# US 2014/0155156 A1 · System and method for location-based gaming with real world locations and population centers

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- Number: US 2014/0155156 A1
- Document ID: US20140155156A1
- Status: Published application
- Kind: A1
- Application number: 14/072,783
- Filed: 2013-11-05
- Published: 2014-06-05
- Earliest claimed: 2012-09-15
- Assignees: Qonqr, LLC
- Inventors: Justin Peck; Andy Pickett; Scott Davis; Dave MacDonald; Donn Felker; Jessy Houle; Jeff Diercks
- Web page: https://patentgrep.com/patent/US20140155156A1

## CPC

- A63F 13/235: using a wireless connection, e.g. infrared or piconet
- A63F 13/216: using geographical information, e.g. location of the game device or player using GPS
- A63F 13/332: using wireless networks, e.g. cellular phone networks
- A63F 13/57: Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence)
- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F 13/847: Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
- A63F 13/92: Video game devices specially adapted to be hand-held while playing
- A63F 13/5378: for displaying an additional top view, e.g. radar screens or maps
- A63F 13/77: involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
- A63F 2300/204: the platform being a handheld device
- A63F 2300/406: Transmission via wireless network, e.g. pager or GSM
- A63F 2300/5573: player location
- A63F 2300/69: Involving elements of the real world in the game world, e.g. measurement in live races, real video
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

The present disclosure is directed to an online or mobile application for playing a location-based multiplayer game. In one configuration and by non-limiting example, the game is a cross-platform, location-based, massively-multiplayer game of strategy. Players interact to capture millions of battle zones that correspond to real world locations in hundreds of countries using their mobile devices, web browsers, and consoles.

## Claims

### Claim 1

A game system comprising a mobile computing device including a processor device and at least one computer storage medium, the at least one computer storage medium storing data and data instructions, wherein the data instructions are executable by the processor device to:
send and receive data from a remote server over a wireless data network;
store, access, and display data on a plurality of real world population centers wherein the data includes location and map data related to the real world population centers;
store, access, and display data on a user of the mobile game system wherein the data includes the location of the user, the user's relationship with other users, and the user's game status;
allow the user to communicate with other users, both asynchronously, and in real time;
determine at least one target real world population center, the virtual representation of which the user can impact through the user's gameplay;
display to the user the at least one virtual representation of a target real world population center and a choice of actions that can be directed to the virtual representation of the at least one target real world population center;
resolve and display the impact of the user's actions on the at least one target real world population center and on other users based on a set of game rules.

### Claim 2 (depends on 1)

The game system of claim 1 wherein the real world population centers include at least some of the following: cities; towns; villages; counties; townships; precincts; parishes; neighborhoods; and districts.

### Claim 3 (depends on 1)

The game system of claim 1, wherein the data on the plurality of real world population centers further includes the hierarchical relationship of the population centers with regions and countries and with hyper-local locations within the real world population centers.

### Claim 4 (depends on 1)

The game system of claim 1, wherein the determining of at least one real world target population center that the user can impact through the user's gameplay comprises selecting the real world population center that is closest to the location of the user.

### Claim 5 (depends on 4)

The game system of claim 4, further comprising data instructions that are executable by the processor device to:
store, access, and display data on a plurality of virtual weapons for the user to employ during gameplay, wherein the data includes at least some of the following: type of weapon; strength; distance capability;
determine when the user may obtain virtual weapons during gameplay; and
allow the user to maintain an inventory of virtual weapons.

### Claim 6 (depends on 5)

The game system of claim 5, wherein the determining of at least one real world target population center that the user can impact through the user's gameplay further comprises evaluating the type, strength, and distance capability of the weapons and the user's inventory of weapons.

### Claim 7 (depends on 6)

The game system of claim 6, wherein the choice of actions that can be directed by the user to the virtual representation of the at least one target real world population center includes a plurality of the following: attack, defend, support; and build bases.

### Claim 8 (depends on 7)

The system of claim 7 further comprising data instructions that are executable by the processor device to:
allow the user to join a player group;
evaluate the impact of the user's actions on the at least one target real world population center based on the presence of members of the user's player group within the target real world population center.

### Claim 9 (depends on 8)

The game system of claim 8, wherein the impact of the user's actions results in player group control of the virtual representation of the target real world population center.

### Claim 10 (depends on 9)

The game system of claim 9, wherein the player group control of the virtual representation of the target real world population center is displayed through placement of at least one of the following on the visual interface of the target real world population center: flags; pins; polygons; colors; and shading.
