Outer Rim Archives
Archives · 2018 · 10052552

Granted patent

Systems and methods for association of virtual gaming to physical environments

Number
10052552
Published
2018-08-21
Filed
2015-05-28
Assignee
Disney Enterprises, Inc.
Inventors
Worrall; John David; Monroe; Shannon R.; Villeta; Jose; Gorin; Joshua B.; Wilson; Brian J.; Lowe; Robert; Nelson; Robert
CPC
A63F13/216; A63F13/79; A63F13/71; A63F13/65; A63F13/69; A63F13/26
Verdict
Medium Notable software
Source
Google Patents · FreePatentsOnline

The keeper's note

Physical-virtual gaming environment association.

Abstract

A system for associating virtual activity of a user in a virtual space and a real-world activity of a user in a physical environment are presented herein. User activities and/or experiences within the physical environment and/or the virtual environment may be created (e.g., new experiences/personalizations being presented to the user), changed, accelerated, and/or otherwise managed such that each one enhances the other and/or enriches the overall experiences of the users over time.

Background

FIELD OF THE DISCLOSURE(1) This disclosure relates to associations between virtual spaces and physical environments to provide personalizations in the virtual spaces and/or physical environments.BACKGROUND(2) Video games may take place in a virtual space. The virtual space may be hosted over a network, such as the Internet, to client computing platforms used by users of the video game. In some implementations of video games hosted over a network, the video games may be referred to as online games. In some implementations, a virtual space may be hosted locally at a client computing platform. For example, the client computing platform may be a gaming console (e.g., XBOX, PLAYSTATION, etc.). The virtual space may be provided to users through local hosting at the client computing platform. Information used to host the virtual space may be information that is local to the client computing platform (e.g., via a game disc, cartridge, memory card, etc.). These types of games may be referred to as console games. Users may participate in the video games by controlling game entities (e.g., a virtual character) in the virtual space. Activity of the user in the virtual space may be monitored and/or stored by the system hosting the virtual space.(3) Physical environments, such as theme parks, may include attractions available with the environment. Users present in the environment may perform activities such as attending attractions, going to different locations within the physical environm

Claims

1. A system configured to associate virtual activity with real-world activity of users, the system comprising: one or more physical processors configured by computer-readable instructions to: maintain activity histories of the users that reflect activities performed by the users in both a virtual space and a physical environment, the activity histories including a first activity history that includes at least one activity performed by a first user in the virtual space and at least one activity performed by the first user in the physical environment; receive activity information related to the activities of the users in both the virtual space and the physical environment, and include the received activity information in the activity histories of the users, such that, responsive to receiving information related to a first activity performed by the first user in the virtual space and a second activity performed by the first user in the physical environment, the information related to the first activity and the second activity are included in the first activity history of the first user, the first activity including the first user participating in a video game that takes place in the virtual space; determine personalizations of the physical environment for the users based on the activities performed by the users in the virtual space and determine personalizations of the virtual space for the users based on the activities performed by the users in the physical environment, including determining a first personalization of the physical environment for the first user based on the first activity and determining a second personalization of the virtual space for the first user based on the second activity; determine the first personalization of the physical environment for the first user based on the first activity by determining a first real-world attribute of user experience in the physical environment to change, add, remove, and/or enhance, the first real-world attribute of user experience including a real-world performance score of a game to be played on a ride in the physical environment, the first personalization being determined based on a virtual performance score of the first user in the video game; and determine that the first personalization comprises handicapping the real-world performance score based on the virtual performance score prior to the first user playing the game in the physical environment. 20. A method of associating virtual activity with real-world activity of users, the method being implemented in a computer system including one or more physical processors and storage media storing machine-readable instructions, the method comprising: maintaining activity histories of the users that reflect activities performed by the users in both a virtual space and a physical environment, the activity histories including a first activity history that includes at least one activity performed by a first user in the virtual space and at least one activity performed by the first user in the physical environment; receiving activity information related to the activities of the users in both the virtual space and the physical environment, and include the received activity information in the activity histories of the users, such that, responsive to receiving information related to a first activity performed by the first user in the virtual space and a second activity performed by the first user in the physical environment, the information related to the first activity and the second activity are included in the first activity history of the first user, the first activity including the first user participating in a video game that takes place in the virtual space; determining personalizations of the physical environment for the users based on the activities performed by the users in the virtual space and determine personalizations of the virtual space for the users based on the activities performed by the users in the physical environment, including determining a first personalization of the physical environment for the first user based on the first activity and determining a second personalization of the virtual space for the first user based on the second activity; determining the first personalization of the physical environment for the first user based on the first activity by determining a first real-world attribute of user experience in the physical environment to change, add, remove, and/or enhance, the first real-world attribute of user experience including a real-world performance score of a game to be played on a ride in the physical environment, the first personalization being determined based on a virtual performance score of the first user in the video game; and determining that the first personalization comprises handicapping the real-world performance score based on the virtual performance score prior to the first user playing the game in the physical environment.