U.S. Pat. No. 12,179,120
SYSTEMS AND METHODS FOR FRACTIONAL OWNERSHIP OF USER-GENERATED CONTENT WITHIN AN ONLINE GAMING PLATFORM
AssigneeMythical, Inc.
Issue DateJune 2, 2023
Illustrative Figure
Abstract
Systems and methods for dispersing gains derived from ownership of user-generated content among users of a gaming platform are disclosed. Exemplary implementations may: execute an instance of a game and implement in-game actions in the instance of the game as requested by the users; assign ownership of a first item of user-generated content to a group of users; record the ownership of the first item of user-generated content by the group of users; determine a first quantity of gains that have been gained within the gaming platform through use of the first item of user-generated content; and disperse at least a portion of the first quantity of gains to individual ones of the group of users.
Description
DETAILED DESCRIPTION FIG.1illustrates a system100configured for dispersing gains derived from ownership of user-generated content among users of one or more gaming platforms105(e.g., an online gaming platform), in accordance with one or more implementations. In some implementations, system100may include one or more of electronic storage130, one or more servers102, one or more client computing platforms104, one or more gaming platforms105, one or more decentralized ledger servers111, one or more user interfaces125, one or more external resources138, 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. Users123may access system100via client computing platform(s)104. Users123(also referred to as players) may include one or more of a first user, a second user, a third user, a fourth user, and/or other users. In some implementations, system100and/or servers102may be configured to communicate with one or more of (online) gaming platform(s)105, users123, decentralized ledger server(s)111, and/or other components. As used herein, gaming platform105may refer to either an individual game, a type of gaming console and its ecosystem, and/or both. Gaming platform105may be operated, hosted, and/or owned by a stakeholder of gaming platform105. Users123may include players who play on gaming platform105. In some implementations, gaming platform105may include an online store that sells and/or otherwise transfers (in-game) virtual items that may be used within gaming platform105. In some implementations, gaming platform105may support an exchange and/or marketplace for users123such that different users can gift, barter, sell, purchase, trade, and/or otherwise exchange (in-game) virtual items (including the types of assets and/or user-generated content described in this disclosure, which are also assets) that may be used within gaming platform105and/or may be useful within gaming platform105. In some implementations, ...
DETAILED DESCRIPTION
FIG.1illustrates a system100configured for dispersing gains derived from ownership of user-generated content among users of one or more gaming platforms105(e.g., an online gaming platform), in accordance with one or more implementations. In some implementations, system100may include one or more of electronic storage130, one or more servers102, one or more client computing platforms104, one or more gaming platforms105, one or more decentralized ledger servers111, one or more user interfaces125, one or more external resources138, 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. Users123may access system100via client computing platform(s)104. Users123(also referred to as players) may include one or more of a first user, a second user, a third user, a fourth user, and/or other users.
In some implementations, system100and/or servers102may be configured to communicate with one or more of (online) gaming platform(s)105, users123, decentralized ledger server(s)111, and/or other components. As used herein, gaming platform105may refer to either an individual game, a type of gaming console and its ecosystem, and/or both. Gaming platform105may be operated, hosted, and/or owned by a stakeholder of gaming platform105. Users123may include players who play on gaming platform105. In some implementations, gaming platform105may include an online store that sells and/or otherwise transfers (in-game) virtual items that may be used within gaming platform105. In some implementations, gaming platform105may support an exchange and/or marketplace for users123such that different users can gift, barter, sell, purchase, trade, and/or otherwise exchange (in-game) virtual items (including the types of assets and/or user-generated content described in this disclosure, which are also assets) that may be used within gaming platform105and/or may be useful within gaming platform105. In some implementations, users can sell, purchase, trade, and/or otherwise exchange (in-game) virtual items through (external) online sales platforms, including but not limited to eBay™.
In some implementations, system100may include or use a (distributed) blockchain111athat may be maintained by a distributed computing platform (not shown inFIG.1) and/or one or more decentralized ledger servers111. In some implementations, the distributed computing platform may be implemented by a set of computing platforms and/or servers (which may include one or more decentralized ledger servers111). The distributed computing platform may support a virtual machine (not shown inFIG.1). The distributed computing platform and/or the virtual machine may form a runtime environment for smart contracts and/or other executable code. In some implementations, the distributed computing platform may include electronic storage configured to store part or all of blockchain(s)111a. The smart contracts may be stored on blockchain(s)111a. In some implementations, the distributed computing platform may be the EOSIO platform. In some implementations, the distributed computing platform may be Ethereum. In some implementations, the distributed computing platform may be similar to Ethereum.
Blockchain111amay act as a (decentralized) database that stores a registry and/or ledger of assets and transactions across one or more networks. In some implementations, a ledger may be implemented as a database. For example, a blockchain is a type of ledger, as well as a type of decentralized database that stores a registry of assets and transactions. Assets may include items of user-generated content and/or other virtual items that are usable within gaming platform105. A given asset may be owned by a particular user. Some individual assets may be owned by a group of users. An asset may include anything of material value or usefulness that is owned by or on behalf of one or more users or companies or affiliations. In some implementations, a right pertaining to an object (e.g., a benefit) may be an asset, the object being a physical or a virtual item. Multiple rights may form a set of rights or a bundle of rights that may be transferred and/or otherwise acted on or operated on together. For example, rights may include one or more of a right to use, a right to sell, a right to destroy, a right to particular gains (as described elsewhere in this disclosure), and/or other rights. In some implementations, a right to a benefit may be referred to as a beneficiary right. In some implementations, a right to the distribution of a benefit may be referred to as a beneficiary right or a distribution right.
In some implementations, tokens may be a type of asset. In some implementations, tokens may include one or more of security tokens, utility tokens, payment tokens, initial coin offering (ICO) tokens, virtual currency tokens, crypto tokens, ERC-20 tokens, EOS tokens, and/or other tokens. In some implementations, tokens not only represent value, but may have a specific use in a particular distributed computing platform, e.g., in the operation of blockchain111a.
Blockchain(s)111amay record and/or register ownership of assets. Alternatively, and/or simultaneously, blockchain(s)111amay register transactions that modify ownership of assets. A smart contract may be a type of asset. In some implementations, once a smart contract has been added to a blockchain, the smart contract may be referred to as published, posted, registered, and/or recorded. Elements of blockchain(s)111amay be grouped together in units that are referred to as blocks. For example, an individual block may include one or more assets, one or more transactions, and/or other information. For example, an individual block may be linked to one or more other individual blocks. Individual blocks may be linked or chained together to form a structure of blocks and/or a hierarchy of blocks, such as, e.g., a chain of blocks.
In some implementations, blockchain(s)111amay be publicly accessible and append-only. In some implementations, existing blocks of a distributed blockchain can substantially not be altered or deleted, unless multiple copies of the distributed blockchain are altered. This is unlikely to happen provided that multiple copies of the distributed blockchain are stored on different computing platforms, e.g., in different geographical locations. The distributed blockchain may be replicated on multiple computing platforms, preferably in multiple different geographical locations. Additionally, individual blocks may be linked together in a manner that prevents tampering, such as, e.g., using a hash chain and/or digital signatures. In particular, hash values may be generated using fixed-output-length one-way hashing functions that take variable-length input, and may be effectively impossible (or, at least, computationally infeasible) to reverse. As such, a hashing function may provide one-way encryption. By way of non-limiting example, the hashing function may be SHA-256, BLAKE2, SHAKE256, and/or another hashing function. Contents of individual blocks, transactions, and/or assets may be digitally signed in a manner that proves integrity and/or prevents tampering, e.g., by providing authentication.
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 a game component108, an interaction component110, an assignment component112, a gains component114, an attribution component116, a distribution component118, an exchange component120, a transfer component122, an interface component124, a record component134, an instruction component136, and/or other instruction components. Machine-readable instructions106amay be similar to machine-readable instructions106, though included in decentralized ledger servers111.
Game component108may be configured to execute instances of games (e.g., of an online game within gaming platform105) to facilitate presentation of the game(s) to users123. In some implementations, game component108may be configured to implement in-game actions in an instance of a game, e.g., in response to action requests for the in-game actions by users123. A game may be provided via a virtual space, and may include a plurality of resource types and/or maps. An instance of the virtual space may be executed by one or more computer components to determine views of the virtual space. In some implementations, the view may be communicated (e.g., by streaming, via object/position data, and/or other information) from server(s)102and/or other sources to client computing platforms104for presentation to users123. The view determined and transmitted to a given client computing platform104may correspond to a location in the virtual space (e.g., the location from which the view is taken, the location the view depicts, and/or other locations), a zoom ratio, a dimensionality of objects, a point-of-view, and/or view parameters. In some implementations, one or more view parameters may be selectable by a user.
The instance of the virtual space may include a simulated space that is accessible by users123by clients (e.g., client computing platforms104) that present the views of the virtual space to a user. The simulated space may have a topography, express ongoing real-time interaction by one or more users, and/or include one or more objects positioned within the topography that are capable of locomotion and/or movement within the topography. In some implementations, the topography may be a 2-dimensional topography. In some implementations, the topography may be a 3-dimensional topography. The topography may include dimensions of the simulated space, and/or surface features of a surface or objects that are native to the simulated space. In some implementations, the topography may include a surface (e.g., a ground surface) that runs through at least a substantial section of the simulated space. In some implementations, the topography may describe a volume with one or more bodies positioned therein. The instance executed by the computer components may be synchronous, asynchronous, and/or semi-synchronous.
Within the instance of the virtual space, users123may control characters, objects, simulated physical phenomena, and/or other elements within the virtual space to interact with the virtual space and/or each other. The user characters may include avatars. As used herein, the term “user character” may refer to an object or group of objects present in the virtual space, that correspond(s) to an individual user. A particular user character may be controlled by the particular user with which it is associated. Such user characters may be referred to as user-controlled characters. User-controlled element(s) may move through and interact with the virtual space (e.g., non-user characters in the virtual space, other objects in the virtual space, etc.). For example, a user-controlled character may be capable of locomotion within the topography of a simulated space (e.g., included in the virtual space of an instance of the game). User-controlled elements controlled by and/or associated with a given user may be created and/or customized by the given user. Individual users may have an “inventory” of virtual goods and currency (e.g., resources of the plurality of resource types) that the individual user can use (e.g., by manipulation of a user character and/or other user-controlled elements) and/or other items, to perform in-game actions within the virtual space.
Interaction component110may be configured to enable, facilitate, and/or implement in-game actions by users123in instances of games. In some implementations, interaction component110may be configured to operate in response to instructions and/or action requests by users123. For example, multiple users may interact within gaming platform105to build, create, and/or otherwise generate content (i.e., user-generated content). In particular, an individual item of user-generated content may have been built, created, and/or otherwise generated by a group of users, e.g., operating collaboratively. In other words, this group of users has contributed to the building, creation, and/or generation of the individual item of user-generated content. For example, contributions may include in-game actions by individual ones of these users. Such a group of users may be referred to as a group of creating users, and/or a group of contributing users. For example, some users may have contributed one or more of their time, effort, resources, currency, talent, skill, leadership, and/or other items (whether tangible or not) that were used in generating the user-generated content. In some implementations, the members of a particular group of users may be known, determined, and/or selected prior to the generation of the user-generated content. By way of non-limiting example, a particular item of user-generated content may be a virtual warship15that can be used within gaming platform105. In some implementations, virtual warship15may be used for at least one of races, battles, ambushes, raids, war, and/or other purposes within gaming platform105. In some implementations, a group of users may have decided to create virtual warship15together, and this group may be the group of contributing users.
Assignment component112may be configured to facilitate assignments of ownership of assets (including but not limited to user-generated content and other assets that are usable within gaming platform105). In some implementations, assignment component112may be configured to assign ownership of particular items of user-generated content to groups of users. For example, ownership of a first item of user-generated content may be assigned to a particular group of users. For example, the particular group of users may be the group of creating users. For example, the particular group of users may be the group of contributing users. In some implementations, ownership of a particular item of user-generated content may be assigned to a group of current owners.
In some implementations, the particular group of users may be a group of users that have been selected by a particular user. Assume, for example, a first user owns a particular item of user-generated content. This first user may select a set of users (which may include a second user), and assignment component112may be configured to assign ownership (or effectuate such assignment) of the particular item of user-generated content to the selected set of users (which could include the first user). For example, the first user may cause ownership of virtual warship15to be assigned to a set or group of users that include the first user and the second user (such that the first user owns a first fraction, and the second user owns a second fraction of the ownership of virtual warship15).
In some implementations, assignment component112may be configured to facilitate a particular assignment of the ownership of a particular item of user-generated content such that the particular assignment includes some, most, or all of the users that have contributed or are contributing to the generation of the particular item of user-generated content. For example, system100may initiate an open build of a particular virtual warship (either open to any users who wish to contribute, or the first particular number of users who are contributing, or the first number of users having a particular affiliation or commonality and who wish to contribute, etc. etc.). Different users may contribute in different ways to building the particular virtual warship. Upon completion (or upon expiration of some predetermined time limit), assignment component112and/or another component of system100determines the set of contributing users and assigns ownership accordingly. In some implementations, different contributing users may own different percentages of a particular item of user-generated content. For example, the particular percentage may depend on user-specific time, effort, resources, currency, talent, skill, leadership, etc. that has been contributed. By way of non-limiting example, for virtual warship15, the first user may own a 20% fraction, and the second and third user may each own a 40% fraction of the entire ownership.
Gains component114may be configured to determine quantities of gains that have been gained within gaming platform105. For example, gains component114may determine a quantity of gain that has been gained through a particular activity within gaming platform105. By way of non-limiting example, such activities may include at least one of a race, a competition, a challenge, a battle, an ambush, a raid, and a war conducted and/or performed within gaming platform105. Alternatively, and/or simultaneously, gains component114may determine a quantity of gain that has been gained through the use of a particular virtual item within gaming platform105. By way of non-limiting example, the particular virtual item may be virtual warship15. Alternatively, and/or simultaneously, gains component114may determine a quantity of gain that has been gained through the use of one or more particular items of user-generated content within gaming platform105. By way of non-limiting example, such user-generated content may include a fleet of virtual warships. In some implementations, determined quantities of gains may be limited to and/or specific to particular periods, durations, and/or amounts of time. In some implementations, gains may include one or more of prizes, earnings, profit, revenue, winnings, loot, plunder, booty, spoils of war, and/or other types of gains. In some implementations, gains may include both legitimate and illegitimate gains. For example, gains may have been obtained in a raid using virtual warship15. In some implementations, gains may be earned by monetizing time spent by users123enjoying, exploring, and/or otherwise using a particular item or area of user-generated content (such as, e.g., a mall, a town, a snow-park, etc. etc.). In some implementations, such time may be monetized through advertising, through users paying an entrance fee or usage fee, and/or through other payment mechanisms that are specific to the particular item or area of user-generated content.
Attribution component116may be configured to determine portions of gains (as determined, e.g., by gains component114) to be dispersed, disbursed, and/or otherwise provided to particular users. For example, attribution component116may determine portions of gains to be dispersed based on ownership of a particular item of user-generated content. For example, assume a particular raid resulted in gains of 100 gold coins. Furthermore, assume virtual warship15was used by a first group of users during the raid. Furthermore, assume virtual warship15is currently owned by a second group of users (also referred to as the group of current owners). Attribution component116may determine that 60% of the gains (here, 60 gold coins) will be divided among the first group of users. Additionally, attribution component116may determine that the remaining 40% of the gains (here, 40 gold coins) will be dispersed among the second group of users (either evenly or according to whatever scheme these users have agreed to). Furthermore, assume the second group of users includes the first, second, and third user. Attribution component116may determine that these 40 gold coins will be dispersed among the first, second, and third user in 20%, 40%, and 40% sub-portions (in accordance with the fractions of their ownership), respectively, such that the first user is provided with 20% of the 40 gold coins (here, 8 gold coins), and the second and third user are each provided with 40% of the 40 gold coins (here, 16 gold coins each). Of course, any of these users may additionally be part of the first group of users who will divide the 60% of the gains.
Distribution component118may be configured to disperse, disburse, and/or otherwise provide gains (or portions of gains, or sub-portions of gains) to users123. Gains dispersed by distribution component118may be based on one or more determinations by gains component114, attribution component116, and/or other components of system100. In some implementations, game component108and/or gaming platform105may manage user-specific user accounts for users123. In some implementations, user-specific user accounts may include user-specific user inventories. In some implementations, distribution component118may be configured to provide (portions of) gains to user-specific user inventories.
Exchange component120may be configured to facilitate exchanges and/or transfers of ownership of assets within gaming platform105. In some implementations, exchange component120may facilitate exchanges and/or transfers of ownership of items of user-generated content. In some implementations, exchange component120may facilitate exchanges and/or transfers of fractions of ownership of a particular item of user-generated content. For example, a first user may exchange a 20% fractional ownership of virtual warship15to a fourth user. As used herein, exchanges may refer to individual players auctioning, selling, purchasing, trading, bartering, gifting and/or otherwise exchanging (fractions of) digital assets (directly) with other individual players. In some implementations, a particular exchange may be involuntary, e.g., due to theft. Subsequently, a (new and different) dispersement by distribution component118to the set of current owners of virtual warship15would go to the fourth user instead of the first user (as well as other users that are current owners).
Transfer component122may be configured to generate sets of instructions for decentralized ledger server111and/or blockchain111a. In some implementations, transfer component122may be configured to transfer generated sets of instructions to decentralized ledger server111and/or blockchain111a. In some implementations, one or more of these instructions may instruct the formation of a smart contract and/or the recording of the smart contract on blockchain111a. In some implementations, one or more of these instructions may instruct decentralized ledger server111to record and/or modify assets, transactions and/or rights on blockchain111a. For example, transfer component122may generate a particular set of instructions that, upon execution by blockchain111a, effectuate an assignment of ownership rights in a particular item of user-generated content to a particular group of users. Subsequently, transfer component122may generate another set of instructions that, upon execution by blockchain111a, effectuate a modification of the assignment of ownership rights in the particular item of user-generated content.
Interface component124may be configured to facilitate interaction of users123with system100. In some implementations, interface component may be configured to facilitate interaction by users123through user interfaces125. For example, a particular user may be associated with a particular client computing platform104, which may include a particular user interface125. In some implementations, interface component124may be configured to facilitate assignments of ownership (of assets and/or items of user-generated content) through one or more user interfaces125.
By way of non-limiting example,FIG.4illustrates a user interface400, depicting a user inventory41, as may be used in system100. As depicted, user inventory41may include a list of different virtual items and/or assets currently owned by a particular user, including virtual items 1-2-3-4-5. User interface400further depicts item information regarding these virtual items, as indicated by item information 1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively. For example, “virtual item 1” may be a virtual warship15a(e.g., a battleship named “Thunderer”) and “virtual item 5” may be a virtual warship15b(e.g., a light frigate named “Legitimate Salvage”), as depicted inFIG.4. User interface400may further include graphical user interface elements such as, by way of non-limiting example, action button42and action button43. Upon engagement by a user, action button42may initiate a process to re-assign “virtual item 1”, i.e., virtual warship15a, to one or more users (perhaps different users than the particular user). Likewise, upon engagement by a user, action button43may initiate a different process to re-assign “virtual item 5”, i.e., virtual warship15b, to one or more users (perhaps different users than the particular user).
Referring toFIG.1, instruction component136may be configured to receive (sets of) instructions to add, modify, and/or remove recorded rights in blockchain111a. For example, instruction component136may receive one or more sets of instructions from transfer component122, gaming platform105, and/or other components of system100. Instruction component136may provide received sets of instructions to record component134for execution. In some implementations, execution of individual ones of the instructions received to modify recorded rights may include invoking one or more function calls of an Application Programming Interface (API). For example, the API may be configured to provide interactive communication between blockchain111aand other components of system100. For example, in some implementations, API function calls may be implemented as function calls to smart contracts stored on blockchain111a. In some implementations, instruction component136may be arranged, organized, and/or otherwise included in decentralized ledger server111and/or blockchain111a.
Record component134may be configured to record (ownership) rights pertaining to digital assets, e.g., on blockchain111a. In some implementations, record component134may record rights on electronic storage130. In some implementations, record component134may record rights on blockchain111a. The rights may include ownership rights, distribution rights, and/or other rights. For example, particular recorded rights may reflect ownership of a particular digital asset by a particular user or group of users. For example, the particular digital asset may be not fungible, and may represent a three-dimensional in-game user-controllable item or character that can interact with other virtual items within gaming platform105. Recorded rights may be asset-specific. For example, distribution rights for a particular digital asset may designate rights to certain distributions of benefits upon an exchange involving the particular digital asset.
In some implementations, record component134may be configured to record rights in blockchain111a. In some implementations, record component134may add, modify, and/or remove recorded rights. For example, in accordance with received instructions from instruction component136, record component134may transfer ownership of a particular digital asset from a first owner to a second owner (e.g., from an original owner to a new owner) such that the recorded rights on blockchain111ano longer reflect the ownership of the particular digital asset by the first user. In some implementations, in accordance with received instructions, record component134may transfer ownership of a particular digital asset temporarily, e.g., from a first owner to a temporary second owner. In some case, a temporary owner may be a holding account that is merely used until ownership is transferred to either the original owner or a new owner. As used herein, the term “temporary” (and derivatives thereof) refers to a transfer or to ownership that is either known to be changed and/or modified within a predetermined period, or expected to be changed and/or modified within a predetermined period. Conversely, a non-temporary transfer from a first owner to a second owner (due to a particular exchange) can conceivably be changed and/or reverted (back from the second owner to the first owner) due to a separate and new exchange that is independent of the first particular exchange. In some implementations, in accordance with received instructions, record component134may transfer ownership of a particular digital asset non-temporarily from a first owner to a second owner, e.g., when a particular exchange is not reversible or no longer reversible. In some implementations, record component134may be arranged, organized, and/or otherwise included in blockchain111a.
In some implementations, record component134may be configured to obtain asset-specific rights (e.g., ownership rights, distribution rights, and/or other rights) for particular digital assets. In some implementations, record component134may be configured to access blockchain111ato obtain the asset-specific rights (that are recorded on blockchain111a, e.g., in one or more smart contracts).
By way of non-limiting example,FIG.3illustrates a timing diagram30of actions to disperse gains, as may be accomplished by system100. A first action in timing diagram30represents an assignment31(of a particular item of user-generated content) from a user11to online gaming platform105. Subsequent to assignment31, an instruction32represents access and/or instructions to decentralized ledger server111and/or blockchain111a(e.g., on a permissioned blockchain that is configured to record ownership and distribution rights of digital assets) to record the assignment. According to the assignment, both user11and user12are recorded as owners of the particular item of user-generated content. Subsequent to instruction32, information33is transferred from gaming platform105to decentralized ledger server111. For example, the information may describe that a particular quantity of gains has been earned within gaming platform105and is to be dispersed to the current owners of the particular item of user-generated content. Analysis34takes place by decentralized ledger server111and/or blockchain111a, to determine the current owners of the particular item of user-generated content (here, user11and user12). Information35is transferred from decentralized ledger server111to gaming platform105, representing the results of analysis34. Finally, gains36aare dispersed to user11and gains36bare dispersed to user12, in accordance with the results of analysis34.
By way of non-limiting example,FIG.5Aillustrates a blockchain111bthat implements a blockchain including a block 0, a block 1, and a block 2. As time progresses, more blocks may be added to blockchain111b. The blocks within blockchain111bare ordered. As shown in block 0, two assets (indicated by a capital “A”) are created and/or generated, and subsequently assigned to two users or players: a first asset is assigned to user i (Ui), a second asset is assigned to user j (Uj), and a third asset, a smart contract51indicated by a capital “C”, is assigned to user “a” (Ua, e.g., an administrative user, or an autonomous agent tasked with dispersing gains by means of execution functions of smart contract51). As used in the context of blockchains, assignments may be recordations of ownership (also referred to as recordings of ownership). These assets may be individually manifested, deployed, and/or instantiated on blockchain111b. Block 1 is connected to block 0 (as indicated by a link50a), for example, by including an address of block 1 in block 0, or vice versa. Likewise, block 1 is connected to block 2, as indicated by a link50b.
In block 1, one asset (labeled Ax) is assigned to two users: user q (Uq) and user p (Up), for example by associating addresses of user q and user p to asset Ax. For example, the asset in block 1 may be an individual asset created by a group of users. Asset Ax may represent ownership rights of a particular item of user-generated content (e.g., a battleship named “Thunderer” as indicated by metadata52and depicted by image53). Additionally, block 1 includes two transactions (indicated by a capital “T”): a first transaction from user i to user j, and a second transaction from user j to user k. Block 2 includes a first transaction from user j to user m, and a second transaction from user j to user n. In some implementations, based on the contents of the blocks, any user of blockchain111bmay determine the current assets of blockchain111b, the balances of any user, and the current owners of any asset. In some implementations, the balance of a particular user may be verified prior to adding a transaction that reduces that particular user's balance. For example, an individual user may not be allowed to transfer assets the individual user does not own.
By way of non-limiting example,FIG.5Billustrates a blockchain111cthat includes the same blocks as blockchain111bofFIG.5A, plus additional blocks (block 3, block 4, block 5) that have been appended to the blockchain. Block 3 may be connected to block 2 (as indicated by a link50c), block 4 may be connected to block 3 (as indicated by a link50d), and block 5 may be connected to block 4 (as indicated by a link50e). In block 3, an asset (labeled Ay) is assigned to user q (Uq), for example by associating an address of user q to asset Ay. For example, the asset in block 3 may be an individual asset created by one or more users. Asset Ay may represent ownership rights of another item of user-generated content (e.g., a light frigate named “Legitimate Salvage” as indicated by metadata54and depicted by image55).
InFIG.5B, a function call to a function defined by smart contract51(e.g., to initiate a particular dispersement related to asset Ax) may be depicted and/or implemented as a transaction (e.g., the function may be invoked in exchange for consideration). In some implementations, smart contract51may have been posted to blockchain111bby an administrative user. Block 4 includes a transaction (indicated by a capital “T”) from user i to user n. For example, the transaction may represent a purchase of a first virtual item by user n. Additionally, block 4 includes a transaction from user “a” to the same smart contract as depicted in block 0. For example, the transaction may represent user “a” initiating a particular dispersement and/or distribution of gains to (the owners of) asset Ax. Block 5 includes a first transaction representing a transfer of gains from asset Ax to a first current owner of asset Ax, here this first owner is user p. Additionally, block 5 includes a second transaction representing a transfer of gains from asset Ax to a second current owner of asset Ax, here this second owner is user q.
Referring toFIG.1, user interfaces125may be configured to facilitate interaction between users123and system100and/or between users123and client computing platforms104. For example, user interfaces125may provide an interface through which users123may provide information to and/or receive information from system100. In some implementations, user interface125may 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 interfaces125may be included in one or more client computing platforms104. In some implementations, one or more user interfaces125may be included in system100. In some implementations, user interface125may be a type of interface that facilitates the exchange of virtual items between users.
In some implementations, server(s)102, client computing platform(s)104, and/or external resources138may 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 networks13, including but not limited to 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 resources128may 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 resources138, 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 smart watch, a gaming console, and/or other computing platforms.
External resources138may include sources of information outside of system100, external entities participating with system100, and/or other resources. For example, in some implementations, external resources138may include an online sales platform through which assets may be purchased and sold between different users. In some implementations, some or all of the functionality attributed herein to external resources138may be provided by resources included in system100.
Server(s)102may include electronic storage130, one or more processors132, 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 storage130may comprise non-transitory storage media that electronically stores information. The electronic storage media of electronic storage130may 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 storage130may 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 storage130may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage130may store software algorithms, information determined by processor(s)132, 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. Electronic storage130amay be similar to electronic storage130, though included in decentralized ledger servers111.
Processor(s)132may be configured to provide information processing capabilities in server(s)102. As such, processor(s)132may 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)132is shown inFIG.1as a single entity, this is for illustrative purposes only. In some implementations, processor(s)132may include a plurality of processing units. These processing units may be physically located within the same device, or processor(s)132may represent processing functionality of a plurality of devices operating in coordination. Processor(s)132may be configured to execute components108,110,112,114,116,118,120,122,124,134, and/or136, and/or other components. Processor(s)132may be configured to execute components108,110,112,114,116,118,120,122,124,134, and/or136, 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)132. 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 components108,110,112,114,116,118,120,122,124,134, and/or136are illustrated inFIG.1as being implemented within a single processing unit, in implementations in which processor(s)132includes multiple processing units, one or more of components108,110,112,114,116,118,120,122,124,134, and/or136may be implemented remotely from the other components. The description of the functionality provided by the different components108,110,112,114,116,118,120,122,124,134, and/or136described below is for illustrative purposes, and is not intended to be limiting, as any of components108,110,112,114,116,118,120,122,124,134, and/or136may provide more or less functionality than is described. For example, one or more of components108,110,112,114,116,118,120,122,124,134, and/or136may be eliminated, and some or all of its functionality may be provided by other ones of components108,110,112,114,116,118,120,122,124,134, and/or136. As another example, processor(s)132may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components108,110,112,114,116,118,120,122,124,134, and/or136. Processors132amay be similar to processors132, though included in decentralized ledger servers111.
FIG.2illustrates a method200for dispersing gains derived from ownership of user-generated content among users of an online gaming platform who own the user-generated content, 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.
At an operation202, an instance of a game is executed within an online gaming platform to facilitate presentation of the game to the users, and in-game actions are implemented in the instance of the game in response to action requests for the in-game actions by the users. The presentation of the game is based on views of the game that are determined during execution of the game. The users include a first user and a second user that interact with the online gaming platform. In some embodiments, operation202is performed by a game component the same as or similar to game component108(shown inFIG.1and described herein).
At an operation204, assignment of ownership of a first item of user-generated content to a group of users is facilitated. The first item of user-generated content is configured to be used within the online gaming platform. The group of users includes the first user and the second user. In some embodiments, operation204is performed by an assignment component the same as or similar to assignment component112(shown inFIG.1and described herein).
At an operation206, ownership of the first item of user-generated content by the group of users is recorded such that a first fraction of the first item of user-generated content is owned by the first user and a second fraction of the first item of user-generated content is owned by the second user. In some embodiments, operation206is performed by a record component the same as or similar to record component134(shown inFIG.1and described herein).
At an operation208, a first quantity of gains is determined that have been gained within the online gaming platform through use in the game, by at least some of the users, of the first item of user-generated content. In some embodiments, operation208is performed by a gains component the same as or similar to gains component114(shown inFIG.1and described herein).
At an operation210, at least a portion of the first quantity of gains is dispersed to individual ones of the group of users. In particular, to the group of users who currently own the first item of user-generated content. In some embodiments, operation210is performed by a distribution component the same as or similar to distribution component118(shown inFIG.1and described herein).
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 to disperse gains derived from ownership of user-generated content among users of an online gaming platform, wherein the online gaming platform hosts a game, the system comprising: the online gaming platform comprising one or more processors configured by machine-readable instructions to: record, on a decentralized ledger implemented by a decentralized ledger server, ownership of a first item of user-generated content by a group of owning users including a first user and a second user such that a first fraction of the first item of user-generated content is owned by the first user and a second fraction of the first item of user-generated content is owned by the second user;determine a first quantity of gains that have been gained from the users within the online gaming platform through use in the game of the first item of user-generated content by the users;and automatically disperse, by the one or more processors, at least a first portion of the first quantity of gains to the first user and a second portion of the first quantity of gains to the second user, based on the first fraction and the second fraction of the ownership of the first item of user-generated content as recorded on the decentralized ledger.
- The system of claim 1, wherein the one or more processors are further configured to: execute, within the online gaming platform, an instance of the game, and implement in-game actions in the instance of the game in response to action requests for the in-game actions by the users.
- The system of claim 1, wherein the one or more processors are further configured to: automatically determine the first portion and the second portion of the first quantity of gains to be dispersed, wherein determination of the first portion and the second portion are based on the first fraction and the second fraction of the ownership of the first item of user-generated content as recorded.
- The system of claim 1, wherein the one or more processors are further configured to: facilitate creation of the first item of user-generated content by the group of owning users, wherein individual ones of the group of owning users have contributed at least one of (i) effort and/or (ii) resources to the creation of the first item of user-generated content.
- The system of claim 1, wherein execution of the instance of the game is performed such that the first user and the second user are enabled to interact with each other within the online gaming platform.
- The system of claim 4, wherein the one or more processors are further configured to: automatically determine individual sub-portions of the first quantity of gains to be dispersed to individual ones of the group of owning users, wherein determination of the individual sub-portions of the first quantity of gains is based on an agreement among the group of owning users that has been accepted prior to the first quantity of gains being gained.
- The system of claim 1, wherein the first item of user-generated content is configured to be used for at least one of a race, a battle, an ambush, a raid, and/or a war conducted and/or performed within the online gaming platform.
- The system of claim 1, wherein the use of the first item of user-generated content includes at least some of the users spending time within the game being engaged with the first item of user-generated content, and wherein the first quantity of gains is obtained through monetization of the spending of time.
- The system of claim 1, wherein the one or more processors are further configured to: facilitate a transfer of the first fraction of the ownership of the first item of user-generated content from the first user to a third user;record the ownership of the first fraction of the first item of user-generated content by the third user;automatically determine a second quantity of gains that have been gained within the online gaming platform through use in the game of the first item of user-generated content;and disperse at least a portion of the second quantity of gains to the third user, based on the ownership of the first fraction of the first item of user-generated content by the third user as recorded.
- The system of claim 1, wherein assignment of the ownership is facilitated through a user interface.
- A method for dispersing gains derived from ownership of user-generated content among users of an online gaming platform that hosts a game, wherein the online gaming platform includes one or more processors, the method comprising: recording, on a decentralized ledger implemented by a decentralized ledger server, ownership of a first item of user-generated content by a group of owning users including a first user and a second user such that a first fraction of the first item of user-generated content is owned by the first user and a second fraction of the first item of user-generated content is owned by the second user;determining a first quantity of gains that have been gained from the users within the online gaming platform through use in the game of the first item of user-generated content by the users;and automatically dispersing, by the one or more processors, at least a first portion of the first quantity of gains to the first user and a second portion of the first quantity of gains to the second user, based on the first fraction and the second fraction of the ownership of the first item of user-generated content as recorded on the decentralized ledger.
- The method of claim 11, further comprising: executing, within the online gaming platform, an instance of the game, and implement in-game actions in the instance of the game in response to action requests for the in-game actions by the users.
- The method of claim 11, further comprising: automatically determining the first portion and the second portion of the first quantity of gains to be dispersed, wherein determination of the first portion and the second portion are based on the first fraction and the second fraction of the ownership of the first item of user-generated content as recorded.
- The method of claim 11, further comprising: facilitating creation of the first item of user-generated content by the group of owning users, wherein individual ones of the group of owning users have contributed at least one of (i) effort and/or (ii) resources to the creation of the first item of user-generated content.
- The method of claim 11, wherein executing the instance of the game is performed such that the first user and the second user are enabled to interact with each other within the online gaming platform.
- The method of claim 14, further comprising: automatically determining individual sub-portions of the first quantity of gains to be dispersed to individual ones of the group of owning users, wherein determining the individual sub-portions of the first quantity of gains is based on an agreement among the group of owning users that has been accepted prior to the first quantity of gains being gained.
- The method of claim 11, wherein the first item of user-generated content is configured to be used for at least one of a race, a battle, an ambush, a raid, and/or a war conducted and/or performed within the online gaming platform.
- The method of claim 11, wherein the use of the first item of user-generated content includes at least some of the users spending time within the game being engaged with the first item of user-generated content, and wherein the first quantity of gains is obtained through monetization of the spending of time.
- The method of claim 11, further comprising: facilitating a transfer of the first fraction of the ownership of the first item of user-generated content from the first user to a third user;recording the ownership of the first fraction of the first item of user-generated content by the third user;automatically determining a second quantity of gains that have been gained within the online gaming platform through use in the game of the first item of user-generated content;and dispersing at least a portion of the second quantity of gains to the third user, based on the ownership of the first fraction of the first item of user-generated content by the third user as recorded.
- The method of claim 11, wherein facilitating assignment of the ownership is accomplished through a user interface.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.