IP Library Granted Patent US 10,717,005
Granted Patent B2
US 10,717,005 · App. 16/041,707 · Granted Jul 21, 2020

Validating a player's real-world location using activity within a parallel reality game

Inventors: David Kornmann (Tucson, AZ); Bill Kilday (Austin, TX); Michael Steranka (San Francisco, CA); Edward Wu (Kirkland, WA); John Hanke (Piedmont, CA); Phillip Craig Keslin (San Jose, CA); Tatsuo Nomura (San Francisco, CA); Raza Ahmad (Los Angeles, CA); Kento Suga (Tokyo, JP); Mike Quigley (Los Altos, CA)
Assignee: Niantic, Inc.
A63F13/65A63F13/216A63F13/71A63F13/73G06F21/31G06K7/10386G06Q10/00G06Q20/3224G06Q30/02G06Q30/0207G06Q30/0241G06Q30/0601G06Q50/01G07F17/32G07F17/3225G07F17/3227G07F17/3272G07F17/3286A63F2300/5573A63F2300/8082
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Quick Facts
Patent No.
US 10,717,005
App. No.
16/041,707
Granted
Jul 21, 2020
Kind
B2
Abstract

Systems and methods for linking real world activity, such as real world commercial activity or real world data collection activity, with a location-based parallel reality game are provided. In particular, a game server hosting a parallel reality game can modify, update, or add to game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game linked with real world activity in the real world. The game features can be linked with activities in the real world such that player actions associated with the game features in the virtual world can lead to or encourage activity in the real world, such as commercial activity and/or data collection activity in the real world. A one-time password may be used to validate a player's location in the real world and to enable controlled access to game features in the virtual world.

Claims (51)

1. A computer-implemented method for providing access-controlled content in a parallel reality game, the method comprising:

providing game data to a first client device, the game data including a virtual-world location of an access point, the virtual-world location corresponding to a real-world location;

receiving a request to access the controlled content at the first client device available during a specified time range as part of an event, the request indicating the first client device is in proximity to the real-world location corresponding to the access point and including a one-time password;

validating the request to access the controlled content based on the one-time password;

providing, in response to validating the request, access-controlled content to the first client device during the specified time range of the event; and

providing a reduced amount of content to a second client device located at the real-world location during the specified time range of the event, for which an access request has not been validated, the reduced amount of content including less content than would be regularly provided to the second client device at the real-world location outside of the specified time range.

2. The method of claim 1 , wherein the one-time password was obtained by scanning, by the first client device, a 2D barcode.

3. The method of claim 1 , wherein the request is generated by a scanning device responsive to the first client device presenting a representation of the one-time password to the first client device, and the scanning device sends the request to a game server.

4. The method of claim 1 , wherein validating the request comprises:

identifying a player associated with the first client device;

querying a database to determine whether the one-time password is valid for the player; and

validating the request responsive to the one-time password being valid for the player.

5. The method of claim 4 , wherein validating the request further comprises:

receiving an indication that the player has participated in a specified commercial activity; and

storing, in response to the indication that the player has participated in the specified commercial activity, an association in the database between the player and the one-time password, wherein the association indicates the one-time password is valid for the player.

6. The method of claim 1 , further comprising determining, based on a wireless connection of the first client device, whether the first client device is currently in proximity to the real-world location corresponding to the access point, wherein the request is validated only if the first client device is currently in proximity to the real-world location corresponding to the access point.

7. The method of claim 1 , wherein the access-controlled content is provided in conjunction with default content, the default content being content that is available to all players at the location in the virtual world.

8. A non-transitory computer-readable medium storing instructions for providing access-controlled content in a parallel reality game, the instructions when executed by a processor causing the processor to perform operations including:

providing game data to a first client device, the game data including a virtual-world location of an access point, the virtual-world location corresponding to a real-world location;

receiving a request to access the controlled content at the first client device available during a specified time range as part of an event, the request indicating the first client device is in proximity to the real-world location corresponding to the access point and including a one-time password;

validating the request to access the controlled content based on the one-time password;

providing, in response to validating the request, access-controlled content to the first client device during the specified time range of the event; and

providing a reduced amount of content to a second client device located at the real-world location during the specified time range of the event, for which an access request has not been validated, the reduced amount of content including less content than would be regularly provided to the second client device at the real-world location outside of the specified time range.

9. The non-transitory computer-readable medium of claim 8 , wherein the one-time password was obtained by scanning, by the first client device, a 2D barcode.

10. The non-transitory computer-readable medium of claim 8 , wherein validating the request comprises:

identifying a player associated with the first client device;

querying a database to determine whether the one-time password is valid for the player; and

validating the request responsive to the one-time password being valid for the player.

11. The non-transitory computer-readable medium of claim 10 , wherein validating the request further comprises:

receiving an indication that the player has participated in a specified commercial activity; and

storing, in response to the indication that the player has participated in the specified commercial activity, an association in the database between the player and the one-time password, wherein the association indicates the one-time password is valid for the player.

12. The non-transitory computer-readable medium of claim 8 , wherein the operations further include determining, based on a wireless connection of the first client device, whether the first client device is currently in proximity to the real-world location corresponding to the access point, wherein the request is validated only if the first client device is currently in proximity to the real-world location corresponding to the access point.

13. The non-transitory computer-readable medium of claim 8 , wherein the access-controlled content is provided in conjunction with default content, the default content being content that is available to all players at the location in the virtual world.

14. A system for providing access-controlled content in a parallel reality game, the system comprising:

a processor; and

a computer-readable medium storing instructions that, when executed, cause the processor to perform operations including:

providing game data to a first client device, the game data including a virtual-world location of an access point, the virtual-world location corresponding to a real-world location;

receiving a request to access the controlled content at the first client device available during a specified time range as part of an event, the request indicating the first client device is in proximity to the real-world location corresponding to the access point and including a one-time password;

validating the request to access the controlled content based on the one-time password;

providing, in response to validating the request, access-controlled content to the first client device during the specified time range of the event; and

providing a reduced amount of content to a second client device located at the real-world location during the specified time range of the event, for which an access request has not been validated, the reduced amount of content including less content than would be regularly provided to the second client device at the real-world location outside of the specified time range.

15. The system of claim 14 , wherein validating the request comprises:

receiving an indication that a player has participated in a specified commercial activity;

storing, in response to the indication that the player has participated in the specified commercial activity, an association in a database between the player and the one-time password, wherein the association indicates the one-time password is valid for the player;

identifying, in response to receiving the request to access the controlled content, a player associated with the first client device;

querying the database to determine whether the one-time password is valid for the player; and

validating the request responsive to the one-time password being valid for the player.

16. The system of claim 14 , wherein the operations further include determining, based on a wireless connection of the first client device, whether the first client device is currently in proximity to the real-world location corresponding to the access point, wherein the request is validated only if the first client device is currently in proximity to the real-world location corresponding to the access point.

17. The system of claim 14 , wherein the one-time password was obtained by scanning, by the first client device, a 2D barcode.

18. The system of claim 14 , wherein the request is generated by a scanning device responsive to the first client device presenting a representation of the one-time password to the first client device, and the scanning device sends the request to a game server.

19. The system of claim 14 , wherein the access-controlled content is provided in conjunction with default content, the default content being content that is available to all players at the location in the virtual world.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 4, 2018
From: KORNMANN, DAVID; KILDAY, BILL; STERANKA, MICHAEL; WU, EDWARD; HANKE, JOHN; KESLIN, PHILLIP CRAIG; NOMURA, TATSUO; AHMAD, RAZA; SUGA, KENTO; QUIGLEY, MIKE
To: NIANTIC, INC.
Reel/Frame 048327/0481 →
Continuity (2)
Provisional Application 62535863 · Jul 22, 2017
Related Publication 20190022530A1 · Jan 24, 2019
Cited By (3)
US 12,268,967 US 12,427,423 US 12,675,962