IP Library Granted Patent US 11,207,598
Granted Patent B2
US 11,207,598 · App. 16/683,058 · Granted Dec 28, 2021

System and method of gamification of real-life events

Inventors: Andrew Jack Thomas (San Antonio, TX); Jane Dudley (Conifer, CO)
Assignee: BOOMANITY CORP. A DELAWARE CORPORATION
A63F13/65A63F13/31A63F13/35A63F13/79A63F2300/5513A63F2300/69
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Quick Facts
Patent No.
US 11,207,598
App. No.
16/683,058
Granted
Dec 28, 2021
Kind
B2
Abstract

There is a system and method for gamification of real-life events over a computerized network. The system includes an observer module configured to generate real-life data in response to observation of a real-life event. The system includes an interface engine module configured to operate an ongoing computerized game that includes game objects. The system includes an implementation module configured to receive an implementation instruction and automatically effect a real-world occurrence associated with the implementation instruction. The system includes a control module, including a processor, configured to convert real-life data from the observer module into a game object, provide the created game object to the interface engine module for injection into an ongoing computer game, and convert a player interaction into an implementation instruction and provide the same to the implementation module. The system includes a player module configured to permit a player to play the ongoing game.

Claims (42)

1. A method of gamification of real-life events over a computerized network, comprising the steps of:

a) receiving real-life data corresponding to an observation of a real-life event;

b) automatically building a game object using a processor of an R-to-G translation module, the game object sharing a characteristic with the received real-life data;

c) injecting the game object into an ongoing computer game such that a player of the ongoing computer game is able to interact with the game object;

d) triggering a G-to-R translation module based on an interaction of a player with the game object; and

e) automatically creating a non-transitory, computer readable instruction using a processor of a G-to-R translation module, wherein the instruction relates to operation of a computer-controlled vehicle.

2. The method of claim 1 , further comprising generating virtual geographic information from real-life geographic information of the received real-life data and associating the virtual geographic information with the automatically build game object.

3. The method of claim 1 , further comprising the step of reporting activities of the computer-controlled vehicle.

4. The method of claim 1 , further comprising sensing a real-life event through a sensor module and generating real-life data therefrom.

5. The method of claim 1 , further comprising collecting data about a real-life circumstance associated with the deployment of real-life resources and determining an impact of the deployment of the real-life resources, thereby forming impact data.

6. The method of claim 1 , further comprising receiving impact data regarding determining an impact of the deployment of the real-life resources and altering a game object according to a characteristic of the impact data received.

7. The method of claim 1 , wherein the virtual geographic information includes real-life city information.

8. The method of claim 1 , wherein the observation of a real-life event includes a real-life event reported in association with a computer-controlled vehicle.

9. The method of claim 1 , further comprising notifying an expert of at least one of a characteristic of the automatically built game object and a real-life data characteristic, receiving an instructional reply from the expert and displaying the instructional reply to a player of the ongoing computer game.

10. The method of claim 1 , further comprising filtering a data feed associated with real-life events for a predefined characteristic, generating real-life data therefrom and providing such real-lite data to an R-to-G translation module.

11. The method of claim 1 , further comprising notifying a plurality of game players over a social media network of a characteristic of the automatically created game object.

12. A system for gamification of real-life events over a computerized network, comprising:

a) an observer module configured to generate real-life data in response to observation of a real-life event;

b) an interface engine module configured to operate an ongoing computerized game including game objects with which a player may interact;

c) an implementation module functionally coupled to a computer-controlled vehicle and configured to receive an implementation instruction and to automatically effect a real-world occurrence associated with the implementation instruction and the computer-controlled vehicle; and

d) a control module, including a processor, in communication with each of the observer module, the interface engine module, and the implementation module, and configured to convert real-life data from the observer module into a game object, provide the created game object to the interface engine module for injection into an ongoing computer game, and convert a player interaction into an implementation instruction and provide the same to the implementation module.

13. The system of claim 12 , further comprising a player module in communication with the interface engine module and configured to permit a player to play the ongoing game and wherein the control module R-to-G translation module and a G-to-R translation module.

14. The system of claim 12 , wherein the generated teal-life data includes geographic data.

15. The system of claim 12 , wherein the observation of a real-life event including a real-life event reported in association with a computer-controlled vehicle.

16. The system of claim 12 , wherein the interface engine module operates an ongoing multiplayer game experience associated with a social media network.

17. The system of claim 14 , wherein the geographic data includes real-life city information.

18. The system of claim 12 , wherein the observer module further collects data about real-life circumstance associated with deployment of real-life resources by the implementation module and determines an impact of the implementation instruction, thereby forming impact data.

19. The system of claim 12 , herein the observer module filters a data feed associated with real-life events for a predefined characteristic, generating real-life data therefrom and providing such real-life data to an R-to-G translation module of the control module.

20. A method of gamification of real-life events over a computerized network, comprising the steps of:

a) receiving real-life data corresponding to an observation of a real-life event, the observation of a real-life event including a real-life event reported in association with a computer-controlled vehicle;

b) automatically building a game of using a processor of an R-to-G translation module, the game object sharing a characteristic with the received real-life data;

d) triggering a G-to-R translation module based on an interaction of a player with the game object;

e) automatically creating a non-transitory, computer readable instruction using a processor of a G-to-R translation module, wherein the instruction relates to operation of a computer-controlled vehicle;

f) generating virtual geographic information from real-life geographic information of the received real-life data and associating the virtual geographic information with the automatically build game object, the virtual geographic information including real-life city information;

g) reporting activities of the computer-controlled vehicle;

h) sensing a real-life event through a sensor module and generating real-life data therefrom;

i) collecting data about a real-life circumstance associated with the deployment of real-life resources and determining an impact of the deployment of the real-life resources, thereby forming impact data;

j) receiving impact data regarding determining an impact of the deployment of the real-life resources and altering a game object according to a characteristic of the impact data received;

k) processing a plurality of interactions with the game object, thereby determining a composite interaction and wherein the step of triggering the G-to-R translation module is based on the composite interaction and the instruction is derived from the composite interaction;

l) notifying an expert of at least one of a characteristic of the automatically built dame object and a real-life data characteristic, receiving an instructional reply from the expert and displaying the instructional reply to a player of the ongoing computer game;

m) filtering a data feed associated with real-life events for a predefined characteristic, generating real-life data therefrom and providing such real-life data to an R-to-G translation module; and

n) notifying a plurality of game players over a social media network of a characteristic of the automatically created game object.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 1, 2020
From: THOMAS, ANDREW JACK; DUDLEY, JANE
To: BOOMANITY CORP. A DELAWARE CORPORATION
Reel/Frame 053949/0870 →
Continuity (5)
Continuation 15466613 · Mar 22, 2017
Continuation 14445055 · Jul 29, 2014
Continuation 13627144 · Sep 26, 2012
Provisional Application 61539176 · Sep 26, 2011
Related Publication 20200078684A1 · Mar 12, 2020
Cited By (1)
US 12,244,605