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Patent application title: Chally's Gaming for Money

Inventors:  Scott L. Chally (Monticello, IA, US)  Alexander V. Chally (Monticello, IA, US)
IPC8 Class: AA63F924FI
USPC Class: 463 25
Class name: Amusement devices: games including means for processing electronic data (e.g., computer/video game, etc.) credit/debit monitoring or manipulation (e.g., game entry, betting, prize level, etc.)
Publication date: 2013-01-03
Patent application number: 20130005436



Abstract:

Our idea of "Chally's Gaming for Money" offers a way for online players of MMORPG's or MMO's to make money. It also has tremendous potential to boost the number of subscribers in the given game. Players will earn points based on completing in-game tasks or objectives. The points will then be exchanged for money and/or virtual in-game items. People that play MMORPG's or MMO's will now have no excuse not to play MMORPG's or MMO's that have "Chally's Gaming for Money" implemented. Players will have the rare opportunity to possibly make a small living from this, while also providing a profit to the rightful game developers.

Claims:

1. What we claim as ours is the idea of players making money through MMORPG's or MMO's by obtaining points from certain in-game achievements and having this point system with which their points can be converted to dollars or other currencies.

2. What we claim as ours is the name of this idea as "Chally's Gaming for Money."

3. For continuous gameplay is not required to deposit credits or currency for money, to continue play of whatever game that "Chally's Gaming for Money" would be added to.

4. Offering a way of gameplay to thousands or millions of players in a projected game setting. Allowing the choice of each player that would wish to participate a chance to make cash at something they enjoy doing.

5. Claim value fluctuation of the players points use in "Chally's Gaming for Money" where the player can hang onto their points to cash out, either a higher or lower rate when they choose.

6. The use of tokens as a fluctuating currency to purchase virtual items from the said game, that "Chally's Gaming for Money" would be added to.

7. The method used to calculate the dollars versus points, how the value of each point is determined, the use of tokens in the game play scenario, the windows on the players account to show value, points and tokens, and the total process that "Chally's Gaming for Money" offers.

8. To offer a process in which a debit card may be set up with the individual account for the player to use for everyday purchases and for the game.

9. "Chally's Gaming for Money" is offered to electronic online gaming, for MMORPG or MMO.

10. "Chally's Gaming for Money" claims everything that is listed in the detailed description of the invention.

Description:

CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] Not Applicable

REFERENCE TO A SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM, LISTING COMPACT DISC APPENDIX

[0003] Not Applicable

BACKGROUND OF THE INVENTION

[0004] The field in which this invention would be considered in would be Electronic Online Gaming. It would be used to help benefit players of certain games. Main focus of games: Massively Multiplayer Online Role-Playing Game MMORPG or Massively Multiplayer Online MMO.

BRIEF SUMMARY OF THE INVENTION

[0005] Work with MMORPG or MMO companies to apply a concept of "Gaming for Money." Essentially, this will allow subscribers that have paid a fee, in addition to current subscription fee (if any), to make money by completing in-game tasks. This can include anything from slaying a certain amount of enemies, completing missions, or virtually anything else that the game company will decide on.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

[0006] Not Applicable

DETAILED DESCRIPTION OF THE INVENTION

[0007] Imagine playing an online game MMORPG or MMO and making money from it. One could have the satisfaction of playing the game along with making a bit of money on the side. One may ask, "How can this be done?" If, for instance, you are charged $15 a month to play the game, you would have the option to pay an additional X-amount of dollars to be set aside for a different account. Different account options can be set up for players to choose from.

[0008] I'll use, for example, Role-Playing Fantasy Game Chart to show where there are groups, raids, missions and plenty of other things that can be made, if not already, competitive. Points can be awarded to players for attaining certain things, i.e. killing certain monsters, enhancing select skills, completing missions, or so many other things. The points will then be tallied up at the end of every month, day, minute, or even second, depending on what that MMORPG or MMO company decides. After each revolving month, preferably, servers will be watched for hackers trying to make easy points. The hacker's account would be put on hold, and the problem will be fixed so that it does not affect other players. Also, anything else that may need to be done, due to a hacker, will be done so then. Players will have the option to exchange their points to money whenever they like. Players can let their points sit for months at a time and they will have the option to exchange partial or all of the points. More will be determined by MMORPG or MMO company. Not all players will make $5, but others may make a significant more amount of money, like $50 or $100. The players would assume that is just a bonus for playing.

[0009] The money from all of the players on a server would be constantly pooled together and a larger fraction (around 90%) of that total will go toward the players. The remaining 10% or so will be given to the game makers and "Chally's". The dollar value of the points will be determined as such: the percentage of money toward the players will be divided by the total current number of points that have been accumulated on the server, game. The value of the points will be constantly refreshed, resulting in a fluctuating value. So with this, multiple game modes on the server can be set up with different "entrance fees" to provide different pots, thus altering competitiveness or we can add a multiplier to the way the game is played.

[0010] Other online games can adapt the same fundamentals to themselves as far as where to allow points to different aspects of the game. All of this should increase the productivity of the game by adding more subscribers and increasing the play time of former subscribers. The way the profits are distributed can be determined when meeting with MMORPG or MMO companies. We will discuss setting up servers, any programming to be done, and everything else then, also.

TABLE-US-00001 Role-Playing Fantasy Game Chart Repeated by Approximate Points Week Number of Hours Awarded Per Total Points Player A B C A B C A B C A B C Dungeon 0 5 10 0 4 9 11 0 55 110 z z z Alternate 2 3 6 2 4 8 10 20 30 60 Experience/Regular Experience Zone Events 5 10 15 2 4 6 5-15 50 55 95 Isolated Zone 6 7 3 2 2 1 1 6 7 3 Events 10-man Raid 1 2 2 2 4 4 25 25 50 50 20-man Raid 0 1 2 0 4 7 33 0 33 66 Questing/Tasking 5 10 15 3 5 7 3-8 20 30 50 Instant Adventure 14 0 16 2 0 3 1 14 0 16 Player Versus 5 0 0 1 0 0 2-5 10 0 0 Player (PVP) Crafting -- -- -- 1 3 0 -- 5 40 0 Total Per Week -- -- -- 15 30 45 -- 150 300 450 Adjusted 5 10 15 -- -- -- 10 50 100 150 Experience Points Total Per Adjusted -- -- -- 15 30 45 -- 200 400 600 Week Total Per Month -- -- -- 60 120 180 -- 800 1600 2400

[0011] Player will equal columns for player A, B, C, for the Role-Playing Fantasy Game Chart.

[0012] Dungeons will be worth five points if the group finishes it. Each mini boss would let's say be worth one point with in that dungeon. And let's say each dungeon can have anywhere from 3 to 8 mini bosses for the dungeon we will say for average six mini bosses. One point for each of the mini bosses to equal six points plus five more for finishing the dungeon, for a final 11 points.

[0013] Regular Experience or Alternate Experience will use for this example they will pertain the same amount or rate. For one bar of experience will for example give you 10 points every time it turns over. Alternate Experience is when you have either capped out your level and still adds for further growth in the game or if you are not capped out at max level and you switch it over to Alternate Experience.

[0014] Zone Events is for anyone of appropriate level that wants to assist in a zone wide task, could be anything from delivering items to a location to killing monsters as a group effort. (These Zone Events can be worth for example 5 to 15 points per event. These are randomly occurring events.)

[0015] Isolated Zone Activities is for anyone of appropriate level that may be a group size or solo. To do different single events with in the zone to include everything from solving puzzles to killing monsters. These are special events that don't require a task. There may be multiple Isolated Zone Activities at any one given time.

[0016] 10 Man Raids, these are different events that may have lockout timers. That may only offer them once a week for a group up to as many as 10 players with multiple bosses and trash mobs to beat. We will say for clearing out or beating all the bosses in the event you'll receive 10 points. You receive three points per boss. And we will say there are five bosses for this event, three points per boss, times five bosses equal 15 points, plus 10 points for finishing all the bosses for the event. This equals 25 points, that's what we will use for an average for this type of event.

[0017] 20 Man Raids, has the same concept as the 10 Man Raids. May have lockout timers, which may limit the event to once a week. There will be as many as 20 players to work together to clear trash mobs and take on bosses. For beating out all the bosses in the event you'll receive 15 points. We will say you receive three points per boss. For example there are six bosses for this event. Three points per boss times six bosses equal 18 points plus the 15 points for finishing all the bosses in the event. This will equal 33 points, that's what we will use for an average for this type of event.

[0018] Questing or Tasking, which we will say is the same meaning. For instance you would go to a non-player character (NPC) to request different Quests/Task. You will get the reward that it will give whether it is currency, gear, achievements, points or experience. It may give a combination of many different rewards for doing such a mission. The missions may be set up many ways, from collecting items, killing monsters, triggering switches or being timed. Maybe you have to do many different tasks for you to seek certain rewards. The breakdown for points would vary from say 1 to 25 depending on the Quest/Task difficulty. Quests/Task average will say is 3 to 8 points each.

[0019] Instant Adventure, you would access it through a pop-up window. A pop-up window is where you select a designated key on your keyboard to activate a separate window that appears on your computer screen. You may select commands from this window. Anyone of appropriate level will have access to do the Instant Adventures. When you're in the Instant Adventure mode you will have a list of different things to do. Everyone in the Instant Adventure will try to work off the list it gives, when completed the Instant Adventure will be finished and the next Instant Adventure starts. These are fast and simple adventures. The more the players in the group the bigger the list will be or more monsters to kill. Maybe different currency or extra experience may be awarded for these Instant Adventures. Will say for this example that Instant Adventures are worth one point each.

[0020] (PVP) Player Versus Player, is where you have one or more characters fight against each other for a specific goal. It can be team play versus each other. To maybe move objects from one place to another. You have different battlegrounds which you would access through a pop-up window. Which will give you a list of different battlegrounds to select, you may have to wait a little for them to start, but it brings you to the battleground event. PVP can duel each other, maybe not so much for points, but it would vary on the scenario in this case PVP for you dueling one another on a solo basis won't grant points. It will vary on what battleground they are in for points. Will say from 2 to 5 points and the norm will say is 3 points. There would be no experience for another player's death, so no points would be granted to the players for experience. We'll add to the battleground events when they end, a fractional amount of experience per battleground. For example let's say 4 battlegrounds would equal one bar of experience which would be 10 points.

[0021] Crafting, is where you may combine many different items to either improve or to make something new. Whether it is for a quest or gear you can improve your character stats or add enhanced items to your gear, along with making elixirs, potions, etc. Low-level or items of abundance may have say a random of 1 in 10 chance, means in 10 tries of Crafting, you may get one point. So if you craft 200 combinations you may receive 21 points. Will say mid-level items has a random of 1 in 5 chance to craft. In five attempts of crafting combines you should get 1 point. For example we will say 50 mid-level combines were crafted and you received 9 points. Rare or currency items for crafting give you a 1 to 1 ratio on combination. So if you craft 10 items you would get 10 points. No experience is awarded for Crafting.

[0022] Total Per Week, shows approximate number of hours that player A--15, player B--30, player C--45, have done for the week also total points for player A--150, player B--300, player C--450, that were accumulated for one week before the adjusted experience points are added.

[0023] Adjusted Experience Points, is where time already was added for role-playing of different activities in the Role Playing Fantasy Game Chart. (It's where you're getting points for experience while doing activities.) It's added to the chart from Regular Experience or Alternate Experience which we don't want to overlap, one bar of experiences is equal to 10 points, so for example player A, had five bars of experience during the week to count for. Player A had no extra time doing the activities but received an extra 50 points from the Adjusted Experience Points to the Total Per Adjusted Week points.

[0024] Total Per Adjusted Week, shows on the Role-Playing Fantasy Game Chart, that Approximate Number of Hours stayed the same after Adjusted Experience Points were added for player A, player B, player C. Points were added to change Total Per Week to reflect Total Per Adjusted Week. For example player A was at 150 points for the Total Per Week, after the point adjustment of 50 points to equal the new Total Per Adjusted Week of 200 points.

[0025] Total Per Month, will take the numbers of what the Total Adjusted Week results were and multiply by four to show the estimated roundabout months result. This example shows for 28 days, could be for less of time. Depending on what time frame is use, for the example we're using we will say 28 days is a month cycle. As you can see player A played 60 hours for the month and have earned 800 points for the estimated Total Per Month play.

[0026] A method and amount of payment would have to be established per MMORPG or MMO game. So it could vary, we'll say from $1 to $20 per play. For this projected game each play time will equal $5.

[0027] We will use in this projected gameplay set up that one Playtime will equal 28 days. Playtime can vary depending on game developer, MMORPG, MMO. For an example one week or 30 days, possibly longer would be decided on the game set up.

[0028] Multiplier is a system in which this projected gameplay would use as per Playtime. The Playtime would always stay the same for number of days played. You can multiply the number of Playtimes for this project game by up to 100 times. So if you would pay five dollars per playtime and you used a four time multiplier it will still be 28 days and it will cost $20 to play, you also receive four times the points when you play. Multiplier is the number used to times by five dollars. This Multiplier will also be the number used to multiply points for the playtime, 28 day cycle.

[0029] Multiplier or Playtime in this projected game is five dollars per play. We will say that the Multiplier and Playtime will have the same concept in this projected gameplay.

[0030] The Playtime starts when the money is received and will last 28 days. If you would choose to add another Playtime at a later date, we will say a week later. The one you just added would start from that date. The second one added would give a two times Multiplier, till the first one runs its cycle of 28 days. Then it would be back to the one time Multiplier till second one runs its cycle of 28 days. The same will apply if you would add multiple Multipliers at any time during the 28 day cycle for this projected game.

[0031] A set fee will come out of each Playtime. So if the Playtime fee to play for points is five dollars, and the servicing, handling fee is 15% of five dollars, then you would deduct $0.75, so now you have $4.25 to go into an account for the players for which it will be divided among the points.

[0032] Adjusted Playtime will be the new amount of money a Playtime has been changed to, due to the fee adjustment. The Playtime of five dollars changes to Adjusted Playtime of $4.25. The playtime stays the same four days played of 28 days.

[0033] For this projected game we will use for an example 100,000 Playtimes. There may only be 80,000 accounts or players, but with Multipliers added it equals 100,000 Playtime's.

[0034] Total Game Money account will be used to identify where all the money from all the players is held. Fees have been taken out, but holds all the Adjusted Playtime's in one account.

[0035] 100,000 is our total number of Playtimes and each Adjusted Playtime is $4.25. You take $4.25 times 100,000 Playtimes for your amount of money in Total Game Money account for this projected gameplay, it will be $425,000.

[0036] If you look at the Role Playing Fantasy Game Chart you will see three different scenarios of play, player A, player B, player C, to show what the three different categories are. Player A is what we will say casual to minimum play. Player B is of what might be of average play. Player C is what we will say is above average play.

[0037] As you can see Example A Part 1, Playtimes shows for player A, player B, player C, the same. This example was meant to show what would be the outcome for equal number of Playtimes for player A, player B, player C, of projected gameplay. 100,000 Playtimes were divided by three to show each player with 33,333.33333 Playtimes. This is one of three different examples that will be used.

[0038] To convert points into dollars you must take the total amount in the Adjusted Total Game Money account, which is for this projected game scenario $425,000 and the Total Game Points in Example A Part 1, which is 160 million, divide it out, which equals 0.00265625 per point. This process will constantly be calculated as each transaction takes place or every second to know what the calculation is per point. A program would be used to figure the calculations. The amount of each point will always be seen whether it increases or decreases during the playtime of the game. Example A Part 2, shows the process.

[0039] In Example A Part 3, shows the Players with the Players Points earned per say of playing 28 days. You take What Each Point Is Worth times Player Points to equal the amount made.

Example A Part 1

TABLE-US-00002 [0040] Player Playtimes Player Points Total Points A 33,333.33333 × 800 = 26,666,666.66 B 33,333.33333 × 1600 = 53,333,333.33 C 33,333.33333 × 2400 = 79,999,999.99 100,000 160,000,000 Total Game Points

Example A Part 2

TABLE-US-00003 [0041] Total Total Points What Each Game Money of All Players Point is Worth $425,000 / 160,000,000 = .00265625

Example A Part 3

TABLE-US-00004 [0042] What Each Amount Point is Player Made For Amount The Difference Player Multiplier Worth Points The 28 Days Paid of Investment A ×1 .00265625 × 800 = $2.13 $5 -2.88 B ×1 .00265625 × 1600 = $4.25 $5 -.75 C ×1 .00265625 × 2400 = $6.38 $5 +1.38 D ×50 .00265625 × 120,000 = $318.75 $250 +68.75 E ×100 .00265625 × 240,000 = $637.50 $500 +137.50 F ×100 .00265625 × 480,000 = $1275.00 $500 +775.00

[0043] Player D on Example A Part 3, is using player C points of 2400 per 28 days. Then with the 50 Multiplier brings the total 120,000 points, times that by What Each Point is Worth 0.00265625, that equals $318.75. Player D spent $250 for playing and made a profit of $68.75 that's 180 hours of play. That's about 6.5 hours a day, For 28 days.

[0044] Player E on Example A Part 3, is using player C points of 2400 per 28 days. Then with the 100 Multiplier brings the total to 240,000 points, times that by What Each Point is Worth 0.00265625, that equals $637.50. Player E spent $500 for playing and made a profit of $137.50 for 180 hours of play that's about 6.5 hours a day, for 28 days.

[0045] Player F on Example A Part 3, is using player C points of 2400 per 28 days. Then with the 100 Multiplier brings the total to 240,000 points. Now let's say player F, played twice as much, now his new total will be 480,000 points, times that by What Each Point is Worth 0.00265625, equals $1275. Player F spent $500 for playing and made a profit of $775 for 360 hours of play, that's about 13 hours a day, for 28 days.

Example B Part 1

TABLE-US-00005 [0046] Player Playtimes Player Points Total Points A 50,000 × 800 = 40,000,000 B 35,000 × 1600 = 56,000,000 C 15,000 × 2400 = 36,000,000 100,000 132,000,000 Total Game Points

Example B Part 2

TABLE-US-00006 [0047] Total Total Points What Each Game Money of All Players Point is Worth $425,000 / 132,000,000 = .003219697

Example B Part 3

TABLE-US-00007 [0048] What Each Amount Point is Player Made For Amount The Difference Player Multiplier Worth Points The 28 Days Paid of Investment A ×1 .003219697 × 800 = $2.58 $5 -2.43 B ×1 .003219697 × 1600 = $5.15 $5 +.15 C ×1 .003219697 × 2400 = $7.73 $5 +2.73 D ×50 .003219697 × 120,000 = $386.36 $250 +136.36 E ×100 .003219697 × 240,000 = $772.73 $500 +272.73 F ×100 .003219697 × 480,000 = $1545.45 $500 +1045.45

[0049] Player D on Example B Part 3, is using player C points of 2400 per 28 days. Then with the 50 Multiplier brings the total to 120,000 points, times that by What Each Point is Worth 0.003219697, equals $386.36. Player D spent $250 for playing and made a profit of $136.36 for 180 hours of play, that's about 6.5 hours a day, for 28 days.

[0050] Player E on Example B Part 3 is using player C points of 2400 per 28 days. Then with the 100 Multiplier brings the total to 240,000 points, times that by What Each Point is Worth 0.003219697, equals $772.73. Player E spent $500 playing and made a profit of $272.73 for 180 hours of play that's about 6.5 hours a day, for 28 days.

[0051] Player F on Example B Part 3 is using player C points of 2400 per 28 days. Then with the 100 Multiplier brings the total to 240,000 points. Now let's say player F, played twice as much, now his new total will be 480,000 points, times that by What Each Point is Worth 0.003219697, equals $1545.45. Player F spent $500 for playing and made a profit of $1045.45 for 360 hours of play, that's about 13 hours a day, for 28 days.

[0052] When you compare Example A Part 3, the amount made for the 28 days to Example B Part 3, you can see that Example B Part 3, made more profit, due to the fact that 50% of the playtimes went to casual to minimum play, (player A scenario) and only 15% of the playtimes went to above average play, (player C scenario).

[0053] You can see a little clear the three different player roles, player A, player B, player C, on the Role Playing Fantasy Game Chart. There were less points made in the game for the 28 days, For Example B Part 1, Total Game Points so it made each point worth more.

Example C Part 1

TABLE-US-00008 [0054] Player Playtimes Player Points Total Points A 15,000 × 800 = 12,000,000 B 40,000 × 1600 = 64,000,000 C 45,000 × 2400 = 108,000,000 100,000 184,000,000 Total Game Points

Example C Part 2

TABLE-US-00009 [0055] Total Total Points What Each Game Money of All Players Point is Worth $425,000 / 184,000,000 = .0023097826

Example C Part 3

TABLE-US-00010 [0056] What Each Amount Point is Player Made For Amount The Difference Player Multiplier Worth Points The 28 Days Paid of Investment A ×1 .0023097826 × 800 = $1.85 $5 -3.15 B ×1 .0023097826 × 1600 = $3.70 $5 -1.31 C ×1 .0023097826 × 2400 = $5.54 $5 +.54 D ×50 .0023097826 × 120,000 = $277.17 $250 +27.17 E ×100 .0023097826 × 240,000 = $554.35 $500 +54.35 F ×100 .0023097826 × 480,000 = $1108.70 $500 +608.70

[0057] Player D on Example C Part 3, is using player C points of 2400 per 28 days. Then with the 50 Multiplier brings the total to 120,000 points, times that by What Each Point is Worth 0.0023097826, equals $277.17. Player D spent $250 for playing and made a profit of $27.17 for 180 hours of play that's about 6.5 hours a day, for 28 days.

[0058] Player E on Example C Part 3, is using player C points of 2400 per 28 days. Then with the 100 Multiplier brings the total to 240,000 points, times that by What Each Point is Worth 0.0023097826, equals $554.35. Player E spent $500 for playing and made a profit of $54.35 for 180 hours of play that's about 6.5 hours a day, for 28 days.

[0059] Player F on Example C Part 3 is using player C points of 2400 per 28 days. Then with the 100 Multiplier brings the total to 240,000 points. Now let's say player F, played twice as much, now his new total will be 480,000 points, times that by What Each Point is Worth 0.0023097826, equals $1108.70. Player F spent $500 for playing and made a profit of $608.70 for 360 hours of play, that's about 13 hours a day, for 28 days.

[0060] The Playtimes for Examples C Part 1, shows 15% to casual to minimum play and 45% in above average play. With so many in above average, it shows a lot more points, so the value of each point is less.

[0061] If you would leave the Total Game Money in the account from day one of 100,000 Playtimes or it would be $425,000 and if you choose not to pro-rate each Playtime, the amount of $4.25. I will show what would happen, this would be an option to consider, but feel for fair gameplay to choose not. I'll use Example B Part 2, total game money of $425,000 and everyone is still playing for points as if it were for the 28 days in Examples B Part 2. Now we'll say only 14 days have passed and all of the 100,000 Playtimes or $425,000 were put in to the Total Game Money account at the same time and if you took half of Total Points of All Players which is 66,000,000 from Example B Part 2, divide them out which equals 0.0064393939 per point. So Example B Part 3 Player F, for the 28 days made 480,000 points, we will do the same and say Player F made half the points of the 28 days which would be 240,000 points. When you take for this example what each point is worth 0.0064393939 times Player F's points of 240,000 it equals. $1545.45. The amount for the two weeks played equals the same as if it were for the 28 days. Not saying all the players would try to cash out, but a few would cash out. This would offset the Total Game Money for the rest of the 28 days that is available to all the players. There would be considerably less money in the Total Game Money and then each point would be worth less.

[0062] Now we will show the proper pro-rated Playtime for two weeks using Example B Part 3 Player F. We will start with the Adjusted Playtime of $4.25 to be pro-rated for 28 days into seconds. Divide $4.25 into the number of seconds for 28 days which is 2,419,200 this equals 0.000001756779101. This is the amount of money per second for each Playtime to trickle into the Adjusted Total Game Money. We will use Example B Part 1 Total Playtimes of 100,000, times Adjusted Playtime amount per second which is 0.000001756779101, this equals total amount of all Adjusted Playtimes 0.1756779101 per second to go into the Adjusted Total Game Money. Now we want to figure what amount of money will be in Adjusted Total Game Money for two weeks, 14 days. 14 days will have 1,209,600 seconds, so we take 1,209,600 and times it by total amount of all Adjusted Playtimes per second which is 0.1756779101 this will equal $212,500 Adjusted Total Game Money for 14 days. We will use Example B Part 2, Total Points of All Players 132,000,000, we'll say for 14 days will be half of Total Points of All Players, which is 66,000,000. Now we'll take Adjusted Total Game Money for the 14 days, $212,500, and the Total Points of All Players for the 14 days, 66,000,000, to figure out what the value of each point is worth 0.003219697. In Example B Part 3 Player F has a total of 480,000 points for the 28 days. We are using for this example that Player F at 14 days of play only had 240,000 points. Player F's Player Points of 14 days are 240,000, times that by What Each Point is Worth 0.003219697, this equals $772.73. So Example B Part 3 Player F, played for 14 days and earn half of what he should have for 28 days.

[0063] When using the Multiplier for this project game setting and any other MMORPG or MMO will equal so much for each Playtime, in this project game, Playtimes is equal to five dollars each. The Multiplier is just a form of Playtime just in multiples. Minus the fee that comes out from each Playtime. The Total Adjusted Playtime from all the players will be held in this account, Total Game Money. A program will have to keep track of the points that all players have made, Total Game Points will be divided out from Adjusted Total Game Money, this will come up with the value per point. There are no credits that have to be purchased to continue gameplay. This type of gameplay requires payment of a Playtime to participate in making points. This type of marketing strategy allows a fluctuation of value for each point, it would be like looking at the stock market, where it can be up one week and down the next week. For this project game, max Multiplier will be set at 100. 100 Multipliers, will be the players max they can contribute. "Chally's Gaming for Money" will have the right to reduce or increase the max Multiplier and also have the right for unlimited Multipliers.

[0064] Tokens will be implemented into the game as a type of currency. You will be able to purchase virtual game oriented items with tokens, like potions, elixirs, mounts or gear. It will be up to the game maker how they want to display the items in the game. When an item is purchased by the player, the number of tokens that were spent would at that time be subtracted from the game, Total Game Points along with the value at the time of the tokens were used from the player, is also subtracted from Adjusted Total Game Money.

[0065] One token will be equivalent to 100 points, this is how it will work. You have 1000 points you want to turn into tokens. 1000 points will equal 10 tokens, now that you have tokens you still have to keep track of what points are in the game. The program that will be made up for "Chally's Gaming for Money" will have to recognize each token as 100 points to keep track of Total Game Points.

[0066] On the characters screen, there will be in a button on a toolbar that will allow for another window to appear. On this window you would have the player points. The value per point, value of total points for all the characters of Players Account, this would include multiple character points, for the Players Account. This may be optional, depending if "Chally's Gaming for Money" is applied game wide or by server. You would also have a spot to show number of tokens, what each token is worth, total token value, and an exchange button with two small buttons that are over under each other, with a little box, for you can type a number in for trade. You can click on one of the two buttons to increase your tokens or click on the other if you wanted to exchange back to points. One button will be for tokens and another button for points. If you wanted to select tokens for instance, you could click on the token button 10 times or type 10 in the box and then select the exchange button. It won't let you purchase tokens if you don't have the points. There will be a spot where you can cash out whatever amount you have earned while playing. You can type whatever amount that you may have available in this spot and then you have to click on an execution button. Once you cash out from this spot it will remove the said amount of points along with the dollar amount that was selected. At this time that amount of money that was cashed out cannot return back to the game, it will go to the Players Account window. It will show a total of whatever was cashed out there and you can choose as a player to either leave it sit there, to use for the purchase of more playtimes, cash it out to your account that you have listed or there might be an optional debit card account, which you would have to apply for, if it's offered by the MMORPG or MMO. Other spots for showing information could be added to the window decided upon what the game maker chooses.

[0067] On the characters screen there will be a very small window, just to show Total Points and a spot where there can be a reset counter of points, use by whatever time interval the player chooses. This will have no effect on the Player Points he or she makes. It's solely just a counter if the player chooses to use. This window should have an option to hide from the characters screen. The MMORPG and MMO may choose to add an extra spot or two if they feel something other needs to be displayed.

[0068] Different time settings for Adjusted Playtimes, for this project game were using 28 days broken down into seconds. Or hours for 28 days is 672 or minutes of 28 days is 40,320 or seconds of 28 days is 2,419,200. Anyone of the following could be used to prorate adjusted playtime. "Chally's Gaming for Money" and the MMORPG or MMO will have the decision of how the prorated adjusted playtimes should be set up for each individual game.

[0069] Whatever time setting is used for the Adjusted Playtime, that will also be the start and run through the 28 days until that timer runs out, that will be per each Playtime. In the projected game scenario we used 100,000 Playtimes. The Adjusted Playtime is also prorated for the duration of the 28 days.

[0070] There will have to be a program set up in the game to do all the calculations simultaneously. Will start with the purchase of each Playtime or in some cases multiple Playtimes. There will be an account window you can bring up to purchase your Playtime. By using your multiplier you can purchase multiple Playtimes. You can't purchase points or tokens for this projected game play. For this projected gameplay we won't allow buy-in of points, but would be decided upon the making or applying "Chally's Gaming for Money" to MMORPG or MMO. This window that is brought up should have a Multiplier spot for the number of Playtimes the player would like to purchase. Another spot to show the amount of total Multipliers in cash value for this projected game scenario, along with a button of execution. We used Playtime as five dollar increments. A spot to show how many Multipliers that are in current play. Another spot for a pop-up window that shows a list of each Playtime that was purchased and an ending date with time or possibly just the start date when purchased. Show your account information, name, address, e-mail, whatever else may be needed like warning notices or statement of liability. May offer a second account spot, for a financial institution to offer a player an option to be set up with a new debit card and account for the projected game. There may be a fee associated with opening a new account. There may be of need adding other spots to this window. Have a spot to show the amount of what the player has cashed out from in game, and a possibility of what's available in his debit card account. This would be different from what has not been cashed out or what the player might have in tokens. There will be another spot for each account that would be listed to type in the amount of money, that would like to be cashed out from the projected game. This spot where it shows the amount of money the account has, can be used for purchasing more Playtimes. At the time when Playtime or Playtimes have been purchased the money will be divided up into multiple accounts, 10% to "Chally's Gaming for Money", 5% to the projected game maker and 85% to the total game money. If more accounts are to be added, they will come out at this time. The Total Game Money will be in the account, but according to the pro-rated rate it will only trickle into the account, and will be used as Adjusted Total Game Money according to the program that is used to calculate the rate. Basically all the money that goes into the Total Game Money account will be there, but for calculation purposes in game. It will show less due to the Playtime timers. We will say Adjusted Total Game Money will be used to show the total pro-rated Playtimes. In the program it will have to keep track of all the Playtimes/Multipliers that are used for all the accounts that are in the game every second for example. Some playtimes will run out of time while others are just starting. All playtimes are on timers. This is important due to the fact it keeps track of the rate of Adjusted Total Game Money. The Adjusted Total Game Money and the Total Points of All Players will be calculated simultaneously to show what the value per point is. All the Player Points received in the game, whether the player is on or off line will be kept track of on the host server, servers or we will call it the center hub of the game, where all information can be stored. Will use Example B Part 3 Player B, for this example, Player B made 1600 points for the 28 days. Player B spent about 4.3 hours a day playing and made a total of $5.15. So Player B made 1600 points during the 28 days. At any time during the days played whatever points Player B may have achieved, could have been exchanged for tokens to use for purchase of an item, items from the virtual game shop offered from the game maker's. At the time if Player B chooses to purchase an item, the player's points for tokens and cash value of the tokens will be taken out of the game play. The program within the game would calculate the value of the tokens and tokens spent and debit it from the player to an account the game maker would have set up. But we will say player B chooses to cash out five dollars. On the character screen, the window that shows points and value from the character, as you just have to type in the number of what money you would like to cash out. In this case it would be $5.00 and then click the execution button. At that time the amount of points that five dollars is worth would be 1553 points. Now the 1553 points and the five dollars would be removed from the game play but the five dollars that was cashed out will be held in the players account window. Now we'll say that Player B would like to purchase another Playtime, all Player B needs to do is click on the Multiplier button once, then it will bring up five dollars, then you would select purchase. This will automatically subtract it from the account amount of the Players Account window. There would be an option to choose between account amount from the Players Account, debit card that was applied for through the game or other means of credit used for paying, electronic funds transfer, etc. So you would have to choose between the three to use. This was an example used to explain the process of a player in a projected game scenario of "Chally's Gamming for Money".

[0071] Due to the possibility of threat from hackers or hackers making bots (virtual in game robots) that run as if it were a person playing a character going through the motions of the gameplay will have to be monitored very closely, programs may need to be set up to catch such acts. Prior to playing, each player that signs up to participate in "Chally's Gaming for Money" would have to accept a statement clearly expressing the consequences of such actions would occur. If such occurrences shall occur, they would be upheld to the fullest of law. If players are caught cheating in such ways to earn a profit, the game would have the right to suspend or ban their account as well.

[0072] More time may be needed to execute some of the calculations within the game, for the game layout depending on how it's set up, for instance if the value of the points are calculated every second. Maybe they will be calculated every minute to show point value. With the decimal point carried out to so many places some calculations may be rounded to the next number higher. Example would be for instance 0.125 cents would be rounded to 0.13 cents. For this project game some decimal spots were rounded up or down.

[0073] If a debit card account would be set up through the game it would be solely for that particular game which you would be able to add funds. This would target what I would say the hard-core players to have. This could be used to do purchases, but would not be able to charge.

[0074] There could be a grace period applied to the player's cash out amount before they receive the money they made for the gameplay. We could say anywhere from a few hours to a few days and have the right to suspend the money and the account. The play times would be put on hold from that individual player for the incident to be decided on, or problem being solved.

ABSTRACT OF THE DISCLOSURE

[0075] Our idea offers a way for online players of MMORPG's or MMO's to make money. It will also boost the number of subscribers to the game. People that play MMORPG's or MMO's will have no excuse not to play MMORPG's or MMO's that have "Chally's Gaming for Money" implemented. Players will make money based on certain tasks they complete. These tasks will be no different than in the regular version of the game.


Patent applications in class Credit/debit monitoring or manipulation (e.g., game entry, betting, prize level, etc.)

Patent applications in all subclasses Credit/debit monitoring or manipulation (e.g., game entry, betting, prize level, etc.)


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