use of the system provides free word of-mouth advertising, which also helps sell additional physical toys. In this manner, the Entertainment System is 21 a marketing tool that will increase the overall sales of the toys, and thus provide a benefit to retailers selling the toys. Figure 6 shows the preferred manner of a user 5 registering with the System for utilizing the Entertainment System. The user typically makes his first purchase 120 from a retail store. However, in an alternate embodiment, online purchases might also be supported using an online store (as discussed above for Figure 4), especially for 10 subsequent purchases. The toys might be, for example, plush toy animals, robots, action figures, figures based on cartoon characters, vehicles, aliens, inanimate objects, etc. Figure 9 shows an example sketch of a plush toy horse that might be 15 purchased at a retail store and used for the Entertainment System. The toy will be paired with a hang tag or other device having the system website address and a registration code imprinted thereon or stored therein. For example, in 20 the current embodiment, a simple paper or cardboard hang tag, as shown in Figures 10A (front) and 10B (back) , has th.e website (Fig. 10A) and the registration code (Fig. 10B) imprinted on the tag. Alternatively, an electronic storage device, such. 25 as a USB key, or wireless RF tag or Bluetooth device, coulc' be embedded within or provided with the toy and/or its packaging at purchase. The electronic device would then have the registration code stored in the device using electronic memory (RAM, RON, EEPROM, etc.) , for example. A.s 30 electronic storage devices become cheaper, using such a device for storing the registration code may become the preferred approach.
22 For the current embodiment, after the user takes the toy home, the user begins the registration process by visiting the Entertainment System website using the address on the tag and a user computer via an Internet connection to 5 load the home page (see screen shot Fig. 11A) and logging on to the System website (see screen shot Fig. 11B) to load the adoption center 122. The System then displays an adoption center page (item 123 of Fig. 6), and example of which is shown in screen shot Figure 11E. 10 In the current embodiment, the user then registers the toy, thus receiving access to the various online features of the invention, as discussed herein. The registration process of the current embodiment is performed by manually entering the registration code 15 printed on the registration tag via the user computer connected to the Internet. The user also chooses a user ID and password. The System can ensure that at least the combination of ID and password is unique, or might also insure that each user ID is unique as well. 20 Personal information might also be requested in order to recover user ID and password information. Such personal information Might be a favorite color, user's birthdate, etc. In an alternative embodiment using an electronic 25 storage device with the registration code stored therein, the electronic device will communication with the user computer via a corresponding device, and thus automatically or manually transfer the registration code to the user computer. For example, the System could request that the 30 user plug in a USB key into the user computer at the appropriate time, or the user computer may wirelessly read an RF or Bluetooth device located in or on the toy.
23 In the current embodiment, after the user enters the registration code, and before or after the user enters the user ID and password, the System checks the registration code in any one of a number of ways. In essence, the system 5 uses stored data relating to all of the registration codes associated with corresponding toys for sale. The system might check the registration code against a list of valid registration codes stored in the system database, for example. In this case, the stored data 10 are the actual registration codes themselves. If there is a match, the registration code has been validated, and the system then determines the type of toy that the user purchased based on information stored with the registration code in the database. For example, each code could be 15 linked to information about the type of toy (e.g., a basset hound, a fish, a lion, a robot, a soldier, etc.), its coloration and appearance, its temperament, etc. The System may display a user agreement at some point, providing the terms of usage and legal notices, for 20 example. The System requires an affirmative response from the user in order to complete registration. In such an embodiment discussed above, it would be beneficial to make each registration code unique and complicated, in order to make it difficult for an imposter 25 or unauthorized user to make up a code or use a previously registered number to obtain unauthorized access or unauthorized additional virtual toys. As an alternative, after being entered, the registration code is used in a mathematical algorithm to 30 determine its authenticity, and such an algorithm might also be used to determine the type of toy being registered. For example, all lion plush toy registration codes might start 24 with the letter "L", and might use a following number that can be factored into exactly 5 prime numbers, for example, or the number might fall into a particular range or format. Another example is the use of an algorithmic pass-code based 5 on a central key value. In these examples, the stored data relating to the registration codes provides the proper information to perform the validation process (e.g., the proper letters, number ranges, acceptable factors, the central key, or the algorithm itself). Accordingly, by 10 these methods, the actual registration numbers need not be stored, but could still be verified. Then, perhaps by storing the registered registration code, uniqueness could be guaranteed by never allowing that same code to be used again. 15 of course, additional techniques can be used to determine a registration code authenticity as well, as long as the registration process ensures that it is likely the user has purchased a valid toy, and thus is an appropriate user of the system. 20 Referring again to Figure 6, after validation and registration has occurred, and the user name and password accepted, the user is prompted to provide a name for the virtual toy 126 (or in an alternative embodiment, one is suggested by the site). The system can then display a 25 biography of the virtual toy 127, and can also show the user what the appearance of the virtual toy will be. The biography may show such items as a virtual birth certificate, adoption certificate and/or information, likes and dislikes and favorite foods of the virtual toy, etc. 30 The biography may be related to the personality/temperament of the virtual toy, the type of toy, etc. A virtual identity for the toy is thus created by the System, 25 including the biographical information, the name provided by the user, etc. The user might then be prompted to register any additional toys (128 & 130), if any. Finally, the System 5 might provide the user with an initial virtual medical checkup 132 for the new virtual toy at a virtual clinic (see screen shot Fig. 11D for an example view of the clinic). The toy's well-ness parameters can then be displayed to the user for the first time, and the registration process is 10 thereby finished, and the user now has access to at least some of the restricted portions of the Entertainment System website. Note that alternative means of registering the toy are also possible in alternative embodiments. For example, 15 the user might phone in the registration code using a telephone, and be given a user ID and password, or choose one over the phone. Or the user may register the toy at the place of purchase using a dedicated or general purpose computer on a private network. Or, if the toy is purchased 20 online, the registration might occur at the time of purchase, before the user has obtained the actual physical toy. Thus, different communication networks may be utilized for registration as are utilized for website access, for example. 25 The System website can present various interactive scenes into which the virtual toy is incorporated. In the current embodiment, the toy characters can be animals that reside in a virtual village, for example. New features can be opened based on the number of toy animals a user owns and 30 registers. For example, there might be a special adventure that opens when the user purchases and registers his fifth toy, regardless of what those toys are.
26 In an alternative embodiment, the scenes might be customized based on the type of toy. For example, a basset hound plush animal could be shown in an urban landscape or setting. Likewise, a cow could be shown in the countryside, 5 a monkey in the jungle, and a lobster under the sea, as additional examples. Furthermore, in another embodiment, each type of toy might have different traits that can impact the way the toy reacts based on the type of toy. Thus, a toy lion might 10 be a mean carnivore, while a toy monkey eats fruit and is playful, for example. Soldiers might be aggressive, while dancers are graceful, for example. Thus, any of the above concepts are not limited to animal toys, but could easily support other toys such as human dolls, robots, machines, 15 soldiers, etc. Having virtually adopted their toy by registering it with the System, the consumer can then participate in a variety of online games, some involving the virtual representation of the toy (i.e., the virtual toy) . These 20 games can include adventure games, trivia games, arcade style games, and the like. Participants can collect "virtual cash", which is virtual money which can be spent to purchase virtual items for their toys, as discussed above and below. This virtual cash may or may not be useable at 25 other sites, and may or may not represent legal tender. Furthermore, a participant may purchase additional toys, register them, adopt them, and thus add them their virtual world, creating additional virtual toys. These purchases are preferred to be actual toy purchases using 30 legal tender where the user obtains a real toy. However, in an alternative embodiment, "virtual toys" represented only 27 online might also be utilized, whether purchased with legal tender or merely online "money". Each of the new toys is, after registration, represented as a virtual toy which can interact with other 5 virtual toys (including those created to represent other actual toys), including team game play, for example. Participants can also chat with other registered users using ,pn-1ine chatting or posting features. The current embodiment utilizes a symbol chat with preset icons, rather than 10 general text chat, to protect children from inappropriate language. However, generalized chatting features could also be added, such as provided by a commercially available chat program, for example. Figure 7 shows an example of how a user might 15 utilize the Entertainment System for a session or two. First, the user purchases one or more toys 200. Then, the user registers one of the toys 202, as described above. The user then purchases virtual furnishings and virtual accessories 204 for the virtual toy, and uses the purchased 20 items to furnish the toy's virtual rooms 206. The user can virtually move the furnishings around the room by "point, click, & drag" operations, for example, thus testing various types of decorating schemes. The user can also paint/wallpaper the room, provide flooring, etc. all of 25 which were purchased 204. The user might then play with the virtual toy 208 for a while, increasing the toy's health and happiness parameters. The user might then add a friend to the site, and interactively play 212 with the friend, who can be 30 online using his own computer. The friend will have virtual toy's that can be seen and interacted with, even though the friend may be remotely located, and thus not seen by the 28 user. The user and his friend may chat with each other using the chat icons, for example. The user might want to perform a checkup 214 of his virtual toy, if the toy displays some low health 5 parameters. The user might then play various online games 216, including online arcades and trivia, in order to generate more virtual cash 218. The user might then use the new virtual cash to purchase virtual food, and then virtually feed 222 the virtual toy. 10 If the user bought additional toys, he can register the additional toys 224, which will also generate additional virtual cash 218. The user can then use both the original virtual toy and the additional virtual toy to play together, increasing the happiness parameter of both virtual 15 toys, and perhaps making the toys hungry. The user then might end his online activities, or continue with additional online activities in a similar manner. Of course, actual user sessions can involve an infinite combination of the various features of the 20 invention, and the process of Fig. 7 is merely an example. Figure 8 shows a site mapping of the various features that are available in almost any order the user should desire. Figures 8A-8H show these features in more detail. In the current embodiment, the virtual items in 25 the virtual world can be made to interact with each other. For example, the virtual toy might sit in virtual chair, or climb on top of a virtual table. The virtual toy might walk around the 'virtual world, and play with its own virtual toys. Virtual toys may play and interact with each other. 30 Virtual accessories might be placed on a table, and virtual pictures "hanged" on a virtual wall. Virtual chairs might be moved around, and slid up to a-virtual table. The 29 virtual toy might sit in a chair. Virtual food might be placed on a virtual plate, for example, and the virtual toy may simulate eating the virtual food. Thus the user is provided with an animated display of these interactions, 5 including both video and/or audio components. In this manner, the virtual world simulates activity in the real world. The user can also zoom in and out of various views, virtually move from room to room (i.e., display 10 different rooms), etc. all by manipulating the mouse and keyboard of the user computer. The virtual world and the games represented on the Entertainment System website may be changed and updated on a regular basis to maintain the interest of the user 15 participants. For example, trivia game questions may be updated, and new games periodically added. Further, new types of plush toy animals can be periodically introduced to encourage consumers to make additional purchases. Special or limited addition toys 20 could be introduced, for example, on holidays. For example, an American bald eagle might be introduced to commemorate Independence Day, and a Santa Claus for Christmas. These new toys can be introduced to the user in a virtual manner, and the user encouraged to purchase the actual toy. Bonuses 25 of virtual cash, or special activities might be provided to those who do purchase special toys. Subsequent purchases of toys, when registered, may lead to increasingly greater deposits of virtual cash as a reward. For example, the first toy registration may lead to 30 $1500 in virtual cash, a second purchase and registration may add $2000, and a third add $2500, for example. Furthermore, purchasing and registering a certain number of 30 toys could lead to bonuses, such as additional virtual rooms, and/or access to additional games (e.g., an outdoor tennis court with game). These bonuses encourage subsequent purchases, and keep the user interested in both the System 5 and the toys. Additional features that can be included in additional embodiments, as discussed above, are incorporating a storage medium into the plush toy animal instead of, or as a complement to, the registration tags, 10 for example. This might allow the online profile of the toy, including everything the toy has "learned", to be stored in the device with the toy. The toy could then be connected to another computer at another location, for example at a friend's house, in order to participate in 15 online activities, as long as that computer is connected to the Internet, for example. Furthermore, the storage medium could be used to store other information for its owner, such as homework assignments, photographs, music or shortcuts to favorite online websites. 20 The Entertainment System website for providing this virtual world is a site where children and other toy owners that own an appropriate toy can adopt and care for their virtual toy (e.g., "virtual pets"), play games, and go on adventures, as discussed above. After registration, the 25 user can begin to enjoy the complete 'game' in the virtual world, which is a combination of caring for the toy, going on fun adventures, being surprised by rollovers and trivia, and generally having interesting and entertaining experiences. It is a multi-faceted world, rich in amusement 30 and learning opportunities, including both audio and video (graphics, animation, photos, etc.) representations.
31 In the current embodiment, there are about 7 or more main sections to explore in this virtual world. Figure 8 provides a top-level view of the various features, with more detail shown in Figs 8A-8H. Fig. 8A provides a mapping 5 of the home page, public pages, adoption center, and registration functions 302. Figure 8B provides a mapping of the pet virtual room, status, dock, and biography functions 308. Figure 8C provides a mapping of the Trivia/Question Corner functions 304. Figure 8D provides a mapping of the 10 shopping functions 312. Figure 8E provides a mapping of the newspaper functions 314. Figure 8F provides a mapping of the Arcade functions 306, and Figure 8G provides a mapping of the multi-user functions 310. Some of these functions and features of the 15 current embodiment are described in more detail, below: Home Page This section is preferably open to the public, whether an animal has been purchased or not, and features one or more Splash movies, for example. The options 20 presented on the home page include: a Site Tour, Collection(s) portraits-plush and virtual-of each toy animal in the collection(s), access to the Free Arcade, as well as User Log On, and Entrance to User Registration. This section can encourage a person to purchase a toy if he has 25 not yet done so for access to other site locations. See Fig. 11A for the screen shot of the example Home Page, and Fig. 11B for the example logon page. Adoption Center (AC) In the AC, the user is guided through the 30 registration process, with the help of the host, Miss Birdie, for example. A User Agreement is presented here.
32 Each user fills in "adoption" forms here, including choosing his or her user name (or "special name") and password ("secret word"). The user enters the multi-(e.g., nine) digit alphanumeric code found on the hang tag of the toy 5 that will authenticate his or her toy, and provide them access to the final steps of registration/adoption. See Fig. llE for the example adoption center page. In the current embodiment, the user is given an initial amount of "virtual cash" in order to begin "virtual 10 furnishing" the room, purchasing "virtual food" for the toy, etc., as described in more detail above and below. In an alternative embodiment, the user chooses the color of the toy's room, and also might choose a number (e.g., five) of free items for the toy's room. Finally, the 15 adoption is completed with the presentation of a unique biography for the toy, randomly generated using many variables. Users have the option of changing the name of the toy, and perhaps generating a new biography. Clinic 20 After the successful registration of the toy, the user is brought to the clinic for a check up/familiarization. The host for this page is a virtual doctor (e.g., Dr. Quack), who gives the virtual toy a quick check-up and gives it a clean bill of health. A user may 25 return to the clinic at any time, for another check-up or when virtual toy's health parameter is low. If the toy requires medical attention, the user chooses and purchases medicine, for example. Other treatments may also be provided. See Fig. 11D for the Example clinic page screen 30 shot.
33 Toy' s Room The virtual toy's room is made up of a series of animated (e.g., Flash based) screens that depict the virtual room or rooms where the toy "lives", "eats" and "plays". In 5 the current embodiment, a single isometric view of the room is provided. The virtual room can, in time, be converted into a large virtual house or even multiple virtual houses, through the use of room expansions via spending the virtual cash, for example. In the current embodiment, the user can 10 purchase virtual flooring and virtual wallpaper or paint, and virtual furnishings, to prepare the virtual room for the virtual toy. See Fig. 11C for the screen shot of an example virtual pet room already furnished, showing an animated pig as the virtual pet. 15 Virtual outdoor yards, that have their own virtual furniture and exclusive virtual objects (i.e. trees) that cannot be placed inside the house, for example, can also be provided for "purchase" using virtual cash. In the current embodiment, a user interface 20 section located at the bottom of the window known as the "dock", or "Control Panel" is provided, as shown in the example virtual room screen shot of figure 11C, showing the dock at the bottom of the screen shot. The user may virtually store many or all virtual purchases, collectibles, 25 and adventure objects in the dock, (some of which are functional, such as a virtual calculator for example) or place them throughout the room by dragging them from the dock. The dock displays a visual description of the virtual toy' s well-being parameters (e.g., a numerical index), as 30 the toys need food and attention to remain healthy and happy. Also in the dock are the user's points level, and 34 available "virtual cash" earned in virtual games and adventures that can be used throughout the site. In an alternative embodiment, there might be a number (e.g. 3) of views of the room, and each scene might 5 be accompanied by the dock. If the user has multiple registered virtual toys, the dock interface will allow the user to switch between toys and view them when not in use. Furthermore, a plurality of virtual toys might be moved into a room for .10 interactive play, for example. Further, the user can add friends to a friends list, and then the friends can virtually visit each other's rooms, each seeing the same room and playing with their virtual toys, both interacting with the room objects, and 15 chatting using a chatting tool, for example. In the current embodiment, the chatting tool can use "chat symbols", for example, rather than using typed words, so that pre-defined phrases can be chosen and transmitted to the other participant. 20 In an alternative embodiment, users would be encouraged to revisit by receiving daily rewards, such as an 'allowance' or pieces of a puzzle that can be put together, or one piece will be put in the puzzle box every day, thus encouraging users to revisit. 25 In the current embodiment, a user can go virtually "shopping" using the computer in a dedicated shopping location/room (e.g., at the "WShop"). This simulated virtual shopping experience allows the user to simulate the purchase of virtual online goods for their virtual toy(s) 30 An example screen shot of the W shop is shown in Fig. 11F.
35 Furthermore, real-life shopping for additional physical toys and/or their accessories, such as via mail order, might also be supported. A Family Album, which may be available from the 5 dock, for example, can be used to contain all the important documents including one or more of: a Birth Certificate an Adoption Record a Biography * 10 If the user has multiple toys, all records can appear in the album. Arcade The arcade is a collection of online games for the user to play via the user computer. The user can "take" his 15 or her toy to play some of the games, which in turn provides them with happiness points for their happiness parameter, and allows the user to earn online virtual cash. In the current embodiment, registered users may have full access to all games, with full access requiring the purchase 20 of a toy with the accompanying registration code and registration, although in an alternate embodiment, the arcade may be made open to the general public with limited access to some limited number of the games. Figure 11G shows an example screen shot from the Arcade. 25 Examples of Arcade games in the current embodiment are: Bananza; Color Storm; Dashing Dolphin; Driving School; Tulip Trouble; Jazz Monsters; Leaf Leaf; Lily Padz; Icecap Adventure; Picnic; Hungry Hog; Pumpkin Patch Protector; Webkinz Wishing Well; and Wacky Zingoz, for example.
36 Clubhouse In an alternative embodiment, a virtual clubhouse is provided which is a virtual location which houses important community information. The blackboard displays 5 statistics, such as high scores ranking for games. The usernames, or a subset of the user names (such as the first three letters, for example), of the high scores can be listed. The System website may provide users with the opportunity to provide feedback through a suggestion card 10 interface at the Clubhouse, for example. There may also be an online survey, or Poll, area that allows administrators to poll the community's members on various topics. Webkinz Gazette In the current embodiment, most of the features of 15 the above Clubhouse are provided in a virtual Newspaper (e.g., Webkinz Gazette) providing news and information, including a "What's New" section that informs users of the latest additions to the site. The virtual paper might also list the usernames (or the subset of the usernames) of the 20 users with the high scores in various arcade games and/or trivia, for example. Figure 11I shows an example screen shot of a page of the Gazette, and Fig. 11J shows a summary of the virtual pet biography and well-being parameters displayed by a user selecting a call-up. 25 Adventures In an alternate embodiment, each virtual toy belongs to one of a number of areas (e.g., Urban, Country, Undersea, Jungle), with a corresponding Adventure. Each adventure area can consist of a large isometric map in four 30 quadrants, and detailed scenes for playing games. The map is constructed in a maze-like fashion that allows the user 37 to explore the different areas of the environment. The map is embedded with rollovers, pop-ups, trivia questions, and various virtual collectible objects that the virtual toy can pick up along the way. Within the map, there may be five or 5 more extended play areas (the "scenes") that allow the user to play games that provide virtual prizes and clues to aid them in completing the adventure. Upon completion of the initial adventure, the user acquires a special virtual key. There are a number of virtual keys (e.g. four keys) in 10 total, one from each adventure area in the series. As a bonus for recovering all of the keys, the user is granted access to a "Wonder World", or "WW". (See below.) Adventures can be an important part of play at the website. The game could involve a number of separate 15 environments (e.g. four). Initially, each adventure takes place only in the' designated environment (e.g., Jungle, Undersea, Urban and Country) . Every adventure involves points and/or virtual cash. The virtual cash is useful in the virtual World as the users can make virtual purchases 20 for their toys. In an alternative embodiment, after the user buys a number of toys (one from each environment, for example) and registers them and successfully completes the adventures, he or she can go to another (e.g. fifth) environment called the Wonder World (WW). 25 Each additional registered toy can add new sections to the adventure areas of the virtual website for the individual user. The only way a user can experience these additions is to buy a new toy, an accessory, or perhaps a service (whether virtual or actual-both can be 30 supported). This will give the toy owner added value and entertainment. If the user has more than one toy from the same environment, they will have the option to go on an 38 "extreme adventure" that combines the use of all owned and registered toys. Multi-User Multiple product purchases will be encouraged 5 through access to new features being opened to use once the purchaser has entered multiple registration codes into the system. For example, while the first pet code opens access for the basic features of the site, the third pet code entered on the same account may open access to a virtual pet 10 adventure, and the fifth pet code entered may add a special room to the virtual -toy's house, such as a home theatre or tennis court. In an alternate embodiment, core functionality could also require multiple product purchases, such as 15 multi-use play being only accessible from the magical land of a Wonderworld (WW) that is accessed through the purchase of a set of toys. one of the things the user could get in WW is access to the "Magic W", represented by a giant statue of a 'W' in the middle of WW. When the user gets to the 20 Magic W, they get a virtual ring version of the magic W in his or her dock. This will enable the user to initiate some multi-use activities on the website, among other things. In WW, there may be a midway full of virtual games, a vast magical virtual land, a virtual puzzle center, 25 and a virtual vector world. This world can be made growing all the time and thus be full of excitement. In the center of it all, is the magic "W". Here, the user can play in a new world that allows them to participate in multi-user games, multi-user adventures, and a user chat interface 30 developed to utilize pre-scripted phrases and symbols, for the safety of the users.
39 Quizzy's Question Corner" This is an area for users to answer trivia questions and age-appropriate educational questions based on U.S. and Canadian educational standards. In the current 5 embodiment, the questions can be sorted by age in a "Learn and Play" section and there is a daily Trivia question that is tracked so that a user at anytime can answer the historical daily trivia question. Both sections reward the user with virtual cash and virtual stickers that are stored 10 and viewable in a virtual sticker album. The user can .earn virtual cash by correctly answering the questions. Figure 11H shows an example screen shot from the Question Corner. The multi-use capabilities of the site are used in the current embodiment to increase user satisfaction. Users 15 can "invite" their friends (other users) over to their room and interact with the room objects together, including playing games. This can occur even though the users may be remotely located from one-another using different user computers. These multiplayer concepts might be brought into 20 the Question Corner and Arcade allowing for competitive play between multiple users. Some of the features of the current embodiment include the option to offer various additional toys, accessories, and/or services to the user, whether real or 25 virtual, and perhaps entwined.with the activities being participated in the virtual world (such as via a game, for example, or a health checkup, etc.) . Some of the characters found in the current embodiment are Ms Birdie - The adoption centre penguin; Dr. Quack - The clinic duck; and Quizzy 30 The Quizzy's Question Corner bear. The site web pages should be quick to load so as to make it useful and fun. Finally, additional 40 enhancements can be provided for additional benefits. For example, some information on the toy might be stored locally, such as on a USB key, which can be carried by the user and used to access the site from various locations. 5 The invention has been described hereinabove using specific examples; however, it will be understood by those skilled in the art that various alternatives may be used and equivalents may be substituted for elements or steps described herein, without deviating from the scope of the 10 invention. Modifications may be provided to adapt the invention to a particular situation or to particular needs without departing from the scope of the invention. It is intended that the invention not be limited to the particular implementation described herein, but that the claims be 15 given their broadest interpretation to cover all embodiments, literal or equivalent, covered thereby.

Claims (7)

1. A toy for utilizing a computer system for providing a virtual world to a user of said toy, the computer system comprising: a server subsystem serving virtual world data, via the Internet, to a user 5 computer, and receiving a registration code provided with said toy from the user computer; a storage subsystem storing data relating to a plurality of registration codes, said registration codes corresponding to said plurality of toys, wherein said toy is one of the plurality of toys; 10 a registration subsystem verifying said registration code against the data relating to the plurality of registration codes, and registering said toy in the system responsive to said verifying, said registration subsystem also determining a quantity of toys registered by said user, wherein the verifying includes determining a validity of said registration code; and is a virtual world providing subsystem for providing the virtual world data to a browser application executing on the user computer and capable of displaying web pages, wherein the virtual world data is for use by the user computer to present a virtual world to the user, wherein the virtual world includes a virtual toy representing said toy and a reward that is based on said quantity of toys registered by said user, where said reward 20 includes extra rewards for more toys being registered, where said extra rewards are greater rewards than rewards that would be obtained from registering said toys individually.
2. The toy of claim 1, wherein said virtual world data provides a plurality 25 of activities for the user and the virtual toy to participate in via interactions with the virtual toy to participate in via interactions with the user computer.
3. The toy of claim 2, wherein the plurality of activities includes two or more of: 30 virtually feeding the virtual toy, playing with the toy, virtually purchasing virtual furnishings for a virtual room in the virtual world using virtual cash, and 42 virtually purchasing virtual food for the virtual toy using the virtual cash for virtually feeding to the virtual toy in the virtual world and said activities allow using said extra rewards as part of said activities.
4. A toy for utilizing a computer system for providing a virtual world to a 5 user of said toy, the computer system comprising: a server subsystem serving virtual world data, via a communication network, to a user computer, and for receiving one or both of data and commands from the user computer; a registration subsystem verifying said toy, registering said toy responsive to said to verifying, and determining a quantity of toys registered by said user, wherein the verifying includes determining a validity of said toy; and a virtual world providing subsystem providing the virtual world data, wherein the virtual world data is for use by the user computer to present a virtual world to the user, and wherein the virtual world includes a virtual toy representing said toy and a reward 15 provided to the user for registering said toy, wherein said reward is based on the quantity of toys previously registered by said user, such that the reward received for registering said toy is different than other reward previously received by the user for registering another toy, wherein said virtual world providing subsystem also operates, responsive to said determining a quantity of toys registered by said user, to provide a first reward to a 20 user who has only one toy registered, and a second reward, greater than said first reward, to a user who has more than one toy registered.
5. A method that provides a virtual presentation comprising: on a website, validating a registration code associated with a toy; responsive to said validating, providing a virtual replica of the toy on the 25 website; providing content that allows obtaining virtual currency on the website when the registration code is validated on the website; said website establishing a time period; said website using said time period to limit how frequently a reward comprising 30 virtual currency can be obtained for visiting the website during the time period; providing content that allows obtaining said reward on the website once during the time period when the website is visited during the time period; 43 providing content that allows obtaining virtual currency on the website when the virtual replica of the toy is played with on the website; providing content that allows obtaining virtual currency on the website when a game is played with another virtual replica of a different toy that is present on the s website; providing content that allows purchasing one or more virtual food items using the virtual currency; subsequent to said validating, providing content that allows feeding the virtual replica of the toy with the food purchased with the virtual currency; and 1o providing content that displays available virtual currency associated with the virtual replica of the toy, wherein said time period is a day, and said content that allows obtaining virtual currency for a specified activity on the website only once during a day, and prevents said obtaining virtual currency after said website is visited more than once during the day. is
6. A method that provides an on-screen presentation comprising: on a website, validating a registration code associated with a toy; representing the toy on the website via an image of the toy; subsequent to said validating, providing content that allows obtaining currency when the registration code is validated on the website; 20 said website establishing a time period; said website using the time period to limit how frequently a reward of virtual currency can be obtained for carrying out a specified activity on the website when visiting the website during the time period; subsequent to said validating, providing content that allows obtaining said 25 reward for carrying out a specified activity on the website only once during the time period and prevents said obtaining virtual currency for carrying out said specified activity on the website when said website is visited more than once during the time period when the website is visited during the time period; subsequent to said validating, providing content that allows obtaining currency 30 when the image of the toy is played with on the website; subsequent to said validating, providing content that allows obtaining currency when a game is played with another image of a different toy that is present on the website; 44 subsequent to said validating, providing content that allows purchasing one or more food items using the currency; providing content that allows feeding the image of the toy with the food purchased with the currency; and s providing content that displays available currency associated with the image of the toy.
7. The method as in claim 6, wherein said time period is a day, and said content that allows obtaining said reward on the website only once during a day, and precents said obtaining said reward when said website is visited more than one during the 10 day. Dated 22 June 2011 2121200 Ontario Inc. 2121812 Ontario Inc. 15 Patent Attorneys for the Applicant/Nominated Person SPRUSON & FERGUSON
AU2011203115A 2003-12-31 2011-06-27 System and method for toy adoption and marketing Ceased AU2011203115B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU2011203115A AU2011203115B2 (en) 2003-12-31 2011-06-27 System and method for toy adoption and marketing

Applications Claiming Priority (5)

Application Number Priority Date Filing Date Title
US60/533,634 2003-12-31
US60/533,591 2003-12-31
US11/027,880 2004-12-30
AU2009202828A AU2009202828B9 (en) 2003-12-31 2009-07-13 System and method for toy adoption and marketing
AU2011203115A AU2011203115B2 (en) 2003-12-31 2011-06-27 System and method for toy adoption and marketing

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
AU2009202828A Division AU2009202828B9 (en) 2003-12-31 2009-07-13 System and method for toy adoption and marketing

Publications (2)

Publication Number Publication Date
AU2011203115A1 AU2011203115A1 (en) 2011-07-21
AU2011203115B2 true AU2011203115B2 (en) 2013-06-13

Family

ID=45419956

Family Applications (1)

Application Number Title Priority Date Filing Date
AU2011203115A Ceased AU2011203115B2 (en) 2003-12-31 2011-06-27 System and method for toy adoption and marketing

Country Status (1)

Country Link
AU (1) AU2011203115B2 (en)

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20030156134A1 (en) * 2000-12-08 2003-08-21 Kyunam Kim Graphic chatting with organizational avatars

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20030156134A1 (en) * 2000-12-08 2003-08-21 Kyunam Kim Graphic chatting with organizational avatars

Also Published As

Publication number Publication date
AU2011203115A1 (en) 2011-07-21

Similar Documents

Publication Publication Date Title
AU2009202828B2 (en) System and method for toy adoption and marketing
US8777687B2 (en) System and method for toy adoption and marketing
US7465212B2 (en) System and method for toy adoption and marketing
AU2011204948B2 (en) System and method for toy adoption and marketing
AU2011203115B2 (en) System and method for toy adoption and marketing
AU2011204771B2 (en) System and method for toy adoption and marketing
CA2696620A1 (en) System and method for toy adoption and marketing

Legal Events

Date Code Title Description
FGA Letters patent sealed or granted (standard patent)
MK14 Patent ceased section 143(a) (annual fees not paid) or expired