U.S. Pat. No. 11,062,284
SYSTEMS AND METHODS FOR FACILITATING TRANSACTIONS OF VIRTUAL ITEMS BETWEEN USERS OF AN ONLINE GAME
AssigneeMythical, Inc.
Issue DateAugust 5, 2019
Illustrative Figure
Abstract
Systems and methods for facilitating transactions of virtual items between users of an online game are disclosed. Exemplary implementations may: receive a sales request that indicates a selling user will be offering for sale a particular virtual item from a seller's inventory through an online sales platform; assign the ownership of the particular virtual item temporarily to a holding account; publish a sales listing of the particular virtual item on the online sales platform; receive sales information from the online sales platform indicating whether the particular virtual item has been purchased; assign the ownership of the particular virtual item to the buyer's account; and transfer at least a portion of a sales amount received from the buying user to the seller's account.
Description
DETAILED DESCRIPTION FIG. 1illustrates a system100configured for facilitating transactions of virtual items between users of an online game, in accordance with one or more implementations. For example, the online game may be provided and/or hosted by one or more gaming platforms105. In some implementations, system100may include one or more servers102, one or more processors140, electronic storage138, one or more client computing platforms104, one or more gaming platforms105, one or more online sales platforms142, one or more blockchains144, one or more user interfaces146, and/or other components. Server(s)102may be configured to communicate with one or more client computing platforms104according to a client/server architecture and/or other architectures. Client computing platform(s)104may be configured to communicate with other client computing platforms via server(s)102and/or according to a peer-to-peer architecture and/or other architectures. Users may access system100via client computing platform(s)104. The users may include one or more selling users, one or more buying users, and/or other users. For example, the users may include a first selling user, a second selling user, a first buying user, a second buying user, a first user, a second user, a third user, and so forth. Server(s)102may be configured by machine-readable instructions106. Machine-readable instructions106may include one or more instruction components. The instruction components may include computer program components. The instruction components may include one or more of account component108, sale request component110, ownership component112, listing component114, publication component116, sales information component118, buyer component120, payment component122, refund component124, seller component126, notification component128, user input component132, verification component134, and/or other instruction components. Account component108may be configured to manage user accounts for users, including but not limited to the users in an online game. In some implementations, account component108may be configured to manage user inventories for users, including but not limited to the users in an online game. Individual ones of the user accounts may ...
DETAILED DESCRIPTION
FIG. 1illustrates a system100configured for facilitating transactions of virtual items between users of an online game, in accordance with one or more implementations. For example, the online game may be provided and/or hosted by one or more gaming platforms105. In some implementations, system100may include one or more servers102, one or more processors140, electronic storage138, one or more client computing platforms104, one or more gaming platforms105, one or more online sales platforms142, one or more blockchains144, one or more user interfaces146, and/or other components. Server(s)102may be configured to communicate with one or more client computing platforms104according to a client/server architecture and/or other architectures. Client computing platform(s)104may be configured to communicate with other client computing platforms via server(s)102and/or according to a peer-to-peer architecture and/or other architectures. Users may access system100via client computing platform(s)104.
The users may include one or more selling users, one or more buying users, and/or other users. For example, the users may include a first selling user, a second selling user, a first buying user, a second buying user, a first user, a second user, a third user, and so forth.
Server(s)102may be configured by machine-readable instructions106. Machine-readable instructions106may include one or more instruction components. The instruction components may include computer program components. The instruction components may include one or more of account component108, sale request component110, ownership component112, listing component114, publication component116, sales information component118, buyer component120, payment component122, refund component124, seller component126, notification component128, user input component132, verification component134, and/or other instruction components.
Account component108may be configured to manage user accounts for users, including but not limited to the users in an online game. In some implementations, account component108may be configured to manage user inventories for users, including but not limited to the users in an online game. Individual ones of the user accounts may be associated with individual ones of the users. For example, a seller's account may be associated with a selling user (also referred to as a seller), a buyer's account may be associated with a buying user (also referred to as a buyer), a first user account may be associated with a first user, a second user account may be associated with a second user, and so forth. The individual ones of the user accounts may include individual user inventories of virtual items that are usable within the online game by the individual ones of the users. For example, the seller's account may include a seller's inventory, the buyer's account may include a buyer's inventory, the first user account may include a first user inventory, the second user account may include a second user inventory, and so forth. The virtual items included in an inventory may include virtual objects, characters, avatars, skills, abilities, virtual currency, virtual content of the online game, access rights within the online game, rights to (future) benefits within the online game, and/or other valuables within the online game.
In some implementations, account component108may be configured to manage user accounts in one or more online sales platforms142. In some implementations, account component108may be configured to facilitate a link or connection between user accounts of users within the online game and user accounts in one or more online sales platforms142.
Sale request component110may be configured to receive requests from users, including but not limited to sales requests. In some implementations, a request may involve a modification in the ownership of one or more virtual items. In some implementations, a sales request may indicate a user, e.g. the selling user, who will be offering for sale a particular virtual item, e.g., from the seller's inventory. As used herein, auctions may be considered a type of sale. In some implementations, virtual items may be offered for sale through online sales platform142. In some implementations, virtual items may be offered for sale through gaming platform105. In some implementations, a particular user may offer a virtual item for sale if the particular user owns the virtual item and/or owns the right to sell the virtual item (or the right to offer the virtual item for sale). In some implementations, ownership of virtual items may be established by and/or based on the virtual items being included in particular inventories. In some implementations, ownership of virtual items may be established by and/or based on assignment of the ownership to particular user accounts and/or inventories. In some implementations, ownership of virtual items may be recorded in a digital ledger, decentralized database, blockchain, and/or other mechanism that includes electronic storage. For example, assignments of the ownership of the particular virtual item may be recorded on blockchain144that stores a registry of assets and transactions. In some implementations, the assets of blockchain144may include the particular virtual item. In some implementations, ownership of the particular virtual item may be assigned, prior to a sale, to the seller's account. This may be referred to as the seller owning the particular virtual item.
Ownership component112may be configured to determine, assign, and/or otherwise modify ownership of virtual items, including but not limited to virtual items that are usable within one or more online games. For example, ownership component112may be configured to assign the ownership of a particular virtual item to a particular user account. In some implementations, modifications of ownership may be temporary. For example, ownership component112may be configured to assign the ownership of a particular virtual item temporarily to a holding account. For example, the holding account may be not associated with (and/or otherwise under control of) user accounts such as a seller's account or a buyer's account. In some implementations, the holding account may hold virtual items in escrow during transactions between users. In some implementations, assigning the ownership of the particular virtual item temporarily to the holding account may be performed such that the selling user is further unable to transfer, sell, and/or otherwise use the particular virtual item within the online game (e.g., at least while ownership is assigned to the holding account). This may prevent changes to the particular virtual item during a sales transaction. In some implementations, actions performed by ownership component112(e.g., determinations, assignments, and/or modifications) may be performed in responsive to actions performed by other components of system100, including but not limited to sale request component110.
In some implementations, ownership component112may be configured to assign the ownership of a particular virtual item to a buyer's account, e.g., responsive to receipt of sales information indicating the particular virtual item has been purchased by a buyer. Subsequent to such an assignment, the particular virtual item may be included in a buyer's inventory and accessible to be used by the buying user within the online game.
In some implementations, ownership component112may be configured to assign the ownership of a particular virtual item to the seller's account, responsive to receipt of sales information indicating the particular virtual item has not been purchased. For example, a seller may have offered the particular virtual item for sale (such that the ownership was assigned to a holding account). Responsive to a determination that the particular virtual item has not been sold, ownership component112may be configured to assign the ownership from the holding account back to the seller's account.
In some implementations, subsequent to a purchase of a particular virtual item by a buyer, ownership component112may be configured to assign the ownership of the particular virtual item temporarily to a holding account, responsive to receipt of a refund request by the buyer. In some implementations, subsequent to receipt of the refund request, the buying user may be unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is (temporarily) assigned to the holding account. Subsequent to the refund request being deemed legitimate and/or otherwise valid, ownership component112may be configured to assign the ownership of the particular virtual item back to the original seller's account, such that the particular virtual item is included in the seller's inventory and accessible to the used by the selling user within the online game. Alternatively, subsequent to the refund request being deemed not legitimate and/or otherwise not valid, ownership component112may be configured to assign the ownership of the particular virtual item to the buyer's account, effectively rejecting the refund request.
Listing component114may be configured to generate sales listings of virtual items for publication on online sales platform142. A particular sales listing for a particular virtual item may include pricing information for prospective buyers, descriptive information that describes the particular virtual item, and/or other information. In some implementations, a sales listing may include multiple require fields and one or more optional fields of relevant information. In some implementations, one or more fields may be filled automatically, e.g., by listing component114, based on information received by sale request component110. In some implementations, a seller may be prompted to provide and/or confirm information for one or more fields such that generation of a particular sales listing may be completed.
Publication component116may be configured to effectuate publication of sales listings on online sales platform142. In some implementations, a particular sales listing may be published for a limited duration. For example, an auction may have a limited duration. In some implementations, online sales platform142may support an Application Programming Interface (API) for the publication of sales listings. In some implementations, online sales platform142may be external to gaming platform105and/or system100. For example, in some implementations, online sales platform142may be EBay™, Amazon™, Etsy™, and/or another platform that supports online sales transactions.
Sales information component118may be configured to receive information from online sales platform142, including but not limited to sales information pertaining to sales activity. In some implementations, sales information may indicate whether a particular virtual item has been purchased. In some implementations, sales information may indicate whether a particular sales listing has received a bid. In some implementations, sales information from online sales platform142pertaining to a particular sales listing may be received upon expiration of a limited duration that is associated with the particular sales listing.
Buyer component120may be configured to identify accounts, including but not limited to user accounts of buyers of virtual items. For example, buyer component120may be configured to identify a buyer's account of a buying user that has effectuated a purchase of a particular virtual item through online sales platform142. In some implementations, identification may be performed responsive to receipt of sales information indicating a particular virtual item has been purchased. The buyer's account may include a buyer's inventory of virtual items that are usable by the buying user within the online game. In some implementations, identifying the buyer's account of the buying user may include generating a redemption code for the particular virtual item. In some implementations, assigning the ownership of the particular virtual item to the buyer's account may be performed responsive to redemption of the redemption code, e.g., by the buyer. In some implementations, a buyer may have a user account with online sales platform142(i.e., at the moment of the purchase of a particular virtual item), but not with gaming platform105. In such a case, buyer component120may be configured to facilitate the creation of a buyer's account with gaming platform105. Once the buyer's account is created and subsequently identified, ownership of a purchased virtual item may be assigned to the buyer's account.
Payment component122may be configured to transfer payments between different accounts and/or different users, including a seller's account, a buyer's account, and/or other user accounts. In some implementations, payment component122may receive payments on behalf of buyers, e.g. from online sales platform142. In some implementations, payment component122may receive payments on behalf of sellers. In some implementations, payment component112may be configured to transfer at least a portion of a sales amount received from a buying user to a seller's account. In some implementations, for example in case of a refund, payment component122may be configured to receive at least a portion of the sales amount from the original seller's account. In some implementations, for example in case of a refund, payment component122may be configured to transfer at least a portion of a sales amount to the original buyer's account. Payment component122may be configured to share portions of payments with other stakeholders, including but not limited to online sales platform142(e.g., a sales service fee or a transaction fee), gaming platform105, an original creator or designer of the sold virtual item, and/or other interested parties.
Refund component124may be configured to receive refund requests. and/or other refund-related information. In some implementations, a refund request may indicate a buyer is attempting to revert a particular purchase of a particular virtual item. In some implementations, a refund request may be received through online sales platform142on behalf of the buyer. In some implementations, a refund request may be received through gaming platform105.
Seller component126may be configured to determine and/or identify accounts of sellers. For example, seller component126may be configured to identify a seller's account of a selling user from whom a buying user originally purchased a particular virtual item. For example, seller component126may be configured to determine, store, and/or otherwise manage historic purchase information for purchased virtual items. In some implementations, seller component126may be configured to determine correlations between sellers and buyers based on sales transactions between the sellers and buyers.
Notification component128may be configured to create, generate, present, and/or transfer notifications to users. For example, notification component128may be configured to notify a particular selling user that a particular buying user is attempting to revert a particular purchase of a particular virtual item. In some implementations, notification component128may be configured to notify a particular buying user that a particular selling user is attempting to revert a particular sale of a particular virtual item. In some implementations, notifying the selling user may include requesting the selling user to return at least the second portion of the sales amount. In some implementations, notifying the buying user may include requesting the buying user to return the purchased virtual item. In some implementations, notifications may be presented to users through user interfaces146.
User input component132may be configured to receive user input from users, for example through client computing platforms104. In some implementations, user input component may receive user input from a selling user, a buying user, and/or other users. For example, user input may confirm the selling user's consent to publication of the sales listing. The publication of the sales listing may be effectuated subsequent to a verification whether the selling user has ownership of the particular virtual item. The publication of the sales listing may be effectuated subsequent to receipt of the user input from the selling user. In some implementations, publication of the sales listing on the online sales platform may effectuate an auction for the particular virtual item. In some implementations, user input component132may be implemented through user interfaces146.
User interfaces146may be configured to facilitate interaction between users and system100and/or between users and client computing platforms104. For example, user interfaces146may provide an interface through which users may provide information to and/or receive information from system100. In some implementations, user interface146may include one or more of a display screen, touchscreen, monitor, a keyboard, buttons, switches, knobs, levers, mouse, microphones, sensors to capture voice commands, sensors to capture body movement, sensors to capture hand and/or finger gestures, and/or other user interface devices configured to receive and/or convey user input. In some implementations, one or more user interfaces146may be included in one or more client computing platforms104. In some implementations, one or more user interfaces146may be included in system100.
Verification component134may be configured to perform verifications pertaining to sales activities. For example, a verification may verify whether a particular sales request is associated with a user and/or a user account. For example, a verification may verify whether a particular sales request is associated with a user account of a user that is allowed to initiate sales transactions. For example, a verification may verify whether a refund request is legitimate and/or valid such that a particular purchase of a particular virtual item should be reverted. In some implementations, verifications may be based on information in the registry that is stored in blockchain144.
By way of non-limiting example,FIG. 3illustrates an exemplary transactional diagram30of actions and transactions performed in system100. A first transaction in transactional diagram30represents a sale of a particular virtual item from user11to user12, and is initiated by a sales request31from user11to gaming platform105. Subsequent to sales request31, an assignment32assigns the ownership of the particular virtual item to a holding account on blockchain144. In some implementations, assignments may be initiated by gaming platform105and implemented by blockchain144. Subsequent to assignment32, a listing33is generated and published on online sales platform142. Subsequent to publishing the sales listing, user12purchases the particular virtual item through a purchase34(accompanied by a sales amount, not depicted). Sales information pertaining to purchase34may be provided to blockchain144. Subsequently, an assignment35assigns the ownership of the particular virtual item to the account of user12. A payment36(presumably the lion share received from user12) is transferred to the seller, user11. A second transaction depicted in transactional diagram30ofFIG. 3represents a refund of the particular virtual item from user12back to user11, and is initiated by a refund request37from user12to online sales platform142. Information pertaining to the refund request may be provided to blockchain144. Subsequent to refund request37, an assignment38assigns the ownership of the particular virtual item to a holding account on blockchain144. A payment39(presumably the lion share received by user11) is received from user11and transferred to gaming platform105. Subsequently, a payment41is transferred back to the original buyer, user12. An assignment40assigns to ownership of the particular virtual item to the original seller, user11. The order of the actions in transactional diagram30is exemplary and not intended to be limiting.
By way of non-limiting example,FIG. 4illustrates an exemplary transactional diagram50of actions and transactions performed in system100. A first transaction in transactional diagram50represents a sale of a particular virtual item from user11to user12, and is initiated by a sales request51from user11to gaming platform105. Subsequent to sales request51, a command52is transmitted to blockchain144, which in response performs an assignment53that assigns the ownership of the particular virtual item to a holding account on blockchain144. Subsequent to sales request51, a listing54is generated and published on online sales platform142. Subsequent to publishing the sales listing, user12purchases, through online sales platform142, the particular virtual item through a purchase55(accompanied by a sales amount, not depicted). Sales information pertaining to purchase55may be provided to blockchain144and/or gaming platform105. Subsequently, a command56is transmitted to gaming platform105, which in response transmits a command57to blockchain144, which in response performs an assignment58that assigns the ownership of the particular virtual item to the account of user12. A payment59(presumably the lion share received from user12) is transferred to the user account of the seller, user11. As shown in relation to the transaction initiated by sales request51, in some implementations, online sales platform142may not directly access blockchain144, but rather use gaming platform105(or another entity) as an intermediary to effectuate actions taken by and/or on blockchain144.
A second transaction depicted in transactional diagram50ofFIG. 4represents a refund of the particular virtual item from user12back to user11, and is initiated by a refund request60from user12to online sales platform142. A command61responsive to the refund request may be transmitted to blockchain144. In response to command61, an assignment62assigns the ownership of the particular virtual item to a holding account on blockchain144. In response to refund request60, a command63may be transmitted to gaming platform105, which in response provides a payment request64to user11. Payment request64requests user11to make a payment65(presumably the lion share received by user11through payment59). Subsequently, a payment66is transmitted from gaming platform105to online sales platform142, and a refund payment69is received by user12. A command67may be transmitted to blockchain67, which in response performs an assignment68that assigns the ownership of the particular virtual item to the original seller, user11. The order of the actions in transactional diagram50is exemplary and not intended to be limiting. For example, additional payments may be made to gaming platform105, online sales platform142, and/or other stakeholders, e.g., for sales fees, service fees, commissions, profit sharing, and/or other benefits or entitlements.
Referring toFIG. 1, in some implementations, server(s)102, client computing platform(s)104, and/or external resources136may be operatively linked via one or more electronic communication links. For example, such electronic communication links may be established, at least in part, via one or more networks13such as the Internet and/or other networks. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which server(s)102, client computing platform(s)104, and/or external resources136may be operatively linked via some other communication media.
A given client computing platform104may include one or more processors configured to execute computer program components. The computer program components may be configured to enable an expert or user associated with the given client computing platform104to interface with system100and/or external resources136, and/or provide other functionality attributed herein to client computing platform(s)104. By way of non-limiting example, the given client computing platform104may include one or more of a desktop computer, a laptop computer, a handheld computer, a tablet computing platform, a NetBook, a Smartphone, a gaming console, and/or other computing platforms.
External resources136may include sources of information outside of system100, external entities participating with system100, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources136may be provided by resources included in system100.
Server(s)102may include electronic storage138, one or more processors140, and/or other components. Server(s)102may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server(s)102inFIG. 1is not intended to be limiting. Server(s)102may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server(s)102. For example, server(s)102may be implemented by a cloud of computing platforms operating together as server(s)102.
Electronic storage138may include non-transitory storage media that electronically stores information. The electronic storage media of electronic storage138may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server(s)102and/or removable storage that is removably connectable to server(s)102via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage138may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. Electronic storage138may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage138may store software algorithms, information determined by processor(s)140, information received from server(s)102, information received from client computing platform(s)104, and/or other information that enables server(s)102to function as described herein.
Processor(s)140may be configured to provide information processing capabilities in server(s)102. As such, processor(s)140may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information. Although processor(s)140is shown inFIG. 1as a single entity, this is for illustrative purposes only. In some implementations, processor(s)140may include a plurality of processing units. These processing units may be physically located within the same device, or processor(s)140may represent processing functionality of a plurality of devices operating in coordination. Processor(s)140may be configured to execute components108,110,112,114,116,118,120,122,124,126,128,132, and/or134, and/or other components. Processor(s)140may be configured to execute components108,110,112,114,116,118,120,122,124,126,128,132, and/or134, and/or other components by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor(s)140. As used herein, the term “component” may refer to any component or set of components that perform the functionality attributed to the component. This may include one or more physical processors during execution of processor readable instructions, the processor readable instructions, circuitry, hardware, storage media, or any other components.
It should be appreciated that although components108,110,112,114,116,118,120,122,124,126,128,132, and/or134are illustrated inFIG. 1as being implemented within a single processing unit, in implementations in which processor(s)140includes multiple processing units, one or more of components108,110,112,114,116,118,120,122,124,126,128,132, and/or134may be implemented remotely from the other components. The description of the functionality provided by the different components108,110,112,114,116,118,120,122,124,126,128,132, and/or134described below is for illustrative purposes, and is not intended to be limiting, as any of components108,110,112,114,116,118,120,122,124,126,128,132, and/or134may provide more or less functionality than is described. For example, one or more of components108,110,112,114,116,118,120,122,124,126,128,132, and/or134may be eliminated, and some or all of its functionality may be provided by other ones of components108,110,112,114,116,118,120,122,124,126,128,132, and/or134. As another example, processor(s)140may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components108,110,112,114,116,118,120,122,124,126,128,132, and/or134.
FIG. 2illustrates a method200for facilitating transactions of virtual items between users of an online game, in accordance with one or more implementations. The operations of method200presented below are intended to be illustrative. In some implementations, method200may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of method200are illustrated inFIG. 2and described below is not intended to be limiting.
In some implementations, method200may be implemented in one or more processing devices (e.g., a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information). The one or more processing devices may include one or more devices executing some or all of the operations of method200in response to instructions stored electronically on an electronic storage medium. The one or more processing devices may include one or more devices configured through hardware, firmware, and/or software to be specifically designed for execution of one or more of the operations of method200.
An operation202may include managing user accounts for the users in the online game. Individual ones of the user accounts may be associated with individual ones of the users. The individual ones of the user accounts may include individual user inventories of virtual items that are usable within the online game by the individual ones of the users. The users may include a selling user. The selling user may be associated with a seller's account. The seller's account may include a seller's inventory of one or more virtual items that are usable by the selling user within the online game. Operation202may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to account component108, in accordance with one or more implementations.
An operation204may include receiving a sales request that indicates the selling user will be offering for sale a particular virtual item from the seller's inventory through an online sales platform. Ownership of the particular virtual item may be assigned to the seller's account. Operation204may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to sale request component110, in accordance with one or more implementations.
An operation206may include assigning the ownership of the particular virtual item temporarily to a holding account such that the selling user is unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is assigned to the holding account, responsive to receipt of the sales request. The holding account may be not under control of the selling user. Operation206may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to ownership component112, in accordance with one or more implementations.
An operation208may include generating a sales listing of the particular virtual item for publication on the online sales platform. The sales listing may include pricing information for prospective buying users and descriptive information that describes the particular virtual item. Operation208may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to listing component114, in accordance with one or more implementations.
An operation210may include effectuating the publication of the sales listing of the particular virtual item on the online sales platform for a limited duration. Operation210may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to publication component116, in accordance with one or more implementations.
An operation212may include receiving sales information from the online sales platform indicating whether the particular virtual item has been purchased. Operation212may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to sales information component118, in accordance with one or more implementations.
An operation214may include identifying a buyer's account of a buying user that has effectuated a purchase of the particular virtual item through the online sales platform, responsive to receipt of the sales information indicating the particular virtual item has been purchased. The buyer's account may include a buyer's inventory of virtual items that are usable by the buying user within the online game. Operation214may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to buyer component120, in accordance with one or more implementations.
An operation216may include assigning the ownership of the particular virtual item to the buyer's account, responsive to receipt of the sales information indicating the particular virtual item has been purchased, such that the particular virtual item is included in the buyer's inventory and accessible to be used by the buying user within the online game. Operation216may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to ownership component112, in accordance with one or more implementations.
An operation218may include transferring at least a portion of a sales amount received from the buying user to the seller's account. Operation218may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to payment component122, in accordance with one or more implementations.
An operation220may include assigning the ownership of the particular virtual item to the seller's account, responsive to receipt of the sales information indicating the particular virtual item has not been purchased. Operation220may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to ownership component112, in accordance with one or more implementations.
Although the present technology has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the technology is not limited to the disclosed implementations, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present technology contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation.
Claims
- A system configured for facilitating refunds from an external online sales platform for refundable transactions of virtual items between users of an online game, wherein the users include a first player of the online game and a second player of the online game, the system comprising: a decentralized database configured to store a registry of assets and transactions, wherein the assets include a particular virtual item, wherein ownership of the particular virtual item is assigned to an account of the first player, wherein the decentralized database represents a blockchain, and wherein assignments of the ownership of the particular virtual item are recorded on the blockchain;a gaming platform including one or more hardware processors configured by machine-readable instructions to: manage user accounts for the users in the online game, wherein individual ones of the user accounts are associated with individual ones of the users, wherein the individual ones of the user accounts include individual user inventories of virtual items that are usable within the online game by the individual ones of the users, wherein the first player is associated with a first player's account, and wherein the first player's account includes a first player's inventory of one or more virtual items that are usable by the first player within the online game;receive a sales request that indicates the first player will be offering for sale the particular virtual item from the first player's inventory through the external online sales platform, wherein ownership of the particular virtual item is assigned to the first player's account, and wherein the external online sales platform is external to the system, the decentralized database, and the gaming platform;and transmit a command to the decentralized database to assign the ownership of the particular virtual item temporarily to a holding account such that the first player is unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is assigned to the holding account, wherein the holding account is not under control of the first player;wherein the decentralized database is further configured to receive the command from the gaming platform and execute the command such that the ownership of the particular virtual item is temporarily assigned to the holding account;wherein the one or more hardware processors included in the gaming platform are further configured by machine-readable instructions to: generate a sales listing of the particular virtual item for publication on the external online sales platform, wherein the sales listing includes pricing information for prospective buying users and descriptive information that describes the particular virtual item;effectuate, through a first function call of an Application Programming Interface (API) supported by the external online sales platform, the publication of the sales listing of the particular virtual item on the external online sales platform for a limited duration, wherein the publication of the sales listing is effectuated subsequent to a verification whether the first player has ownership of the particular virtual item according to an assignment recorded on the blockchain, and wherein the verification is based on information in the registry that is stored in the decentralized database;receive sales information from the external online sales platform indicating whether the particular virtual item has been purchased;responsive to receipt of the sales information indicating the particular virtual item has been purchased, identify a second player's account of the second player that has effectuated a purchase of the particular virtual item through the external online sales platform, wherein the second player's account includes a second player's inventory of virtual items that are usable by the second player within the online game;and subsequent to receipt of the sales information indicating the particular virtual item has been purchased, receive a second command to assign the ownership of the particular virtual item to the second player's account;wherein the one or more hardware processors included in the gaming platform are further configured to transmit a third command to the decentralized database to assign the ownership of the particular virtual item to the second player's account;wherein the decentralized database is further configured to receive the third command from the gaming platform and execute the third command such that the ownership of the particular virtual item is assigned from the holding account to the second player's account and recorded on the blockchain, such that the particular virtual item is included in the second player's inventory and accessible to be used by the second player within the online game;wherein the one or more hardware processors included in the gaming platform are further configured by the machine-readable instructions to: responsive to receipt of the sales information indicating the particular virtual item has been purchased, transfer at least a portion of a sales amount received from the second player to the first player's account;responsive to receipt of the sales information indicating the particular virtual item has not been purchased, transmit a fourth command to the decentralized database to assign the ownership of the particular virtual item to the first player's account;wherein the decentralized database is further configured to: receive the fourth command from the gaming platform and execute the fourth command such that the ownership of the particular virtual item is assigned from the holding account to the first player's account and recorded on the blockchain;subsequent to receipt of the sales information indicating the particular virtual item has been purchased, receive a first refund command based on a refund request from the second player that indicates the second player is attempting to revert the purchase of the particular virtual item, wherein the first refund command is received through the Application Programming Interface (API) supported by the external online sales platform, wherein the refund request is received through the external online sales platform on behalf of the second player, wherein the first refund command aims to cause the decentralized database to assign and record the ownership of the particular virtual item temporarily to the holding account, responsive to receipt of the first refund command, such that the second player is unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is assigned to the holding account, wherein the holding account is not under control of the second player;identify the first player's account of the first player from whom the second player purchased the particular virtual item;wherein the one or more hardware processors included in the gaming platform are further configured by the machine-readable instructions to: notify the first player that the second player is attempting to revert the purchase of the particular virtual item;request at least a second portion of the sales amount from the first player's account;receive the second portion of the sales amount from the first player's account;transfer a second refund command to the decentralized database to assign and record the ownership of the particular virtual item from the holding account to the first player's account, such that the particular virtual item is included in the first player's inventory and accessible to be used by the first player within the online game;and effectuate, through the Application Programming Interface (API) supported by the external online sales platform, a transfer of at least a third portion of the sales amount to the second player's account to complete reverting the purchase of the particular virtual item as requested by the second player through the refund request.
- The system of claim 1 , wherein the one or more hardware processors are further configured by machine-readable instructions to: effectuate a presentation of the generated sales listing to the first player through a client computing platform that is associated with the first player;and receive user input from the first player through the client computing platform, wherein the user input confirms the first player consent to the publication of the sales listing;wherein the publication of the sales listing is effectuated subsequent to receipt of the user input from the first player.
- The system of claim 1 , wherein the sales information from the external online sales platform that indicates whether the particular virtual item has been purchased is received upon expiration of the limited duration.
- The system of claim 1 , wherein notifying the first player includes requesting the first player to return at least the second portion of the sales amount.
- The system of claim 1 , wherein the one or more hardware processors are further configured by machine-readable instructions to: perform a verification whether the refund request is legitimate such that the purchase of the particular virtual item should be reverted;wherein assigning the ownership of the particular virtual item to the first player's account is performed responsive to the verification.
- The system of claim 1 , wherein assigning the ownership of the particular virtual item temporarily to the holding account is performed such that the first player is further unable to use the particular virtual item within the online game.
- The system of claim 1 , wherein publication of the sales listing on the external online sales platform effectuates an auction for the particular virtual item.
- The system of claim 1 , wherein identifying the second player's account of the second player includes generating a redemption code for the particular virtual item, and wherein assigning the ownership of the particular virtual item to the second player's account is performed responsive to redemption of the redemption code.
- A method for facilitating refunds from an external online sales platform for refundable transactions of virtual items between users of an online game, wherein the users include a first player of the online game and a second player of the online game, the method comprising: storing, by a decentralized database, a registry of assets and transactions, wherein the assets include a particular virtual item, wherein ownership of the particular virtual item is assigned to an account of the first player, wherein the decentralized database represents a blockchain, and wherein assignments of the ownership of the particular virtual item are recorded on the blockchain;managing, by a gaming platform including one or more hardware processors configured by machine-readable instructions, user accounts for the users in the online game, wherein individual ones of the user accounts are associated with individual ones of the users, wherein the individual ones of the user accounts include individual user inventories of virtual items that are usable within the online game by the individual ones of the users, wherein the first player is associated with a first player's account, and wherein the first player's account includes a first player's inventory of one or more virtual items that are usable by the first player within the online game;receiving, by the gaming platform, a sales request that indicates the first player will be offering for sale a particular virtual item from the first player's inventory through an external online sales platform, wherein ownership of the particular virtual item is assigned to the first player's account, and wherein the external online sales platform is external to the decentralized database and the gaming platform;transmitting a command to the decentralized database to assign the ownership of the particular virtual item temporarily to a holding account such that the first player is unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is assigned to the holding account, wherein the holding account is not under control of the first player;receiving, by the decentralized database, the command from the gaming platform and executing the command such that the ownership of the particular virtual item is temporarily assigned to the holding account such that the first player is unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is assigned to the holding account, wherein the holding account is not under control of the first player;generating a sales listing of the particular virtual item for publication on the external online sales platform, wherein the sales listing includes pricing information for prospective buying users and descriptive information that describes the particular virtual item;effectuating, through a first function call of an Application Programming Interface (API) supported by the external online sales platform, the publication of the sales listing of the particular virtual item on the external online sales platform for a limited duration, wherein the publication of the sales listing is effectuated subsequent to a verification whether the first player has ownership of the particular virtual item according to an assignment recorded on the blockchain, and wherein the verification is based on information in the registry that is stored in the decentralized database;receiving sales information from the external online sales platform indicating whether the particular virtual item has been purchased;responsive to receipt of the sales information indicating the particular virtual item has been purchased, identifying a second player's account of a second player that has effectuated a purchase of the particular virtual item through the external online sales platform, wherein the second player's account includes a second player's inventory of virtual items that are usable by the second player within the online game;subsequent to receipt of the sales information indicating the particular virtual item has been purchased, receiving a second command to assign the ownership of the particular virtual item to the second player's account;transmitting a third command to the decentralized database to assign the ownership of the particular virtual item to the second player's account;receiving, by the decentralized database, the third command from the gaming platform and executing the third command such that the ownership of the particular virtual item is assigned from the holding account to the second player's account and recorded on the blockchain, such that the particular virtual item is included in the second player's inventory and accessible to be used by the second player within the online game;responsive to receipt of the sales information indicating the particular virtual item has been purchased, transferring at least a portion of a sales amount received from the second player to the first player's account;and responsive to receipt of the sales information indicating the particular virtual item has not been purchased, transmitting a fourth command to the decentralized database to assign the ownership of the particular virtual item to the first player's account;receiving, by the decentralized database, the fourth command from the gaming platform and executing the fourth command such that the ownership of the particular virtual item is assigned from the holding account to the first player's account and recorded on the blockchain;subsequent to receipt of the sales information indicating the particular virtual item has been purchased, receiving a first refund command based on a refund request from the second player that indicates the second player is attempting to revert the purchase of the particular virtual item, wherein the first refund command is received through the Application Programming Interface (API) supported by the external online sales platform, wherein the refund request is received through the external online sales platform on behalf of the second player, wherein the first refund command aims to cause the decentralized database to assign and record the ownership of the particular virtual item temporarily to the holding account, responsive to receipt of the first refund command, such that the second player is unable to transfer or modify the ownership of the particular virtual item while the ownership of the particular virtual item is assigned to the holding account, wherein the holding account is not under control of the second player;identifying the first player's account of the first player from whom the second player purchased the particular virtual item;notifying the first player that the second player is attempting to revert the purchase of the particular virtual item;requesting at least a second portion of the sales amount from the first player's account;receiving the second portion of the sales amount from the first player's account;transferring a second refund command to the decentralized database to assign and record the ownership of the particular virtual item from the holding account to the first player's account, such that the particular virtual item is included in the first player's inventory and accessible to the used by the first player within the online game;and effectuate, through the Application Programming Interface (API) supported by the external online sales platform, a transfer of at least a third portion of the sales amount to the second player's account to complete reverting the purchase of the particular virtual item as requested by the second player through the refund request.
- The method of claim 9 , further comprising: effectuating a presentation of the generated sales listing to the first player through a client computing platform that is associated with the first player;and receiving user input from the first player through the client computing platform, wherein the user input confirms the first player consent to the publication of the sales listing;wherein the publication of the sales listing is effectuated subsequent to receipt of the user input from the first player.
- The method of claim 9 , wherein the sales information from the external online sales platform that indicates whether the particular virtual item has been purchased is received upon expiration of the limited duration.
- The method of claim 9 , wherein notifying the first player includes requesting the first player to return at least the second portion of the sales amount.
- The method of claim 9 , further comprising: performing a verification whether the refund request is legitimate such that the purchase of the particular virtual item should be reverted;wherein assigning the ownership of the particular virtual item to the first player's account is performed responsive to the verification.
- The method of claim 9 , wherein assigning the ownership of the particular virtual item temporarily to the holding account is performed such that the first player is further unable to use the particular virtual item within the online game.
- The method of claim 9 , wherein publication of the sales listing on the external online sales platform effectuates an auction for the particular virtual item.
- The method of claim 9 , wherein identifying the second player's account of the second player includes generating a redemption code for the particular virtual item, and wherein assigning the ownership of the particular virtual item to the second player's account is performed responsive to redemption of the redemption code.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.