Updating virtual worlds based on interactions between real-world items
First Claim
Patent Images
1. A method comprising:
- receiving a notification at a game networking system of a detecting of an interaction between a first real-world item and a second real-world item;
determining that a first association has been established by the game networking system, the first association associating the first real-world item with a first virtual item;
determining that a second association has been established by the game networking system, the second association associating the second real-world item with a second virtual item;
based on the determining that the first association has been established and that the second association has been established, determining that the first virtual item and the second virtual item are combinable in a computer-implemented game executing on the game networking system, the first virtual item being an ingredient of a consumable virtual item in the computer-implemented game and the second virtual item being an additional ingredient of the consumable virtual item in the computer-implemented game, wherein the determining that the first virtual item and the second virtual item are combinable is based on an accessing of game state parameters stored in a data store of the game networking system, the game state parameters representing properties of the first virtual item and the second virtual item; and
based on the determining that the first virtual item and the second virtual item are combinable, providing an asset in the computer-implemented game that reflects a combining of the first virtual item and the second virtual item, the providing including changing additional game state parameters in the data store, the additional game state parameters representing properties of the asset, one or more modules being incorporated into the game networking system to perform the receiving, determining, and the providing, the one or more modules being implemented by one or more processors of the game networking system.
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Abstract
A method of updating virtual worlds based on interactions between real-world items is disclosed. An interaction between a first real-world item and a second real-world item is detected. The first real-world item is a real-world item that is associated with a first player of a computer-implemented game and the second real-world item is a real-world item that is associated with a second player of the computer-implemented game. A virtual world of the computer-implemented game is updated based on the detection of the interaction.
155 Citations
17 Claims
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1. A method comprising:
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receiving a notification at a game networking system of a detecting of an interaction between a first real-world item and a second real-world item; determining that a first association has been established by the game networking system, the first association associating the first real-world item with a first virtual item; determining that a second association has been established by the game networking system, the second association associating the second real-world item with a second virtual item; based on the determining that the first association has been established and that the second association has been established, determining that the first virtual item and the second virtual item are combinable in a computer-implemented game executing on the game networking system, the first virtual item being an ingredient of a consumable virtual item in the computer-implemented game and the second virtual item being an additional ingredient of the consumable virtual item in the computer-implemented game, wherein the determining that the first virtual item and the second virtual item are combinable is based on an accessing of game state parameters stored in a data store of the game networking system, the game state parameters representing properties of the first virtual item and the second virtual item; and based on the determining that the first virtual item and the second virtual item are combinable, providing an asset in the computer-implemented game that reflects a combining of the first virtual item and the second virtual item, the providing including changing additional game state parameters in the data store, the additional game state parameters representing properties of the asset, one or more modules being incorporated into the game networking system to perform the receiving, determining, and the providing, the one or more modules being implemented by one or more processors of the game networking system. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A system comprising:
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one or more modules implemented by the one or more processors of a game networking system, the one or more modules configured to, at least; receive a notification of a detecting of an interaction between a first real-world item and a second real-world item; determine that a first association has been established by the game networking system, the first association associating the first real-world item with a first virtual item; determine that a second association has been established by the game networking system, the second association associating the second real-world item with a second virtual item; based on the determining that the first association has been established and that the second association has been established, determine the first virtual item and the second virtual item are combinable in a computer-implemented game executing on the game networking system, the first virtual item is an ingredient of a consumable virtual item in the computer-implemented game and the second virtual item is an additional ingredient of the consumable virtual item in the computer-implemented game, wherein the determining is based on an accessing of game state parameters stored in a data store of the game networking system, the game state parameters representing properties of the first virtual item and the second virtual item; and based on the determining that the first virtual item and the second virtual item are combinable, provide an asset in the computer-implemented game that reflects a combining of the first virtual item and the second virtual item, the providing including changing additional game state parameters in the data store, the additional game state parameters representing properties of the asset. - View Dependent Claims (8, 9, 10, 11, 12)
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13. A non-transitory machine readable medium embodying a set of instructions that, when executed by a processor, cause the processor to perform operations, the operations comprising:
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receiving a notification at a game networking system of a detecting of an interaction between a first real-world item and a second real-world item; determining that a first association has been established by the game networking system, the first association associating the first real-world item with a first virtual item; determining that a second association has been established by the game networking system, the second association associating the second real-world item with a second virtual item; based on the determining that the first association has been established and that the second association has been established, determining that the first virtual item and the second virtual item are combinable in a computer-implemented game executing on the game networking system, the first virtual item being an ingredient of a consumable virtual item in the computer-implemented game and the second virtual item being an additional ingredient of the consumable virtual item in the computer-implemented game, wherein the determining that the first virtual item and the second virtual item are combinable is based on an accessing of game state parameters stored in a data store of the game networking system, the game state parameters representing properties of the first virtual item and the second virtual item; and based on the determining that the first virtual item and the second virtual item are combinable, providing an asset in the computer-implemented game that reflects a combining of the first virtual item and the second virtual item, the providing including changing additional game state parameters in the data store, the additional game state parameters representing properties of the asset. - View Dependent Claims (14, 15, 16, 17)
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Specification