Linking virtual items to real-world items
View Patent ↗A method of linking virtual items to real-world items is disclosed. A real-world item is associated with a virtual item of a virtual world of a computer-implemented game. A location-based action involving the real-world item is reflected in the virtual world of the computer implemented game.
1. A method comprising:
detecting a receipt of a first virtual ingredient of a virtual item by a user of a computer-implemented game;
identifying that a first real-world item has come within a predetermined distance of a second real-world item, the first real-world item representing the first virtual ingredient of the virtual item and the second real-world item representing a second virtual ingredient of the virtual item; and
based on the identifying, providing the user with the virtual item.
2. The method of claim 1 , wherein the first real-world item is configured to be communicatively coupled to a network of the computer-implemented game.
3. The method of claim 2 , wherein the first real-world item is configured to be uniquely identifiable on the network of the computer-implemented game.
4. The method of claim 1 , wherein the first real-world item is configured to be communicatively coupled to the network of the computer-implemented via a wireless device integrated into the first real-world item.
5. A system comprising:
a processor-implemented game networking system configured to:
detect a receipt of a first virtual ingredient of a virtual item by a user of a computer-implemented game;
identify that a first real-world item has come within a predetermined distance of a second real-world item, the first real-world item representing the first virtual ingredient of the virtual real-world item and the second real-world item representing a second virtual ingredient of the virtual item; and
based on the identifying, providing the user with the virtual item.
6. The system of claim 5 , wherein the first real-world item is configured to be communicatively coupled to a network of the computer-implemented game.
7. The system of claim 6 , wherein the first real-world item is configured to be uniquely identifiable on the network of the computer-implemented game.
8. The system of claim 5 , wherein the first real-world item is configured to be communicatively coupled to the network of the computer-implemented via a wireless device integrated into the first real-world item.
9. A non-transitory computer-readable medium comprising a set of instructions that, when executed by at least one processor of a computer system, cause the computer system to perform operations comprising:
detecting a receipt of a first virtual ingredient of a first virtual item by a player character of a user of a computer-implemented game;
identifying that a first real-world item has come within a predetermined distance of a second real-world item, the first real-world item representing the first virtual ingredient of the virtual item and the second real-world item representing a second virtual ingredient of the virtual item; and
based on the identifying, providing the user with the virtual item.
10. The non-transitory computer-readable medium of claim 9 , wherein the first real-world item is configured to be communicatively coupled to a network of the computer-implemented game.
11. The non-transitory computer-readable medium of claim 10 , wherein the first real-world item is configured to be uniquely identifiable on the network of the computer-implemented game.
12. The non-transitory computer-readable medium of claim 9 , wherein the first real-world item is configured to be communicatively coupled to the network of the computer-implemented via a wireless device integrated into the first real-world item.