Managing access to digital assets
AssigneesSony Group Corporation, Sony Music Entertainment Inc.
InventorsThomas Sachson, Bradley Spahr
Life of this patent
Estimating the term…
Abstract
Managing access to digital content at a server system in communication with relevant gaming devices, including: receiving a user account identifier and performance information from a relevant gaming device; accessing a collectible database storing collectible records; comparing the received performance information with the performance information in the collectible records; accessing a user account database that stores user account records; adding the retrieved collectible identifier to the identified user account record; retrieving a music-related asset identifier from the identified collectible record; and sending a confirmation to the relevant gaming device that indicates the collectible asset has been collected and indicates the retrieved music-related asset identifier.
Claims16
A system comprising:
- one or more display devices,
- a processor configured as a hardware device, and
- one or more memory devices, the one or more memory devices storing computer-executable instructions which, when executed by the processor, cause the processor to:
- manage and determine, by the processor, access to and collect digital content for a musically-themed digital asset collection game using virtualized in-game geolocation information including a real-world geo-fenced area for collectible assets based on output from a hardware gaming device;
- store music assets as music data and music asset identifiers for each music asset, wherein the music assets include music-related assets;
- store collectible records for collectible assets, wherein a collectible record includes data indicating a collectible identifier, a collectible type, a music asset identifier for a music asset associated with the collectible asset, a representation for the collectible asset, and the virtualized in-game geolocation information associated with the collectible asset;
- store user account records for users, wherein a user account record includes data indicating an identifier for a user, and a list of collectible identifiers of collectible assets collected by the user;
- receive a user account identifier and virtualized in-game geolocation information from the hardware gaming device;
- compare, by the processor, the received virtualized in-game geolocation information with the virtualized in-game geolocation information in the collectible records;
- identify, by the processor, a collectible record that has the virtualized in-game geolocation information matching the received virtualized in-game geolocation information;
- retrieve, by the processor, a collectible identifier for the identified collectible record, to identify a user account record matching the received user account identifier;
- add, by the processor, the retrieved collectible identifier to the identified user account record;
- access, by the processor, a music database that stores music-related assets as digital data and music-related asset identifiers that correspond to respective music-related assets including a song,
- wherein the virtualized in-game geolocation information enables a user to listen to the song by visiting a virtualized in-game world at the geolocation, and
- wherein the processor enables the user to exchange the music-related assets for physical merchandises or services including real-world concert shirts or tickets using the virtualize in-game geolocation information with augmented reality to show direction to go to find the physical merchandises or services within the real-world geo-fenced area;
- and
- enable, by the processor, to perform or compete with oneself or other users in music activities including singing, dancing, rapping, playing instruments, non-music activities including answering information or trivia questions, or other game mechanics.
A method performed on a hardware processor comprising:
- managing and determining access to and collect digital content for a musically-themed digital asset collection game using virtualized in-game geolocation information including a real-world geo-fenced area for collectible assets based on output from a hardware gaming device;
- receiving a user account identifier and the virtualized in-game geolocation information from the hardware gaming device;
- accessing a collectible database storing collectible records including the virtualized in-game geolocation information for the collectible assets and music-related asset identifiers for music-related assets;
- comparing the received virtualized in-game geolocation information with the virtualized in-game geolocation information in the collectible records;
- identifying a collectible record that has virtualized in-game geolocation information matching the received virtualized in-game geolocation information;
- retrieving a collectible identifier for the identified collectible record;
- accessing a user account database that stores user account records including user account identifiers and collectible identifiers indicating collectible assets collected by a user account;
- identifying a user account record matching the received user account identifier;
- adding the retrieved collectible identifier to the identified user account record to indicate the user account has collected the collectible asset associated with the retrieved collectible identifier;
- accessing a music database that stores music-related assets as digital data and music-related asset identifiers that correspond to respective music-related assets including a song,
- wherein the virtualized in-game geolocation information enables a user to listen to the song by visiting a virtualized in-game world at the geolocation, and
- wherein the processor enables the user to exchange the music-related assets for physical merchandises or services including real-world concert shirts or tickets using the virtualize in-game geolocation information with augmented reality to show direction to go to find the physical merchandises or services within the real-world geo-fenced area;
- enabling to perform or compete with oneself or other users in music activities including singing, dancing, rapping, playing instruments, non-music activities including answering information or trivia questions, or other game mechanics;
- retrieving a music-related asset identifier from the identified collectible record;
- and
- sending a confirmation to the hardware gaming device that indicates the collectible asset has been collected and indicates the retrieved music-related asset identifier.
A non-transitory computer-readable storage medium storing executable instructions which, when executed by a hardware processor, cause the processor to:
- manage and determine access to and collect digital content for a musically-themed digital asset collection game using virtualized in-game geolocation information for collectible assets based on output from a hardware gaming device;
- receive a user account identifier and the virtualized in-game geolocation information including a real-world geo-fenced area from the hardware gaming device;
- access a collectible database storing collectible records including the virtualized in-game geolocation information for collectible assets and music-related asset identifiers for music-related assets;
- compare the received virtualized in-game geolocation information with the virtualized in-game geolocation information in the collectible records;
- identify a collectible record that has virtualized in-game geolocation information matching the received virtualized in-game geolocation information;
- retrieve a collectible identifier for the identified collectible record;
- access a user account database that stores user account records including user account identifiers and collectible identifiers indicating collectible assets collected by a user account;
- identify a user account record matching the received user account identifier;
- add the retrieved collectible identifier to the identified user account record to indicate the user account has collected the collectible asset associated with the retrieved collectible identifier;
- access a music database that stores music-related assets as digital data and music-related asset identifiers that correspond to respective music-related assets;
- retrieve a music-related asset identifier from the identified collectible record including a song,
- wherein the virtualized in-game geolocation information enables a user to listen to the song by visiting a virtualized in-game world at the geolocation, and
- wherein the processor enables the user to exchange the music-related assets for physical merchandises or services including real-world concert shirts or tickets using the virtualize in-game geolocation information with augmented reality to show direction to go to find the physical merchandises or services within the real-world geo-fenced area;
- enable to perform or compete with oneself or other users in music activities including singing, dancing, rapping, playing instruments, non-music activities including answering information or trivia questions, or other game mechanics;
- and
- send a confirmation to the hardware gaming device that indicates the collectible asset has been collected and indicates the retrieved music-related asset identifier.
Dependencies are inferred from the claim text.