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Patent Searching and Data


Title:
INTELLECTUAL PROPERTY PROTECTION IN A VIRTUAL ENVIRONMENT
Document Type and Number:
WIPO Patent Application WO/2008/063694
Kind Code:
A3
Abstract:
The present disclosure provides various novel concepts to a video game environment. The disclosure describes video game environments that include a method and system for protecting intellectual property including creative, intellectual, or artistic works including, but not limited to, poems, plays, and other literary works, movies, choreographic works, musical compositions, audio recordings, paintings, drawings, sculptures, photographs, software, radio and television broadcasts and industrial designs created by players and characters for use in the virtual environment.

Inventors:
ANDREW VAN LUCHENE (US)
MUELLER RAY J (US)
DEAN ALDERUCCI (US)
Application Number:
PCT/US2007/066719
Publication Date:
July 10, 2008
Filing Date:
April 16, 2007
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
LEVIATHAN ENTERTAINMENT (US)
ANDREW VAN LUCHENE (US)
MUELLER RAY J (US)
DEAN ALDERUCCI (US)
International Classes:
H04K1/00
Foreign References:
US20040064692A12004-04-01
US20030014423A12003-01-16
US20050211768A12005-09-29
Attorney, Agent or Firm:
GONZALES, Ellen, M. (Albuquerque, NM, US)
Download PDF:
Claims:
We claim:

1. A method comprising: providing a first video game environment; receiving a creative work from a first player character interacting in the first game environment; obtaining a determination of registerability for the creative work; and if the creative work is registerable, registering the creative work in a virtual copyright office.

2. The method of claim 1, wherein the step of obtaining a determination of registerability comprises comparing the creative work to other registered creative works in the virtual environment.

3. The method of claim 1, wherein the step of obtaining a determination of registerability comprises comparing the creative work to other creative works in the real world.

4. The method of claim 2, wherein the comparison is performed by an Examiner.

5. The method of claim 2, wherein the comparison is performed by a panel.

6. The method of claim 2, wherein the comparison is made by an algorithm.

7. The method of claim 1, wherein all creative works are registered upon creation.

8. A method comprising: providing a first video game environment; receiving a creative work from a first player character interacting in the first game environment; acquiring rights to the creative work from a first player character; adding the creative work to a database of creative works created by other characters.

9. The method of claim 8, wherein the database of creative works may be accessed by other characters.

10. The method of claim 8, wherein player characters must subscribe to the database in order access creative works by other player characters.

11. The method of claim 10, wherein the subscription can provide access to part of the database.

12. The method of claim 10, wherein the subscription can provide access to the entire database.

13. The method of claim 10, wherein the subscription provides the ability to download copies of the creative works.

14. A method comprising : providing a first video game environment; receiving a creative work from a first player character; making the rights to the creative work available to a second player character.

15. The method of claim 14 further comprising receiving a request to purchase a creative work from a second player character; receiving payment for the creative work from the second player character; and transferring ownership in the creative work to the second player character.

16. The method of claim 14 further comprising receiving a request to license a creative work from a second player character; negotiating licensing terms; receiving payment for the license from the second player character; and authorizing the second player character to perform or use the creative work.

17. The method of claim 16, wherein the licensing terms depend on the venue for the use of the creative work.

18. The method of claim 14, wherein the rights to the creative work are made available on an exchange.

19. The method of claim 18, wherein the exchange may be between different virtual environments.

20. The method of claim 18, wherein the different virtual environments may be in different games.

21. A system comprising : a server configured to provide a virtual environment wherein users can interact with each other and the environment through avatars; a blueprint creation module in electronic communication with the server, the blueprint creation module being configured to enable a user to create a blueprint of a virtual object that will reside within the virtual environment;

a blueprint registration module configured to: receive blueprints created by the blueprint creation module; and maintain a blueprint database comprising the blueprints received by the blueprint registration module.

22. The system of claim 21 further comprising a blueprint examination module configured to: receive blueprints created by the blueprint creation modcule; and determine if the blueprint is registrable.

23. The system of claim 22 wherein the blueprint examination module is further configured to determine the uniqueness of the blueprint by comparing the blueprint to other blueprints in the database maintained by the blueprint registration module.

24. The system of claim 21 further comprising a user interface configured to allow users to view the blueprints maintained in the blueprint database.

25. The system of claim 24 further comprising a access limitation mechanism configured to determine which, if any, blueprints in the blueprint database a given user may access.

26. The system of claim 21 further comprising a fee module.

27. The system of claim 26 wherein the fee module is configured to collect fees from users in return for access to one or more blueprints in the blueprint database.

28. The system of claim 27 wherein the fee module is further configured to determine an owner of a blueprint and provide at least a portion of the fee to the owner.

29. The system of claim 26 wherein the fee module is further configured to collect fees from a user in return for the right to make the virtual object associated with a given blueprint.

30. The system of claim 29 wherein the fee module is further configured to determine an owner of a blueprint and provide at least a portion of the fee to the owner.

31. The system of claim 26 wherein the fee module is further configured to collect fees from a user in return for the right to use the virtual object associated with a given blueprint.

32 The system of claim 31 wherein the fee module is further configured to determine an owner of a blueprint and provide at least a portion of the fee to the owner.

33. A system comprising : a server configured to provide a virtual environment wherein users can interact with each other and the environment through avatars; a blueprint registration module in electronic communication with the server; the blueprint registration module being configured to: receive a blueprint from a first user interacting with the virtual environment; and provide compensation to the first user when a second user uses the blueprint.

34. The system of claim 33 wherein using the blueprint comprises accessing the blueprint.

35. The system of claim 34 wherein using the blueprint comprises creating an object based on a design described by the blueprint.

36. A system comprising: a server configured to provide a virtual environment wherein users can interact with each other and the environment through avatars; a design database containing items that may be used to aid in the creation of a blueprint; a user-interface configured to allow a user to view and use items in the design database to create a blueprint; and a blueprint registration module configured to determine the uniqueness of an object designed by the user using the design database.

37. The system of claim 36 wherein the items in the design database are represented by pictures of items that can be combined or altered in order to create an object that can reside in the virtual environment.

38. The system of claim 36 wherein the items in the design database are programs configured to render an object in the virtual environment.

39. The system of claim 36 wherein the user-interface is further configured to receive specifications from the user as to how one or more items in the design database are to be combined or altered in order to form a new object.

40. The system of claim 36 wherein the blueprint registration module is further configured to ensure that the user receives compensation if a second user wishes to use the object designed by the user.

Description:

Intellectual Property Protection in a Virtual Environment

Background

[0001] Video games, such as World of Warcraft and Virtual Worlds, such as Second Life and Eve, which are accessible to multiple players via a server, peer to peer network are well known. For example, hundreds of thousands of players access games known as massive multi-player online games (MMOGs) and massive multi-player online role playing games (MMORPGs). Players of these games customarily access a game repeatedly (for durations typically ranging from a few minutes to several days) over a given period of time, which may be days, weeks, months or even years. The games are often constructed such that players pay a periodic subscription price (e.g., $15 per month) rather than, or in addition to, paying a one time purchase price for the game. Often, though not necessarily, these games have no ultimate "winner" or "winning goal," but instead attempt to create an enjoyable playing environment and a strong player community.

[0002] It would be advantageous to provide improved methods and apparatus for increasing the enjoyment and/or longevity of video games including, but not necessarily limited to MMOGs and MMORPGs.

Brief Description of the Drawings

[0003] Fig. 1 is a block diagram depicting a network according to an embodiment of the present disclosure.

[0004] Fig. 2 is a block diagram depicting an embodiment of the present disclosure. [0005] Fig. 3 is an embodiment of a method of examining a creative work.

[0006] Fig. 4 is a block diagram depicting an embodiment of the present disclosure.

[0007] Fig. 5 is an embodiment of a method of subscribing to a subscription service.

[0008] Fig. 6 is a block diagram depicting an embodiment of the present disclosure.

[0009] Fig. 7 is a block diagram depicting a system 400 according to an embodiment of the invention.

[0010] Fig. 8 is an embodiment of a method of creating a blueprint.

[0011] Fig. 9 is a diagram depicting a system 500 according to an embodiment of the invention.

[0012] Fig. 10 is an embodiment of a method of registering a blueprint.

[0013] Fig. 11 is a diagram depicting a system 600 according to an embodiment of the invention.

[0014] Fig. 12 is an embodiment of a method of contracting construction of a virtual object.

[0015] Fig. 13 is a diagram depicting a system 700 according to an embodiment of the invention.

Detailed Description

[0016] According to various embodiments, the present disclosure provides systems and methods for protecting intellectual property in a virtual environment [0017] Massive multi player online games (MMOGs) or massive multi-player role- playing games (MMORPGs) are computer game, which are capable of supporting hundreds, thousands, or millions of players simultaneously. Typically, this type of game is played in a giant persistent world where the game continues playing regardless of whether or not real players are logged in. Players commonly access these games through a network such as the Internet, and may or may not be required to purchase additional software or hardware in order to play the game. Such networks allow for people all over the world to participate and interact with each other in a virtual environment. The present disclosure provides systems and methods which contribute to the stability, viability, evolution and longevity of such a game and may increase revenues generated by such games and/or its participants, e.g., players.

[0018] The herein described aspects and drawings illustrate components contained within, or connected with other components that permit play in the virtual environment.

It is to be understood that such depicted designs are merely exemplary and that many other designs may be implemented to achieve the same functionality. Any arrangement of components to achieve the same functionality is effectively associated such that the desired functionality is achieved. Figure 1 provides an exemplary network which may be used to support a virtual environment.

[0019] Referring to Fig. 1, a network 10 according to one embodiment includes a central server 20 in communication with a plurality of video game playing units (or consoles) 18. Those of ordinary skill in the art will appreciate that any number of video game playing units or consoles may be in communication with the central server. Typically, the number of video game playing units, i.e., consoles, changes at various times as players join games and as players stop playing games. Similarly, more than one server may operate to coordinate the activities of the video game playing units, as is well known in the art.

[0020] Central server 20 may comprise any computing device (e.g., one or more computers) capable of communicating with other computing devices. The server 20 typically comprises a processor which is in communication with a storage device, such as an appropriate combination of RAM, ROM, hard disk, and other well known storage media. Central server 20 may comprise one or more servers, personal computers, web servers, dedicated game servers, video game consoles, or any combination of the foregoing, or the like.

[0021] Each video game device or console 18 may comprise any device capable of communicating with central server 20, providing video game information to a player, and transmitting the player's desired actions to the central server. Each video game device typically comprises any one or more of a processor which is in communication with a storage device, such as an appropriate combination of RAM, ROM, hard disk, and other well known storage media. Suitable video game devices include, but are not limited to, personal computers, video game consoles, mobile phones, and personal data assistants (PDAs).

[0022] Some or all of video game 17 can be stored on central server 20. Alternatively, some or all of video game 17 may be stored on the individual video game devices 18. Typically, the video game devices are able to communicate with one another (either

directly or via a central server or a peer-to-peer or other network). Such communication may or may not be facilitated by central server 20. Accordingly, a player 19a accessing video game 17 via game device 18a may be able to play with a player 19b accessing video game 17 via game device 18b. As shown, it may be possible for multiple players

(e.g. 19c, 19d) to access central server 20 via the same game device (e.g. 18c).

[0023] Regardless of whether video game 17 is stored on central server 20 or video game devices 18, server 20 is typically configured to facilitate play of the game between multiple game players.

[0024] Those having skill in the art will recognize that there is little distinction between hardware and software implementations. The use of hardware or software is generally a choice of convenience or design based on the relative importance of speed, accuracy, flexibility and predictability. There are therefore various vehicles by which processes and/or systems described herein can be effected (e.g., hardware, software, and/or firmware) and that the preferred vehicle will vary with the context in which the technologies are deployed.

[0025] At least a portion of the devices and/or processes described herein can be integrated into a data processing system with a reasonable amount of experimentation.

Those having skill in the art will recognize that a typical data processing system generally includes one or more of a system unit housing, a video display device, memory, processors, operating systems, drivers, graphical user interfaces, and application programs, interaction devices such as a touch pad or screen, and/or control systems including feedback loops and control motors. A typical data processing system may be implemented utilizing any suitable commercially available components to create the gaming environment described herein.

[0026] According to various embodiments, the following terms may have the following meanings:

[0027] Alert - includes the communication, transfer or storage of information with, by, between or among any two or more real, virtual or computer generated entities involved in a virtual environment. Such a transfer may take place between the virtual and real world, may be limited to the virtual world, may be limited to virtual world devices, may

be limited to the real world, or may be limited to real world devices. An alert may be triggered by an alert event.

[0028] Alert Event -includes any event which triggers an alert. Such events may be initiations or completions of missions, transactions, communications; changes in the status of events in the virtual world, for example, a change in availability, a change in a trend, a change in price, or the alteration of any other aspect of an object or entity in a virtual environment.

[0029] Avatar - includes the virtual representation of a player character.

[0030] Billing Information - includes any information pertaining to billing a player for playing a game, accessing a game, purchasing goods or services, or any other reasons.

Billing information may include such real world information as a billing address, credit card account number, bank account number, pay pal account number or other payment facilitator, or the account number of any other financial entity providing a real world credit line or any other payment-related information.

[0031] Blueprint component- may include any sub sections of a virtual blueprint that can be treated as a whole. For instance, the hilt and blade of a sword blueprint or components.

Blueprint components can be items that are made from their own blueprints. For example the tire blueprint component for a virtual car can be assembled from the tire blueprint.

[0032] Character Account - includes an account that tracks character attributes.

[0033] Character Attribute - includes any quality, trait, feature or characteristic a particular Character can have that is stored in the corresponding Character Account or is otherwise generally associated with a Character or Character Account. Character

Attributes may include, but are not be limited to:

1. A character score

2. A genetic profile or makeup

3. A ranking

4. A relationship with another character

5. A score for subsequent matching of later game parameters

6. A skill or skill level

7. A synthetic voice

8. A virtual object

9. The ability to join groups of other players at a later time

10. The physical appearance of a character

11. An emblem or mark

12. Virtual currency

13. Virtual help points or credits

14. A character's avatar

15. A character's clothing or other personal effects

[0034] Character Life - includes a fixed or variable, finite or infinite period of virtual or real world time that a player character can exist in a game environment. [0035] Character or "player character" - includes a persona created and controlled by a player in a video game, such as an avatar.

[0036] Character Skills - includes game attributes inherent in or acquired by a player character during game play such as, but not limited to: the ability to cast (certain) spells, foretell the future, read minds, use (certain) weapons, cook, hunt, find herbs, assemble herbs into potions, mine, assemble objects into other objects, fly, and/or enchant other player characters.

[0037] Computer Generated (CGC) or Non-Player (NPC) Character - includes any character that is controlled by the game system and/or a computer program and/or rules established by the game system and/or a player and not by a player on a continuous basis. [0038] Credit Card - includes a credit instrument issued by a real or virtual world institution or entity to a player that allows the player to make purchases by providing an account identifier (e.g. a credit card number) rather than cash or other currency. An example is a credit card like those issued by Visa, MasterCard, Discover or American Express. For the purposes of the present disclosure, the term "Credit Card" is intended in a very broad sense and is not limited to those situations in which a player's purchases are made on credit (i.e. where payments for those purchases is not due until a later time) but also includes financial instruments such as debit cards, check cards, lines of credit and the like.

[0039] Game Environment- includes a particular level or area within a virtual world. Each game environment may have its own rules, regulation, currency, government, managers, etc. Game environments may exist within other game environments.

[0040] Game environment manager: entity that administers a game environment. The game environment manager may be a character, player, group of characters, group of players, NPC, group of NPCs, committee, company, religion, government, business entity, third party, rules, self adapting systems, e.g., genetic algorithms, or any combination thereof.

[0041] Game Objective or Game Goal - includes a desired state, condition, result, action, cessation of action, or a desired outcome and/or change or a delay in change to any of the preceding.

[0042] Game performance parameter - includes any aspect of a Video Game by which a player character's, CGCs or NPCs performance can be measured. Game Parameters shall include, but not be limited to:

1. accuracy with weapons

2. achieving deity or other status

3. Completing all or part of a mission

4. decreasing or increasing Karma Points

5. earning a higher rank in an army

6. earning income

7. the proper weapon

8. getting married

9. getting through or to a certain geographic area

10. getting, buying, exchanging or learning a new skill or player attribute

11. having a child

12. status or caste

13. kill/death ratios

14. killing a certain character / creature

15. obtaining, buying, trading, producing or developing raw materials

16. obtaining, creating or modifying an object

17. producing goods or services

18. Reaching a certain level or score

19. Playing for a certain period of time

20. solving a puzzle

21. using or obtaining an ability or technology

22. completing a game objective

23. Winning a match against another player character or computer generated character

24. winning an election among two or more player characters

25. assisting other player characters with any of the above.

26. the speed of accomplishing or changing the rate or trends and/or failure to complete of any or all of the above.

[0043] In-game Marketplace - includes a virtual environment where Characters can exchange items, attributes, or any other exchangeable game element.

[0044] Item Attributes-shall include any attributes of a virtual item in a game environment. For example, effective use of item attribute for virtual armor could be "plus

2 strength for improving player character wearing the armor.

[0045] Novice Player - includes a player that is relatively new to a game or game environment, and/or is identified as requiring the help of an expert to complete a Game

Parameter.

[0046] Player - includes an individual who can register an account with a Video Game

Central Server or within a peer-to-peer or other network and create Characters that can interact with other Characters in a Virtual Environment, and/or that can authorize a NPC to act on the player's behalf.

[0047] Player Account - includes an account on the Video Game Central Server or within a peer-to-peer or other network that contains a Player profile including personal, billing, and character account information.

[0048] Player Attribute - includes any attribute that can be applied to a player account.

Player Attributes may include, but are not be limited to:

1. Discount of monthly fees for playing game.

2. Interest rates for use of or borrowing real or virtual cash amounts.

3. Monthly fee for playing a game

4. Real Currency.

5. Rewards for encouraging another player to signup to play.

6. Global character attribute settings for all characters created by player across multiple games

7. Any one or more game performance parameters

8. Or any one or more or combination of the forgoing

[0049] Player to Player Contract - includes a real and/or virtual but binding contract between player characters that allows the players to provide or exchange game attributes to one another. Once a player-to-player contract is established, the game server or peer- to-peer or other network automatically distributes acquired game attributes between the player characters based on the contract conditions.

[0050] Real Cash Value - includes the value in real dollars of the virtual currency or obligation. This value can be determined by multiplying the value of a virtual currency amount by the current exchange rate to real dollars.

[0051] Registration - in the context of a creative right, includes the process or mechanism by which an entity is given an enforceable right with regard to a creative work. Exemplary rights could include, but are not necessarily limited to, the right to use, sell, or make, the right to exclude others from using, selling, or making, the right to reproduce, the right to prevent other from tainting or tarnishing the work, the right to goodwill associated with the work, etc.

[0052] Registerable - in the context of a creative right, includes the idea that a creative work is in a condition for registration. For example, if a condition for registration is novelty, a work must be novel in order to be registerable.

[0053] Registratability - in the context of a creative right, includes the determination of whether or not a creative work is registerable.

[0054] Total virtual obligation amount- may include the total amount of the virtual financial obligation(s) associated with a player character's account or a given transaction. [0055] Video Game - includes a game played on a Video Game Console that may or may not be networked to a Video Game Central Server or within a peer-to-peer or other network.

[0056] Video Game Central Server - may include a CPU, memory and permanent or temporary storage that is connected to multiple Video Game Consoles that allows for Massive Multi Player Online Video Games to be played.

[0057] Video Game Console - includes any device comprising any one or more of a

CPU, memory, optional permanent storage and/or other components residing at a player location that can allow for the interaction with or playing of video games. Examples include, home PCs, PDA's, Cell Phones, Microsoft Xbox, and Sony Playstation and/or any devices attached thereto, e.g., hand controllers, joysticks, headsets, etc.

[0058] Virtual - includes in a video game environment or other intangible or computer generated item, character, or space.

[0059] Virtual Blueprints- includes virtual designs for virtual items that include information such as dimensions, materials, skills, and other virtual items or attributes that are required to assemble a virtual item specified by the blueprint. Virtual Blueprints may define virtual objects, and/or business methods, business processes, software, games, costs, prices, and/or definitions to create any or all of the foregoing.

[0060] Virtual Blueprint Registration number - may include a virtual registration number assigned to a virtual blueprint.

[0061] In Game Patent Office - includes an entity in connected to a game environment where blueprints and/or copyrights can be registered.

[0062] Digital Patent - includes the registration of a virtual blueprint with a virtual patent office and/or issuance of a virtual patent number to a virtual patent application.

[0063] Virtual Contract - includes an enforceable agreement between a first player character and either another player character, a game server, or a third party. Some examples of virtual contracts are provided in U.S. Patent Application Serial Nos.

11/355,232, 11/279,991, 11/624,662, 11/611,050, 11/621,880, 11/621,886, and

Provisional Patent Application Serial No. 60/652,036, each of which is hereby incorporated by reference in its entirety.

[0064] Virtual credit card - includes a financial instrument issued in a virtual environment by a real or virtual world institution or entity that acts in the virtual environment for virtual currency the way a real world credit card acts in the real world for real currency.

[0065] Virtual Credit Score - includes a score given to players or player characters or

NPCs in a video game based on one or more of the following criteria, including, but not limited to: one or more game performance parameters or character attributes, the virtual

assets they possess, the age of the character account, the type of account, e.g. basic or premium, the available credit line of the credit card associated with the account, the existing virtual financial obligations of the player character account, the player character's payment history including days to pay, amounts overdue or delinquent, and/or the player character's real world credit score, and/or any other data or information stored or available or associated with such player, player character and/or any other factors used or available in the real world that can be used to determine a credit score. [0066] Virtual Creditor- includes a first player character or other entity who is owed a virtual obligation by a second player character.

[0067] Virtual Financial Account - includes a virtual account issued to a player or player character by a virtual bank, virtual creditor, game server or third party where virtual cash can be deposited and withdrawn.

[0068] Virtual Financial Intermediary - includes virtual institutions including virtual creditors, depository institutions, contractual savings and loan institutions, and investment intermediaries which offer financial products and services for use within the virtual environment. The various financial intermediaries available in the virtual environment may each serve different or overlapping purposes and provide means for using, saving, borrowing and transferring currency. Such virtual financial intermediaries may or may not have a real world counterpart and/or interact with one or more other virtual or real world financial intermediaries.

[0069] Virtual Financial Obligation - includes an agreement by a player or player character or entity to pay one or more game attributes to another player or player character, NPC, entity, third party, other financial institution or game server or owner. This obligation can be a one time payment, or multiple payments over time. The obligation or agreement can specify that payments are due on virtual or real dates using virtual or real currency.

[0070] Virtual Financial Obligation Value - includes the in game value of the obligation. For virtual cash the value may be stated as a virtual and/or real cash amount. For other game attributes, the value can be determined by generating a virtual cash market value for the item based on the current value in an online marketplace or exchange or any other

applicable means. The value of the obligation may be fixed or variable and may also be set as a condition of the player contract and/or by the game server or other entity. [0071] Virtual Resource Assignment - may include the act of assigning resources to components of a virtual blueprint and /or the database record created from the act. [0072] Virtual World - includes a world or interactive environment or other video game created, maintained and/or operated within an online game such as World of Warcraft, or a virtual community such as Second Life, Eve or There.com.

[0073] Individuals involved in playing and participating in virtual environments may spend a great deal of time and energy developing software, avatars, virtual items, music, text and images to be used, bought, sold and/or traded within or to be used, bought, sold and/or traded within a virtual environment. However, most environments do not protect such music, text and images from being copied and used by other players. A failure to have such a protection system in place may stifle creativity as well as the investment individuals are willing to make in an online environment, decreasing the economic viability, development and enjoyment of the game.

[0074] Various embodiments of the present invention address these issues by providing methods and systems for copyrighting software, avatars, items, music, text and images, identifying copies of software, avatars, items, music, text and images as real or fraudulent, and/or providing a system for transferring rights in software, avatars, items, music, text and images and a means for redress for violations of copyrights. A system of protection encourages individuals to develop virtual environments, increasing the depth of play and interaction available.

[0075] Virtual copyright may subsist in a wide range of creative, intellectual, or artistic forms including, but not limited to, documents, poems, plays, and other literary works, movies, choreographic works, musical compositions, audio recordings, paintings, drawings, sculptures, photographs, software, radio and television broadcasts and industrial designs.

[0076] Players, characters, and other third parties may design creative, intellectual, or artistic works inside and outside of the virtual environment. In some embodiments, there may be an in game editor for creating digital creative works. In other embodiments, there may be a means for incorporating and/or importing part or all such creative works from

real world applications into the virtual environment. For example, a method for importing real world objects into a virtual environment and creating blueprints therefrom is described in co-pending U.S. Application Serial No. 11/679,669, which is hereby incorporated by reference.

[0077] A virtual copyright may vest upon creation of the work or may require registration in order for rights to vest. Rights may be limited to a particular game environment or game or may be extended through multiple game environments or games. Rights may be managed by a master server which manages copyrights for a multitude of sub-servers. In one embodiment, each copyright application is automatically registered. In another embodiment, copyright applications may be examined prior to registration to determine that the work seeking protection does not copy or otherwise violate any one else's copyright. Such an examination may include review of all existing issued and pending registrations, trademarks, and copyrights in the real world or may be limited to existing issued and pending registrations, trademarks and copyrights in one or more virtual worlds or environments. In a further embodiment, there may be a fee for examination and/or registration. In some embodiments, there may be fees to maintain registration. In one embodiment, a work may be reviewed by a panel who may vote to determine if a work is sufficiently original. In another embodiment, a creator of a work may be able to defend the work from other copyrighted or non-copyrighted works. [0078] In some embodiments, the creator of a work may not have rights in the copyrighted work. For example, it may be a "work for hire" in which the employer and not the creator is viewed as the author of the work. In some embodiments, "a work for hire" may be a work prepared by an employee within the scope of his or her employment. In other embodiments, a "work for hire" may be a specially ordered or commissioned work for use as a contribution to a collective work, as a part of a virtual motion picture or other audiovisual work, as a translation, as a supplementary work, as a compilation, as an instructional text, as a test, as answer material for a test, or as an atlas. [0079] The right to use a copyrighted work may be limited to the creating character or player; may be used by anyone in the game; may be used by a limited group of people, for example other guild members, characters in the same city, characters of a particular rank, characters in possession of a particular attribute or skill; may be accessible before,

during or after completion of a mission; may be purchased; may be licensed; may be assigned; or any combination thereof. In some embodiments, copyrighted works may be accessible to a greater or lesser extent at different points of the game. In other embodiments, copyrights may be sold, encumbered, rented or licensed. In further embodiments, unauthorized use of a copyrighted work may incur penalties including, but not limited to, fines, automatic royalty payments, limitations on virtual activities, alteration of an avatar, revision of an outcome or game play result, or any combination thereof.

[0080] Limitations on the use of a copyrighted work may be based in whole or in part on the Buenos Aires Convention of 1910, Berne Convention for the Protection of Literary and Artistic Works, Convention for the Protection of Producers of Phonograms Against Unauthorized Duplication of Their Phonograms, Geneva, 1971, Convention Relating to the Distribution of PROGRAMME-Carrying Signals Transmitted by Satellite, Brussels, 1974, Universal Copyright Convention, Geneva, 1952, Universal Copyright Convention as revised at Paris, 1971, Party to the World Intellectual Property Organization Copyright Treaty, Geneva, 1996, Party to the World Intellectual Property Organization Performances and Phonograms Treaty, Geneva, 1996, Marrakesh Agreement of April 15, 1994, and U.S. Copyright Act of 1976, each of which is incorporated herein by reference, and/or by laws, rules and regulations created or passed using any applicable means, including those created or passed by any one or more of the game manufacturer, player character(s) assigned that duty, player character(s) who have the right or the obligation to perform that duty, a virtual governing entity, or any combination thereof. [0081] In some embodiments, copyright protection may have an expiry point. Expiration of protection may be a function of time, game play results, a function of the number of copies made, number of uses, registration or use fees paid or received, or any combination thereof. In some embodiments, copyrights can be renewed. [0082] Authorized copies of copyrighted materials may be created with an edition number, global unique identifier (GUID) or other identifying indicia such as a number, mark, logo, or the like, or a combination of such identifiers. Unauthorized copies may not include such registration information. In one embodiment, fraudulent copies may lose their GUID or other identifying indicia. In other embodiments, it may not be

possible to use, sell or trade fraudulent copies on an exchange or otherwise. Examples of in-game and intra-game exchanges are described, for example, in co-pending U.S. Patent Application Nos. 11560456 and 11428263, each of which is hereby incorporated by reference. In further embodiments, there may be a black market for fraudulent copies of materials and/or of registration and other identification information / materials. [0083] Use of a copyrighted work may require the payment of a royalty or licensing or use fee to the owner of the copyright and/or the owner's assignee. The royalty payments may be a one time or periodic fee or a one time and periodic fee. Royalty payments may be fixed or variable or fixed and variable or fixed and variable at different points throughout the game and/or based upon type of use or based upon attributes of the player or player character paying such fees. Royalty payments may be based on market forces, negotiation and/or agreement between the owner(s) and one or more characters, posted prices, vote by a group of player characters and/or an entity or player character elected to represent the player characters, the game manufacturer, by the game, the life span of the registration, the number of times a copyrighted work has been copied or used, the number of times the purchaser wants to use the copyrighted work, the intended use of the copyrighted work, the number of characters who will view the copyrighted work, a per user fee, any other suitable factors, or any combination of the foregoing. [0084] In some embodiments a license may be negotiated for the right to use or make copies or distribute copyrighted materials. In some embodiments, such licenses may be exclusive. In other embodiments, licenses may be non-exclusive.

[0085] In other embodiments, databases of copyrighted materials may be compiled. Such databases may be accessed in a variety of ways. In some embodiments, such a database may be accessed using a subscription service. A subscription service may require registration and/or may require a subscription be paid in order to view or listen to copyrighted creative works. Subscriptions may be set up to view a limited or an unlimited amount of copyrighted materials, to view set amounts of copyrighted materials, to view copyrighted materials a specific number of times, to view copyrighted materials an unlimited number of times, to download copyrighted materials, to view materials for a particular length of time, or any combination thereof.

[0086] In additional embodiments, ownership in the copyrighted work may be transferred, in whole or in part, for example through an assignment. Such a sale or transfer may take place on or offline, through an exchange, directly between players and/or characters, or through a third party. In some embodiments, even with the transfer of ownership, the creator may retain moral rights in the copyrighted material, including, but not limited to, the right of attribution, the right to have a work published anonymously or pseudonymously, the right to defend derogatory action in relation to the work, and the right to the integrity of the work.

[0087] In some embodiments, there may be an exemption to licensing requirements for fair use of a copyrighted work. Fair use allows limited use of copyrighted material without requiring permission from the rights holders, such as use for scholarship or review. In some embodiments, a balancing test may be employed to determine fair use. Factors to be considered include the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes; the nature of the copyrighted work; the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and the effect of the use upon the potential market for or value of the copyrighted work. In other embodiments, parody of a work may be permissible without obtaining permission from the rights holders.

[0088] In the event that a copyrighted work is used without permission, the user may be subject to an injunction, damages, may be forced to give up rights to goods made using the copyrighted materials, may have their account cancelled, may be fined, may have their avatar branded, or may be subjected to any other punishment deemed appropriate. [0089] Fig. 2 provides an exemplary system 100 that is suitable for use with the embodiment described above. As shown, system 100 includes a games server 102 and game environment server 104 each of which may include or host various programs, routines, or subroutines and databases. In one embodiment, master game server 102 includes game environment creation and setup program 106 and import creative works program 114. Game server 102 may further maintain or be in contact with a plurality of databases, examples of which include, but are not limited to, a game environment database 108, player database 110, a copyright database 112, and a tax database 116. Game environment server 104 may include programs such as digital rights management

programs 120, game environment management program 122, licensing configuration program 124, exchange multiplier determination program 126, copyright examination and registration program 128, copyright expiration program 130, current date database 132, era database 138, copyright database 134, exchange multiplier database 140, examiner database 136, player database 142 and player character database 144. [0090] Creative works may be made in any medium applicable including, but not limited to: documents, poems, plays, and other literary works, movies, choreographic works, musical compositions, audio recordings, paintings, drawings, sculptures, photographs, software, radio and television broadcasts or content and industrial and/or esthetic designs in a virtual environment and for importation into or creation or use within a virtual environment. In some embodiments creative works are made in a game environment. In other embodiments, creative works may be made, in whole or in part, outside of a game environment and imported into a game environment, for example, using import creative works program 114. Information regarding created and imported creative works may be stored by any means applicable, for example, in copyright database 112. Copyright Database 112 may include information such as, but not limited to: Copyright ID, Copyright Owner, Copyright Creator, Royalty/Licensing Configuration, and Copyright content. In some embodiments, all creative works are copyrighted from the moment of creation. In other embodiments, creative works may need to be registered. [0091] Some game environments may have limitations on the types of creative works that may be imported or employed in that game environment. For example, particular game environments may be set in a particular era and may only permit the creation of works that are appropriate for that or designated eras, i.e. that are not anachronistic. In another example, particular game environments may be set in particular physical environments and may permit the creation of creative works that are applicable to that physical environment. Regulations for game environments may be established during game environment creation and setup using game environment creation and setup program 106 or may evolve as the game progresses. In one embodiment, rules and regulations may be stored in game environment database 108 which may include information such as game environment ID, identification of the owners, percentage ownership, governance structure, restrictions on imports or exports, restrictions on

creation, configurations, natural resources, raw materials, attributes, skills, NPCs, creation date, fee structure, or any other information relating to the game environment. The appropriateness of a creative work in a particular game environment may be defined in part by the era, preceding or subsequent era, or date in the game environment. Such information may be stored, for example, in current date database 132 and era database 138. In another embodiment, creative works could be screened, for example, by game environment management program 122 prior to being displayed or otherwise used in a game environment.

[0092] In some embodiments, overseeing of creative works may take place using a program such as digital rights management program 120 which may oversee and/or record the use, importing, creation, copyright protection, registration, transferal, licensing and assignment of creative works in a game environment. In some embodiments, creative works may be copyrighted upon creation. In other embodiments, creative works may need to be registered in order to be copyrighted. Registration may take place automatically, or may require examination of the creative work in order to determine that it is original and does not violate any virtual real world patents, registrations, copyrights or trademarks. Such an examination may occur by any means applicable, for example, through a governing entity or through a copyright office. In another embodiment, a guild, professional association, or other entity may be responsible for conducting examinations. In one embodiment, a creative work may be analyzed using various rules based expert systems or genetic algorithms to determine the degree of difference between one creative work and another. If the degree of difference is not of an adequate percentage, the creative work can be rejected by the copyright office system of the game server, for example, using copyright examination and registration program 128. In some embodiments, if the registration of a creative work is rejected, the owner or assignee may appeal such decisions.

[0093] In another embodiment, system 100 may be configured to determine if a creative work can be registered by performing steps such as:

1. Receive a creative work filing, including a player character inventor ID, a virtual entity assignee ID, and a creative work.

2. Compare filed creative work to existing filed creative works and generate a similarity rating.

3. If similarity rating is greater than allowable threshold, flag creative work as requiring further examination.

4. If similarity rating is less than allowable threshold, generate a registration number.

5. Assign registration number to creative work record.

6. Notify owner that creative work has been registered and copyright protection obtained.

[0094] If the system is unable to make a determination as to the originality of a creative work, a determination may be made by players, characters, or other third parties. In one embodiment, originality may be determined by a court of competent jurisdiction (in either the real or virtual world) which may or may not include a judge, arbiter, and/or a jury and/or another governing or administrative body or a group of players or player characters that has been established for the purpose of such review. In another embodiment, creative works may be reviewed by a panel who may vote on the originality of a creative work. For example, there may be a group of experts in a particular field, or of a particular class of creative work. Such experts may be chosen using any applicable means, including, for example, by the game server, elected, or volunteer for the position. In some embodiments, information on characters available to serve in such positions may be stored, for example, in player character database 144, which may include information such as character ID, player ID, assets, skills, skill levels, obligations, game environment access, creative works created, creative works licensed, and expertise. In another embodiment, real world expertise could be accessed, for example through player database 142 which may include such information as player ID, character IDs, account information, billing information, real world history, creative works created, creative works purchased, and creative works licensed. In a further embodiment, characters with the necessary expertise may be located in other environments. Such players may be located, for example using player database 110. Player database 110 may include such information as player ID, character IDs, account information, billing information, real

world history, location of characters, creative works created, creative works purchased, and creative works licensed.

[0095] In another embodiment, examination is performed by an Examiner. In one embodiment, examiners are hired and governed in whole or in part by laws and rules, such as the laws and rules of the Buenos Aires Convention of 1910, Berne Convention for the Protection of Literary and Artistic Works, Convention for the Protection of Producers of Phonograms Against Unauthorized Duplication of Their Phonograms, Geneva, 1971, Convention Relating to the Distribution of PROGRAMME-Carrying Signals Transmitted by Satellite, Brussels, 1974, Universal Copyright Convention, Geneva, 1952, Universal Copyright Convention as revised at Paris, 1971, Party to the World Intellectual Property Organization Copyright Treaty, Geneva, 1996, Party to the World Intellectual Property Organization Performances and Phonograms Treaty, Geneva, 1996, Marrakesh Agreement of April 15, 1994, and U.S. Copyright Act of 1976, each of which is incorporated herein by reference or by laws, rules and regulations established by the game manufacturer, one or more players in the game designated for such purpose, any other body elected by the players and/or appointed by the game manufacturer, and/or any other entity that is duly authorized to appoint and/or hire examiners. In some embodiments, Examiners may or must agree that they cannot create or be involved with the creation of creative works of the type that they agree to examine. [0096] In some embodiments, the role of Examiner may be performed by NPCs. In other embodiments, Examiners may be other characters. In a further embodiment, Examiners may be players. According to one embodiment, a virtual or real fee can be charged to a player character who wants to register or to maintain registration of a creative work. A portion of this fee can be paid to other player characters who are willing to examine the filed creative work for registerability. In another embodiment, Examiners can be volunteers. Information regarding examiners may be stored, for example in Examiner database 136. Examiner database 136 may include information such as, but not limited to, examiner ID, examiner class, examiner subclass, and examination history. In some embodiments, examination may take place using a combination of Examiners and automated means, for example, through the use of genetic or other learning algorithms. For example, the server may select the most closely related creative works and present

them to an Examiner for the final determination regarding registerability. Such a method may use some or all of the following steps:

1. Output a creative work that has a similarity rating higher than allowable threshold to a player character.

2. Receive opinion from player character that creative work can be registered.

3. Generate a registration number.

4. Assign registration number to creative work record.

5. Notify creative work owner that creative work has been registered and copyright protection obtained.

[0097] In another embodiment, examination may occur using a method such as that outlined in Fig. 3 where an initial screening is made comparing a creative work to registered creative works. If the threshold of similarity is not exceeded, the creative work is registered. If the threshold is exceeded, the creative work to be registered and the similar creative work(s) are given to an Examiner to review. If the Examiner disagrees with the assessment, the Examiner may register the creative work. If the Examiner agrees with the assessment that the creative works are too closely related, a rejection may be sent to the creator or other character seeking to register the creative work. The creator or other character or entity, e.g., the assignee or counsel for the owner or assignee, seeking to register the creative work may then present arguments regarding the differences between the creative works. If the Examiner is convinced, the creative work may be registered. If the Examiner is not convinced, registration and copyright protection may be denied.

[0098] In some embodiments, copyrighted works may have an expiration date after which anyone can use them. An expiration date may be based on a particular length of time since the copyright was obtained, a particular event occurring, a population density, a mission being completed, the number of times the copyrighted item has been used, a licensing stream, a royalty amount, or any combination thereof. Expiration may be determined, for example, by using copyright expiration program 130. [0099] In some embodiments, copyrighted works may be marked as expired. System 100 may be configured to expire a registration by performing steps such as: 1. Determine that a copyright has reached its expiration date.

2. Mark copyright as expired.

[00100] In another embodiment, a copyright may be extended. System 100 may be configured to extend a registration by performing such stems as.

1. Determine that a copyright is approaching its expiration date.

2. Notify owner that a copyright is approaching its expiration date.

3. Receive petition to extend copyright.

4. Determine if copyright is eligible to be extended

5. Extend copyright.

If no petition is received, a copyright may expire, leaving the creative work available to everyone. In other embodiments, extension of registration and copyright protection may require the payment of a fee and/or may be based upon other requirements, such as the maintaining of good standing or a certain account type by the owner and/or the assignee. [00101] Once they are created, copyrights may be transferred, sold or licensed.

Such transactions may take place through any means applicable, for example using an exchange such as those described in the applications incorporated by reference above. Exchanges that operate between game environments or between games may use different currencies or valuations. The value of items on an exchange and the determination of the value to different games and game environments may be calculated by any means applicable. In one embodiment, exchange multiplier database 140 may track the exchange ID number and track or store the multiplier number calculated by exchange multiplier determination program 126 for purchases and acquisitions of creative works between exchanges, game environments, game environment jurisdictions and/or games. [00102] Items offered on an Exchange may be subject to verification. System 100 may be configured to find duplicate items or forged items by performing some or all of the following steps:

1. Retrieve an ID number for a virtual creative work that is posted on an exchange.

2. Determine if ID number is a valid number.

3. Determine if ID number is unique.

4. Remove creative work from exchange if ID number in not valid or unique.

5. If not valid or unique, notify valid holder of such ID number.

[00103] In some embodiments, if the item is fraudulent, a penalty may be imposed on the character attempting to sell the item. Such a penalty may include an injunction, damages, cancellation of the character or player's account, a fine, a branding or other marking of the avatar, any other punishment deemed appropriate, or any combination thereof.

[00104] Information on copyrights available for transfer, purchase or licensing may be stored, for example in copyright database 134 and may include information such as, but not limited to, copyright number, copyright price, and quantity remaining. In one embodiment, each creator of an item can set a price for the copyright or for one or more copies of the copyrighted item.

[00105] System 100 may be configured to post a copyright or a copyrighted item on an exchange in order to transfer an assignee by performing some or all of the following steps:

1. Receive an offer to sell a copyright or copyrighted item, including an offer price, a remaining edition number from a player character who controls a copyright.

2. Store offer and post offer on exchange.

[00106] System 100 may be configured to allow the purchase of a copyright or a copyrighted item on an exchange by performing steps such as:

1. Receive a request to purchase a blueprint from a player character.

2. Receive a new assignee name.

3. Withdraw purchase price, including applicable fees, from new assignee account.

4. Transfer copyright to new assignee.

5. Transmit purchase price, less applicable fees, to former assignee of copyright. [00107] In another embodiment, copyrights, or the use of copyrighted items may be licensed. Licenses can be exclusive or non-exclusive. Fees for licensing a blueprint may be fixed or variable, fixed and variable, or fixed or variable at different points of the game. In one embodiment, the licensing fee may be a reflection of the proposed use of the copyrighted item; the time remaining in the registration; the number of other licenses issued; the number of copies available; the number of users; may include milestone payments; may include guaranteed minimums or maximum limits; upfront fees and a

percentage; a percentage of the total item value on an exchange at the time the item is created; or any combination thereof.

[00108] Licensing arrangements may be negotiated directly between characters, may be calculated using market prices, may be uniform, may be determined using a genetic or other learning algorithm, or using a program such as licensing configuration program 124. In one embodiment, a licensing arrangement may be determined using some or all of the following steps.

1. Set up copyright licensing structure.

2. Receive a request to set up a copyright licensing structure.

3. Output allowable licensing structure, including per usage fee, usage type, maximum usage (limited edition number).

4. Receive a licensing structure configuration.

5. Store licensing structure configuration with copyrighted work.

[00109] Royalty payments may be part of a license, or a one time fee for usage of a copyrighted creative work. Royalty payments may be calculated by any means applicable. In one embodiment, system 100 may be configured to establish copyright royalty payment criteria by performing steps such as:

1. Output royalty payment criteria options.

2. Receive royalty configuration based on options.

3. Store royalty configuration.

[00110] In another embodiment, the type of royalty payment may depend on the intended use of the copyrighted work. For example, a player character who wants to display the copyrighted work in their visual space may be charged a higher royalty fee if the visual space is public then if the visual space is private. For example, the use of a set of one or more images and or one or more songs in a virtual house may cost $x virtual or real currency per virtual or real time period, while showing the same image(s) or playing the same song(s) in a virtual restaurant may cost $y virtual or real currency. Fees to use images, text and songs could be based upon any applicable factors, e.g., set on the number of unique impressions of those images by player characters, the expected sales price or profit for one or more such impressions, or for an unlimited use license. In some embodiments, the number of player characters exposed to or who otherwise used, viewed

or played the image or song may be determined and the owner of the visual space in which the creative work was displayed may be charged a per use fee. Such royalty fees could be determined using any applicable means, for example, the fees may be based upon some or all of the following steps:

1. Receive a request to create, reproduce or use a copyrighted item, including a usage type from a player character.

2. Determine royalty payment based on royalty configuration.

3. Charge royalty payment to player character.

4. Issue item to player character.

5. Transmit royalty payment, less applicable fees, to copyright holder.

In another embodiment, a royalty may be automatically assessed when an item is purchased, for example, through a retail store.

[00111] In a further embodiment, a royalty may be charged for the unauthorized use of a copyrighted work. When an unauthorized or authorized use occurs, system 100 further may be configured to charge a royalty fee when an item is used in a game environment by performing steps such as:

1. Receive an indication that a copyrighted item has been used by a player character in a game environment under a particular usage type without authorization.

2. Determine a royalty payment based on usage type.

3. Charge royalty payment to player character.

4. Transmit royalty payment, less applicable fees, to copyright holder.

[00112] In other embodiments, there may be ways to obtain fraudulent or unauthorized access to copyrighted materials, for example using a particular spell, potion or skill.

[00113] The licensing or payment of royalties on a copyrighted work may trigger taxes. Such taxes may be progressive, graduated or flat. In some embodiments, taxes may be due immediately. In other embodiments, taxes may be due upon sale of the item being taxed. Taxes may include, but are not limited to, sales tax, labor tax, employment tax and capital gains tax. In some embodiments, the type and/or amount of the tax may vary depending on the item or the character acquiring or selling the item. Information regarding taxes to be applied may be stored, for example, in tax database 116. Tax

database 116 may include information including, but not limited to, tax schedules for creating creative works, licensing creative works and buying and selling creative works. [00114] In a further embodiment, player characters may subscribe to a subscription service for the use of one or more copyrighted works. A subscription service sells periodic use or access to creative works for a set duration of time and/or number of uses. In some embodiments, renewal of a subscription service may be automatic. In other embodiments, there may be different levels of service or access and/or usage / license fees. In further embodiments, the subscription service may suggest alternate selections which based on the character player's past user history or response to survey questions. An exemplary system 200 configured to provide the virtual environment described above is shown in Fig. 4. As shown, system 200 may include a game server 202, a game environment server 204, and a credit card server 206.

[00115] Game server 202 may include a variety of programs such as import creative works program 212 and contract generation program 216. It may further include a plurality of databases such as game environment database 210, copyright database 214, player database 218, contract database 220 and tax database 222.

[00116] Game environment server 204 may include programs such as copyright registration program 230, licensing configuration program 232, subscription program 234, digital rights management program 236, as well as a plurality of databases such as, but not limited to, account database 238, player character database 235 and player database 239.

[00117] Credit card server 206 may include programs such as lock credit line 242, ping credit line 244, and release credit line 246 as well as an account database 240. [00118] As stated above, instead of buying a creative work, player characters may subscribe to a service which allows them to view, download, listen to or stream creative works. The types of creative works available may be determined by the game environment, the type of subscription service and/or the level of subscription service that has been obtained.

[00119] Creative works may be made in a game environment, or outside of a game environment, for example in the real world, and imported into a game environment using, for example, import creative works program 212. In some embodiments, game

environments may have limitations on the types of creative works that may be imported or employed in that game environment. For example, particular game environments may be set in a particular era and may only permit the creation of works that are appropriate for that era, i.e. that are not anachronistic. In another example, particular game environments may be set in particular physical environments and may permit the creation of creative works that are applicable to that physical environment. For example, an underwater environment may not allow sculptures made out of paper but would allow sculptures made out of plastic or stone. In one embodiment, rules and regulations regarding a game environment may be stored in game environment database 210 which may include information such as game environment ID, identification of the owners, percentage ownership, governance structure, restrictions on imports or exports, restrictions on creation, configurations, natural resources, raw materials, attributes, skills, NPCs, creation date, fee structure, or any other information relating to the game environment. In some embodiments, access to particular game environments may be limited to particular players, characters, or types of characters. Information regarding players, the characters they control and the game environments to which they have access may be stored, for example, in player database 218 which may include information such as player ID, character(s), accounts, game environment access, and billing information. [00120] In some embodiments, overseeing of creative works in a game environment may take place using a program such as digital rights management program 236 which may oversee the use importing, creation, registration and use of creative works in a game environment. In some embodiments, creative works may need to be registered in order to obtain a copyright. In other embodiments, a copyright may be granted upon creation. Registration may take place automatically, or may require examination of the creative work in order to determine that it is original and does not violate any virtual real world patents, registrations, copyrights or trademarks. In some embodiments, registration may occur using copyright registration program 230. All copyrighted works may be stored, for example, in copyright database 214. Copyright database 214 may include information such as copyright ID, copyright owner, copyright creator, royalty/licensing configuration, copyright content, game environment allowability, and date of registration.

[00121] In some embodiments, owners of subscription services may need to license the creative works they offer in the subscription service. Fees for licensing a blueprint may be fixed or variable or fixed or variable at different points of the game. In one embodiment, the licensing fee may be a reflection of the proposed use of the copyrighted item; the number of subscribers, access by each subscriber, the time remaining in the registration; the number of other licenses issued; the number of copies available; the number of users; may include milestone payments; may include guaranteed minimums; upfront fees and a percentage; a percentage of the total item value on an exchange at the time the item is created; the total value expected to be generated by such item, or any combination thereof. In some embodiments, each time a subscriber accesses a copyrighted work, a fee may be paid to the creator or the owner of the copyright. Such licensing arrangements may be negotiated directly between characters, between representatives of characters, may be calculated using market prices, may be uniform, may be determined using a genetic or other learning algorithm, or using a program such as licensing configuration program 232.

[00122] In some embodiments, a subscription service may be offered after a player character licenses one or more copyrighted works. In other embodiments, a subscription service may be priced based upon and/or offered to characters with a particular credit score, who have been in existence for a particular length of time, who are in a particular industry, have obtained a particular level, discovered a particular object, acquired a particular skill, or any other criteria that may be determined by the game server or game environment manager. In some embodiments, all characters may be allowed to subscribe to a subscription service.

[00123] In some embodiments, a subscription service may allow a one time access, access a specific number of times or for a certain amount of time, unlimited access, or a combination thereof. There may also be graduated or hierarchical access, for example particular databases of creative works or portions thereof may be accessible through different services or accounts. For example, access may be given to creative works of a particular genre, time period, creator, subject matter, or any combination thereof. In some embodiments, system 200 may use some or all of the following steps to provide access to a subscription service:

1. Receive player character log in.

2. Determine subscription service subscribed to.

3. Offer menu of creative works covered by subscription service.

[00124] Subscriptions may be entered into using, for example, subscription program 234. Information regarding the type of account to which a character has subscribed as well as billing information may be stored, for example in account database 238. Account database 238 may include information such as character ID, player ID, billing information, preferences and subscription services.

[00125] In some embodiments, player characters may enter into a contract for subscription services. A contract may be generated by any means applicable. In one embodiment, two or more characters may negotiate a contract. In another embodiment, two or more characters may select an applicable contract from a contract database such as contract database 220, and complete the necessary information regarding the parties to the contract. In yet another embodiment, completed contracts are stored in contract database 220. In a further embodiment, one character may present a contract for signature to another character. In yet another embodiment, a contract may be generated using a contract generation program such as contract generation program 216. Such a program may generate a contract using some or all of the following steps:

1. Receive a virtual contract initiation request from a player character(s).

2. Determine contract obligations and conditions.

3. Output obligations and conditions.

4. Receive acceptance of obligations and conditions.

5. Retrieve or receive collateral such as credit line associated with player characters.

6. Activate and store virtual contract along with obligations and conditions.

7. Transfer any assets as required by obligations and conditions.

[00126] Information regarding the player characters for use in creating contracts and/or offering subscription services such as their credit score, purchasing history, interests, account information and billing information may be stored by any means applicable. In some embodiments, such information may be stored in whole or in part in player character database 235 and player database 239. Player character database may

contain information such as character ID, player ID, assets, accounts, game environment access, preferences, subscriptions and purchasing history. Player database 239 may include such information as account access, player ID, character(s), billing information, and account information.

[00127] In some embodiments, an account may be created and a contract formed using some or all of the steps in Fig. 5. A character may apply for an account, supply character information, and provide billing information which may be verified. [00128] The billing information or other collateral used to secure the contract may be validated and secured by any means applicable. According to one embodiment, real world credit lines can be frozen by the bank owner or game server, and/or just periodically "pinged" to ensure their validity and that sufficient credit is available to underwrite the loan. The continuing availability of the real world credit line may be determined by any means applicable. According to one embodiment, Ping Credit Line program 244 may be configured to complete some or all of the following steps:

1. Determine that a player character has an outstanding virtual subscription.

2. Determine real and virtual cash value of subscription.

3. Retrieve credit card associated with subscription.

4. Ping credit card for the outstanding real cash value of the subscription.

5. If credit equal to subscription amount is not available, request additional collateral.

[00129] In the event a credit line securing the subscription is cancelled or closed, the system could receive notification that the credit card or credit line is no longer valid. Upon notification that a credit line is no longer valid, the bank, system, game owner, server owner, or other contract holder may require modification or cancellation of the contract, acceleration of the contract, require the player to provide a new credit line, require additional collateral to secure the contract, foreclose on the contract, secure a secondary line of credit which was previously provided or may be secured from other player characters, notify other characters of the opportunity to purchase a contract, foreclose on virtual assets held by the defaulting character, freeze the virtual accounts of the character or player, or any combination thereof.

[00130] The lock on the real world credit line such as that accomplished by Lock

Credit Line program 242 may be released when the contract is completed. According to one embodiment, Release Credit Line program 246 may be configured to:

1. Receive indication that subscription has been completed.

2. Retrieve credit card associated with virtual subscription.

3. Notify credit card issuer to release credit line.

[00131] Alternatively, as the virtual subscription contract proceeds or certain milestones with the contract are met, a percentage of the real world credit line(s) may be released in proportion to or in some other ratio of the amount of the contract completed. For example, a virtual subscription contract may require a commitment for a particular length of time. A credit card amount could be frozen for the length of the commitment after which it is released even if the subscription is renewed. In another embodiment, the amount of real world credit line held is reduced as the virtual subscription contract proceeds, instead of waiting for the entire virtual subscription to be terminated, thus freeing real world credit lines for other purposes. Such a release could be managed by any means available. According to one embodiment, Release Credit Line program 246 may be configured to:

1. Receive indication that a subscription contract milestone has been met.

2. Retrieve credit card associated with virtual subscription contract.

3. Notify credit card issuer to release an equal or other determined portion of the credit line.

[00132] A real or virtual credit line can secure a milestone amount or date, an otherwise calculated amount, the entire value of the contract, or a combination thereof. In some embodiments, the amount may be the next month's or other predetermined time period's subscription payment. In another embodiment, the first and last month's or other predetermined time period's subscription payment may be held. In calculating the amount to be secured factors such as game growth rates, taxes, inflation and/or exchange rates, credit worthiness of the character or player, the amount of debt the parties to the contract have outstanding, and/or any other attributes or characteristics of the player, player character, lender, game environment, and/or any combination thereof. Such determinations and evaluations may be made by any applicable means, including a) the

game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) any combination of the above. Information regarding the credit lines used to secure a virtual loan may be stored by any means applicable. In one embodiment, such information may be stored in account database 240.

[00133] In one embodiment, the amount of a real world credit line to be frozen can be based, in whole or in part, on the exchange rate of virtual currency for real currency. According to one embodiment, the exchange rate could be one for one. Alternatively, the exchange rate may be based on the exchange rate at the time of the formation of the contract. It may also be based on the exchange rate at the time the player's credit card or other credit line is charged. In another embodiment, the exchange rate may be adjustable for the term or any portion of the term of the contract. Such adjustments may be based on the credit worthiness of the player or player character, inflation, actual exchange rates, and an agreement by the parties, market forces, and/or any other attributes or characteristics of the player, player character, lender, game environment, and/or other economic indicators or a combination thereof. The exchange rate may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, the exchange rate may be pegged to or otherwise associated with one or more floating real world exchange relationships, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. The exchange rate may also vary depending on the country of origin of the player, or may be fixed to a particular real world currency, i.e., all exchange rates may be quoted in dollars. In another embodiment, the exchange rate may be floating and determined by market forces such as the relative demand for virtual currency versus real world currency. Said exchange rates may further be established or determined by any suitable method including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) negotiation among the affected parties, f) and/or any other attributes or characteristics of the player, player character, lender, game environment, and/or f) any combination of the above. The exchange rate may also be composed of any combination of the above methods or any other then known

or in use determination methods. For example, the exchange rate could be fixed for a certain length of time and then change to market forces or vice versa. Alternatively, there may be a cap on the amount of fluctuation in the exchange rate during the term of the contract.

[00134] The use of a subscription service may incur the payment of taxes by either the subscriber or subscribing entity or both. Such taxes may be progressive, graduated or flat. In some embodiments, taxes may be due immediately. In other embodiments, taxes may be due upon use or sale of the item being taxed. Taxes may include, but are not limited to, sales tax, use tax, income tax, labor tax, employment tax and capital gains tax. In some embodiments, the type and/or amount of the tax may vary depending on the item or the character acquiring or selling the item. Information regarding taxes to be applied may be stored, for example, in tax database 222. Tax database 222 may include information including, but not limited to, tax schedules for creating creative works, licensing creative works and buying and selling creative works.

[00135] According to one embodiment, virtually copyrighted works such as images, text and songs or the use of such virtually copyrighted works can be sold on a virtual exchange. Other player characters can buy the right to use, sell, license, and sublicense or control the virtually copyrighted works such as images, text and songs in virtual structures they have created. Such an exchange is further described in detail in U.S. Patent Application Serial Nos. 11/428,263, filed June 30, 2006, and 11/560,456, filed November 16, 2006, each of which is herein incorporated by reference in its entirety. An embodiment of an exchange system is shown in Figure 6. As shown, system 300 includes a master game server 302 a game environment server 306 and an exchange server 304.

[00136] Game environment server 306 may include databases such as player database 314, player character database 316, exchange open offers database 328, exchange transaction database 320.

[00137] In one embodiment, Player Database 314 may include information such as, but not limited to player ID, player billing info, player personal info, player credit info, account information, and player assets. Player Character Database 316 may include information such as, but not limited to, character ID, player ID, character assets, character

inventory, character Skills, virtual account numbers, game environment access, character permits, NPC employment.

[00138] Exchange Server 304 may include or host or provide access to various programs, routines, subroutines and/or databases including, but not limited to an exchange database 308, an exchange open offers database 310, and an exchange transaction database 312.

[00139] In one embodiment, Exchange database 308 may include information such as, but not limited to, exchange ID, exchange type, allowable assets, and allowed traders.

Exchange open offers database 310 could contain information such as:

1. Offer ID

2. Offer type

3. Offer posting date

4. Offer expiration date

5. Offer Item

6. Offer Quantity

7. Offer Price.

[00140] Exchange open offers may additionally be associated with the character or player submitting the offer. Such information could be stored in Exchange Open Offer Database 328 and include information such as the character ID, holdings, offer ID, offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price. [00141] In one embodiment, each transaction could be stored in an Exchange

Transaction Database, for example in Exchange Transaction Database 312. Such a database could store information such as:

1. Order ID

2. Order Buyer

3. Order Seller

4. Order Date

5. Order Price

6. Order Type

7. Order terms and conditions

[00142] In another embodiment, such transactions could be associated with the character in Exchange Transaction Database 320. Such a database could include information such as character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.

[00143] According to one embodiment, the game server can set a minimum and maximum trade amount per time period on copyrighted items both in the game environment and between game environments. This amount could be based on any one or more of: the total amount of a copyrighted item available in a game parameter; the amount of open buy orders for a copyrighted item in a game environment; the amount of open sell orders for a copyrighted item in a game environment; any other factors and/or rules and regulations as disclosed herein above. In another embodiment, there may be permits required or import and export or other taxes imposed on items exchanged between game environments or between games. Such calculations may be made, for example, using some or all of the following steps:

1. Receive a request to sell a virtual creative work on an exchange.

2. Determine if item is unique .

3. Determine if a permit exists to sell the item.

4. If the item is unique and a permit exists, post creative work on exchange.

5. Receive acceptance of request.

6. Determine an import tax amount and an export tax amount.

7. Apply import tax amount to purchase price.

8. Withdraw virtual cash equal to purchase price plus tax from buyer.

9. Transmit purchase price, less applicable export tax fees to seller. [00144] Creative works bought and sold on the exchange may generate virtual currency, and/or real currency and/or may generate an exchange of assets and/or liabilities. The value of a currency or an asset or liability may be based on one or more conversion factors as described above or on an exchange rate or any combination of the above.

[00145] The exchange rate for one type of virtual currency for another type of virtual currency, virtual currency for real currency, virtual assets or liabilities for real assets or liabilities, real assets or liabilities for virtual assets or liabilities, real assets or

liabilities for virtual currency, virtual assets or liabilities for real currency or virtual assets or liabilities for virtual currency (or any combination of these) may be fixed in that the rate does not change for the duration of the game or segment of the game. In addition or in the alternate, the exchange or conversion rate may be variable. Such a variable rate may be pegged to one or more floating real world exchange relationships, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. The exchange rate may also vary depending on the country of origin of the player, or may be fixed to a particular real world currency, i.e., all exchange rates are quoted in dollars. In another embodiment, the exchange rate may be floating and determined by market forces such as the relative demand for virtual currency versus real world currency, or the relative demand of particular types of virtual currency, or based upon the affect of said rates on one or more game objectives or goals. Said exchange rates may further be established or determined by any suitable method including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) law or regulation of the game or within the real world, f) negotiation among the affected parties, g) game objectives, , and/or any other attributes or characteristics of the player, player character, lender, game environment ,or h) any combination of the above.

[00146] Virtual environments may be created as an empty space or with one or more virtual objects which can be used or assembled into other objects. Virtual objects and resources imported into or originating within the game environment may be improved upon, altered, or developed into other game attributes depending on aspects of game play. In some embodiments, a game environment may have or may make it possible to acquire an assortment of resources including skills, virtual natural resources, virtual raw or partially processed materials, virtual objects, attributes and NPCs or automated or manual construction programs or methods which can be used to create, design, construct or modify virtual objects. Resources for use in constructing virtual objects may be found in a game environment or may be imported from other game environments including other games via an exchange. Suitable exchanges are described,

for example in U.S. Patent Application No. 11/428,263, 11/560,456, 11/620,563, each of which is hereby incorporated by reference in its entirety.

[00147] Design concepts for virtual objects to be created or modified within a game environment may be based whole or in part, on real objects or may be entirely fanciful in their composition, design, use or function. Representations of such objects to be imported into a game environment may be rendered digitally, written as software or parts of software applications, or a combination thereof. In one embodiment, a design concept may be based in whole or in part on a digital image. In another embodiment, a design concept may be drawn or otherwise rendered by a player, character, or other third party. In a further embodiment, a design concept may be created in computer readable code. In some embodiments, a design concept may be a combination of some or all of these things.

[00148] Digital images to be converted into virtual objects may be one or more images of three dimensional objects, or scanned or otherwise converted two dimensional objects such as pictures. In some embodiments, the images may be representations of one, two, three, four or more dimensional objects. In other embodiments, the images themselves may be one, two, three, four or more dimensional. Design concepts for virtual objects to be created in the virtual world may be imported by any means applicable. For example, they may be digital images such as photographs; maps; satellite images; drawings made using a computer program including, but not limited to, Adobe® Photoshop®, AutoCAD®, 3ds Max®, Maya®, Visio®, Corel® Painter™, ArtRage, Microsoft® Expression®, SketchBook® Pro, Deleter CGillust, Project Dogwaffle, Pixarra Twisted Brush, GraphicsMagick, Inkscape, Adobe® Illustrator®, or any other drawing or rendering program; scanned images; computer readable code; programs; subroutines; software or any other format which would allow a computer to display an image. The image file may be formatted in any known image format including, but not limited to, RAW, bitmap, Graphic Interchange Format (GIF), Joint Photographic Experts Group Format (JPEG), Tag Image File Format (TIFF), successor formats or the like. In another embodiment, the object being designed or created is in the form of a software application or portion of an application e.g., a subroutine or software object that performs

one or more functions. In yet another embodiment, the object may be represented as a mathematical algorithm or formula.

[00149] In some embodiments, a player, player character, and/or any third party, including the game owner, server, applications or other processes designed to create or modify virtual objects, may be able to alter or add to the acquired image. For example, in the image of a car, aspects of the car such as the color, the type of engine, the options, the tires, the shape, the doors, the roof, the size, the hood, hood ornament, etc. may be varied from the image acquired. In one embodiment, the right side and the left side of a virtual object and/or the top and the bottom of a virtual object such as a car may originate in images of different cars, other vehicles or other objects to produce a hybrid vehicle that is completely imaginary. In some embodiments, inanimate objects may be combined. In other embodiments, inanimate objects may be combined with animate objects. For example, a car may be crossed with a motorcycle or a horse. In another embodiment, a building may be crossed with a jellyfish. In further embodiments, animate or inanimate objects may be combined. In another embodiment, certain restrictions on such combinations may apply. Such restrictions may be based upon rules established by the game, which rules may or may not be tied to actual physical laws.

[00150] Virtual objects may be of any size, shape, or substance desired. In some embodiments, the server may be able to determine the dimensions of a virtual object to be created based on the supply of a single dimension. For example, based on the length of the blade, the hilt of a sword may be a certain size. In other embodiments, dimensions may be based on a relationship with another object, for example the car must fit in underground tunnels or a standard size avatar of a player must be able to operate the virtual vehicle. In a another embodiment, the designing player or character may change the relationship of one or more of the dimensions of a virtual object, making a virtual object thinner, wider, longer, shorter, fatter, taller or more skewed than it appears in an image. In a further embodiment, the interior of an object may be at odds with the exterior of the object, similar to a genie bottle in which the items in the interior would appear too large to fit into an object the size or shape of the exterior of the object. Player characters may have to acquire skills, such as "shrink" or "grow"; or apply attributes to themselves,

for example, by performing a given act such as imbibing a virtual mushroom, to allow their avatars to enter a virtual object.

[00151] Each design concept may be converted into a blueprint, diagram, instructions, computer program, or the like that includes methods of design and/or construction. The methods of design and/or construction may be of varying complexity. The design may be that of an actual or virtual blueprint, i.e., a drawing with written specifications of manufacture; a computer program or specification to create a virtual object and its attributes and method(s) of interaction with and/or insertion to a game, game space, or network of one or more games; a written disclosure of the invention including the necessary information to reduce the item to practice, according to rules established by the players, manufacturers, virtual patent office or otherwise; an algorithm that may determine or an external link to a database or design that can provide one or more of the design elements; or any combination thereof. Some blueprints may depict an outline or simplified sketch of the object. For example, satellite images of cities may be converted to blueprints for virtual city layouts. Other blueprints may be extremely detailed or technical drawings for constructing a virtual object, or any variation in between. In other embodiments, certain images may have predetermined aspects, layers, components or other parts into which they are broken or subdivided. For example, a sword may be broken into the pommel, hilt, guard, tang, shoulder, and blade even though the tang is generally not visible in images of swords. In another embodiment, images may be broken down into simplified versions of the visible aspects of an object, for example, a sword may be broken down into the pommel, hilt, guard, and blade, or just the hilt and blade. In some embodiments, there may be a database of elements of objects based on the construction of other items in a game environment or a preformed store of design and object construction blueprints in the game. Such a database may be added to by the creation of additional objects or designs in a virtual environment. [00152] A blueprint may be rendered by the game server; presented by a player, player character, or third party, for example in a document file; presented as a program; or any combination thereof. In some embodiments, there may be an in game blueprint or schematics creator and editor or an in game service provider for the construction of blueprints, schematics or other drawings or programmatic representations. In some

embodiments, blueprints, schematics, drawings, or programs (e.g., mathematical algorithms) may also include the resources and skill levels or other attributes required to construct a virtual object. In other embodiments, blueprints, etc., cannot be made if the technology to construct the object represented by the blueprint does not yet exist in that game environment or its importation or existence is prohibited within that game environment.

[00153] Once created, the use of a blueprint to make virtual objects may be limited to the creating character or player or the inventor, assignee or owner of such blueprints; may be used by anyone in the game; may be used by a limited group of people, for example other guild members, characters in the same city, characters of a particular rank, characters in possession of a particular attribute; may be accessible after completion of a mission; may be purchased; may be exported, may be modified, may be licensed, may be assigned; or any combination thereof. Any transfer of rights, such as the right to view, copy, use, alter, etc., may require the payment of a fee or transfer of similar or dissimilar rights.

[00154] In some embodiments, blueprints may be accessible to a greater or lesser extent at different points of the game. In a further embodiment, protection of a blueprint may have an expiry point. Expiration of protection may be a function of time, a function of the number of objects created with a blueprint, the number of objects in a game environment, registration fees paid, the changing of an era in the game, when a particular resource is not longer produced or available in a game environment, or based on any other suitable factor or any combination thereof.

[00155] In some embodiments, blueprints or a selection of blueprints may be accessible to characters and players, for example in a database that may be searched or browsed. In certain embodiments, players or player characters may not be able to search the entire database, and/or the results from such a search may be limited to only those blueprints they are permitted to use, buy, and/or build or otherwise acquire. The player and/or character may select virtual objects to make or have made based on objects in the database, may make or have made modified objects based on objects selected from the database, may use the database as a source of inspiration, may use the database to add design elements to be incorporated into an object based on the player or character's

specifications, or any combination thereof. In some embodiments such modifications may effect the appearance of an object. In other embodiments, such modifications may effect the construction or function of an object. For example, players and characters may modify an object so that it is made of specific materials, a particular size, weight, shape, color, dimension, strength, property, or have or be affected by attributes including, but not limited to, certain spells, powers, healing, longevity, invincibility, invisibility, armor piercing ability, clean running, accelerating, or any other physical attribute they may choose. In a further embodiment, the blueprints and designs in the database may be added to by other players and characters. In yet another embodiment, the blueprints and designs in the design database may form building blocks for items that may be created by player characters. In a further embodiment, some but not all of the blueprints in the database may be accessible or useable.

[00156] For example, a player character can use the raw resource of metal ore, combined with the skills of metal smithing and fire making, to design and build an axe and a saw. The design for the axe and saw, along with the resources, other game items, and attributes required to build them, can be registered with a virtual patent office and sold to other player characters who need them to build various items. Particular skill levels may also be required and included with the blueprint. For example, all blacksmiths may be able to make the axe or the saw, but the quality of the axe and saw and its usefulness may depend on the skill level of the blacksmith. In another embodiment, only blacksmiths with a certain skill level can make axes and saws. In a further embodiment, the resources used to make the object may determine the skill level required. For example, if the character requesting the object has or acquires mineral ores that need to be purified and forged, that may require a different skill or skill level than if the character has steel. Information regarding the skill levels or the degree of usefulness for an object based on particular skill levels may be included in the blueprints.

[00157] Use of a blueprint may require the payment of a royalty or licensing fee or tax to the owner of the blueprint. If a blueprint is composed of objects that have successive inventorship, royalty or licensing fees may be owed to more than one inventor. For example the blueprint is of a swinging door, but in order to build the door you need the metal hinges. The metal hinges may be purchased or otherwise acquired, or

the blueprint for the metal hinges may be located and a second royalty paid to the inventor of the hinges or the blueprint for the hinges may be licensed. The royalty payments may be a one time or periodic fee. Royalty payments may be fixed or variable or fixed and variable or fixed and variable at different points throughout the game. Royalty payments may be based on market forces, negotiation between the characters, vote by a group of player characters and/or an entity or player character elected to represent the player characters, the game manufacturer, by the game, the life span of the registration, the total resources needed to create an item from a blueprint, the number of times a blueprint has been used, the number of items the individual wants to produce using the blueprint, or any combination of the foregoing. In another embodiment, the use of the blueprint may be licensed from the owner. Such a license may be exclusive or non-exclusive, may run for a specific length of time or the creation of a particular number of objects, may run until a specific amount of payments have been received, a particular milestone has been reached, or any combination thereof. The owner of the blueprint can specify the royalty fees associated with using the blueprint to create an object when the blueprints are initially created. The royalty structure for all blueprints can be posted along with the blueprint record in the blueprint database.

[00158] In some embodiments, blueprints and/or the objects they describe may be registered. Such registration may be limited to a particular game environment or game or may be registered with a master server which manages registration for a multitude of sub- servers. In one embodiment, each blueprint is registered. In another embodiment, blueprints may be examined prior to registration to determine that they do not copy or otherwise violate any one else's blueprints or other intellectual property. Such an examination may include automated or manual review of all existing issued and pending registrations, patents, trademarks and copyrights in the real world or may be limited to existing issued and pending registrations, patents, trademarks and copyrights in the virtual world. In one embodiment, a blueprint may be reviewed by a panel who may vote to determine if a blueprint is sufficiently original. In another embodiment, a creator of a blueprint may be able to defend the blueprint from other blueprints or existing designs and prior art. In a further embodiment, there may be a fee for examination and/or registration. In some embodiments, there may be fees to maintain registration. Method

for examining and determining of the registrability of intellectual property are described, for example, in co-pending U.S. Patent Application Nos. 11/462/621, 11/611,024, 11/627,263, 11/668,586, and 11/671,381, each of which is hereby incorporated by reference in its entirety.

[00159] An AI system can be used to determine if a blueprint being registered is overly similar to a blueprint already registered. Overly similar blueprints can be immediately rejected or sent to a review database to be reviewed by a panel of players. Similarity may be determined or based upon any one or more of the following, including, but not limited to: a) the object or device serves the same or similar purpose, e.g., a can opener, b) it serves such purpose using similar or the same methods, c) differences between a device are of cosmetic purpose only, d) the size, weight, construction materials or any combination of these are the same or similar, e) narrative descriptions are similar by a certain percentage or are identical, f) program descriptions or construction steps include the same or similar or a material number of similar steps and/or are in the same or similar order, g) any combination of the forgoing as compared with another blueprint and/or existing object(s).

[00160] Items made with registered blueprints may be created with an edition number, global unique identifier (GUID) or other identifying number, mark or logo. Items not made using registered blueprints, for example fraudulent or forged designs, may not include registration. The provenance of an item including the maker, resources, blueprint registration number, edition number, owners of the item, duration of ownership, missions or game parameters completed using the item, digital files of the game parameters completed using the item, other electronic tagging conventions or any manufacturing criteria may be stored with a virtual object and may be accessible to a character. In one embodiment, items made using stolen blueprints or stolen items may lose their provenance or not have a provenance at all. In one embodiment, item creators can decide whether or not they want to have a provenance for their item. In another embodiment, it may only be possible to trade registered items on an exchange. In a further embodiment, there may be a black market or black exchange or over the counter trade for unregistered items.

[00161] Once the blueprint is created or chosen, a player character with the necessary skills, or his/her designee, e.g., an NPC or hired player or player character, may assemble the virtual object based on the blueprint and/or request that all or part of the virtual object be created based on the blueprint. In certain embodiments, construction is not required, instead the object is automatically created and inserted into the game once all conditions have been met. In some embodiments, certain skills and other resources such as virtual natural resources, virtual raw materials, attributes, and NPCs may be required in order to make or otherwise acquire a virtual object. Players and characters may use resources including virtual natural resources, virtual raw materials, skills, attributes and NPCs available in a game or acquired from other game environments or games to create or modify virtual objects to be used within a game environment. In one embodiment, players may purchase or otherwise acquire tokens in the real world for redemption in the virtual world for particular resources. In the case that additional players, characters, and resources are required, the game server or other third party may be configured to indicate to the player character which other player characters have the skills and/or resources required to construct the object. In another embodiment, there may be a database for locating projects or characters, players and NPCs with the requisite skills or other resources necessary for assembling an object. In some embodiments, the requesting player character may enter into contracts with other players, player characters, NPCs, the game server, or other third parties for the formation of a virtual object. [00162] Fig. 7 provides an exemplary system 400 that may be used to provide the embodiment described above. As shown, system 400 may include Master Game Server 402 and a Game environment server 404.

[00163] Master game server 402 may include a digital file import program 406, subroutine import program 408, and blueprint registration program 410. Master game server 402 may further include a number of databases such as blueprint database 412, game environment database 414, player database 416, new item database 418, and tax database 419. Game environment server 404 may include programs such as game item assembly program 420, game attribute valuation program 422, exchange multiplier determination program 424, and blueprint generation program 426. Game environment server 404 may additionally include databases such as blueprint database 428, raw

material database 430, NPC database 432, skill database 434, natural resources database 436, attribute database 437, design database 438, exchange multiplier database 440, player database 442, player character database 444, and image database 446. [00164] Blueprints for virtual objects may be constructed according to any means applicable. In some embodiments blueprints may be made or registered for virtual objects that may be created in a particular virtual environment. The ability to create a blueprint of a virtual object or a virtual object in a virtual environment may depend in some part on the type of game environment in which a character resides. In some embodiments, particular game environments may have limitations on the types of objects that may be created in that game environment, there may be limitations based on various criteria such as, but not limited to, the era of the game environment, the number of items under construction, the game objectives, the number of blueprints or virtual objects already in that game environment, the type of blueprints or virtual objects in that game environment, the resources in the game environment, or any combination thereof. For example, some game environments may not permit the construction of mechanized objects. Therefore, blueprints for virtual objects prohibited in a particular game environment may be blocked from being created or registered. In a further embodiment, certain technologies may be required before a blueprint can be created or deployed. Information regarding the game environment may be stored, for example in game environment database 414. In one embodiment, game environment database 414 may store information regarding the game environment such as the game environment ID, identification of the owners, percentage ownership, governance structure, restrictions on imports or exports, restrictions on object creation, configurations, natural resources, raw materials, attributes, skills, NPCs, creation date, fee structure, or any other information relating to the game environment.

[00165] Once an imported, created, or otherwise acquired design concept is determined to be acceptable to a particular game environment, the digital images and software applications may be converted into blueprints for creating the requested virtual object using, for example, blueprint generation program 426. Blueprints may contain all or some of the design elements of a concept or may contain a general outline of the object sought to be replicated.

[00166] In one embodiment, blueprints may be based on digital renderings of objects. Digital renderings of objects to be created in a game environment may be brought in by any means applicable, for example using digital file import program 406. Unmodified imported images may be stored by any means applicable. In one embodiment, they may be stored, for example, in image database 446 which may include uploaded images along with information such as creator ID, real world dimensions, virtual world dimensions, intended virtual raw materials for assembly and acceptable game environments. In another embodiment, digital renderings may be based on computer readable code created by a player or character. Such computer readable code may be brought into a game environment using subroutine import program 408. In some embodiments, part or all of a blueprint may be acquired, for example, from design database 438. Design database 438 may include images of or programs for items that may be used as part of virtual objects, as inspiration for virtual objects, blueprints for objects created by other players, and decorative elements. In other embodiments, blueprints may be based on a combination of digital images, information from the design database, other blueprints, and computer readable code. In one embodiment, system 400 may use some or all of the following steps in order to generate a blueprint:

1. Receive digital image(s) of item from player character.

2. Receive specifications from player character.

3. Apply specifications to digital image(s).

4. Generate a blueprint draft from specifications and digital images.

5. Generate a list of additional specifications required to create a virtual item from the image and specifications.

6. Output list of additional specification requirements.

7. Receive additional specification requirements.

8. Generate virtual blueprint draft of virtual item based on digital image(s), specifications, and additional specifications that includes item design, virtual materials for each portion of the item, etc.

9. Output blueprint draft and identify missing specifications.

10. Receive modifications of blueprint draft.

11. Create final blueprint from blueprint draft and modifications.

[00167] In another embodiment, blueprints may be created, for example, using some or all of the steps in the method outlined in Figure 8. In some embodiments, a request may be made to import a digital image. Some digital images may be more or less suitable for creating blueprints. In some embodiments, the image may contain part or all of the necessary blueprints. In some embodiments, additional images may be required, in other embodiments, additional information may be required or both additional images and additional information may be required. When an image is imported, a determination is made regarding its sufficiency. If it is sufficient, a blueprint is generated. The game server or other controlling entity may automatically assign particular materials to the construction of a virtual object or may request a list of materials to be used. In addition to the raw materials and natural resources to be used in constructing a virtual object, there may be attributes imbued into the virtual object. The specifics of particular attributes, for example certain spells, powers, healing, longevity, invincibility, armor piercing ability, clean running, accelerating, strength or any other attribute found in virtual objects, may be requested as part of the formation of the blueprint. Information regarding attributes may be stored, for example in attribute database 437. Attribute Database 437 may include information such as, attribute ID, amount, availability, descriptor, last market value, strength, maximum allowed, remaining amount, available date range, restrictions on use and levels.

[00168] Once the specifications for a virtual object are provided, determinations may be made regarding the amount of materials and the skills required to produce an object. For example, system 400 may use some or all of the following steps in order to determine the required amounts of resources:

1. Receive a request to assign resources to components a virtual blueprint

2. Output blueprint and resource assignment request for each component of blueprint

3. Receive resource assignments for each component of a blueprint

4. Generate resource quantities necessary to assemble item components based on blueprint specifications.

5. Store resource quantities with blueprint

6. Determine the attributes of an item based on the blueprint design, the components, and the resources specified to assemble the components.

7. Store blueprint file with resource allocations and attributes.

[00169] Each blueprint created may be stored, for example in blueprint database

412 which may include information such as creator, licensing structure, royalty payments, valuation, game environments in which it may be used, game environments in which it has been used, ID, assignee, class, status, content, registration date, and expiration date. Blueprints which have been used to create objects in particular game environments or are allowed in specific game environments may be stored, for example, in blueprint database 428 which may include information such as creator, licensing structure, royalty payments, valuation, ID, assignee, registration date, expiration date, number of times used, import and export restrictions, permitted game environments, allowable quantity, skills needed, skill levels, import and export restrictions, and materials needed.

[00170] Virtual natural resources and raw materials used to make virtual objects from blueprints may be imported, exchanged, purchased, borrowed, found, stolen, conjured, invented, programmed, harvested, gathered, mined, husbanded, grown, distilled, raised, leeched, pumped, drilled, purified or otherwise acquired from the game environment. Information regarding virtual natural resources may be stored, for example, in natural resources database 436 and may include information such as, but not limited to: resource ID, resource descriptor, last market value, maximum allowed, issued to date, remaining to be issued, permit price, available date range, resource attributes 1-n, renewability, perishability, decay rate and level in which it exists. Raw material database 430 may include, for example, raw material ID, raw material type, location, first date available, conditions for use, conditions for discovery, conditions for availability, max quantity allowed, quantity issued, quantity remaining, license or permit fee, resource attributes, renewability, level at which it exists, expiration date, natural decay rate/perishability factor, and available times during the game. In certain embodiments, all the necessary materials to create a virtual object must be assembled prior to initiation of the assembly project. In other embodiments, such materials may be provided and/or arrive at other points after project initiation, for example, such materials may arrive "just in time" so as to minimize the associated storage costs, if any.

[00171] A character may request a virtual item be assembled or otherwise generated from a blueprint, or may request to assemble, purchase or otherwise acquire the virtual object. In one embodiment, the requesting character's assets may be inventoried to determine if they possess the necessary funds, materials and skills or the rights to receive the necessary materials when needed to make, acquire or otherwise receive the requested virtual object. In some embodiments, players and/or characters may need to have particular types of accounts in order to assemble blueprints or make objects from blueprints. Information regarding the character and the player controlling the character may be stored, for example in player database 442 and player character database 444, respectively. Player database 442 may include information such as, but not limited to, player ID, the character(s) controlled by the player, blueprints imported, design concepts, objects created, billing information, account information and personal information. Player character database 444 may include information such as, but not limited to, character ID, player ID, assets, skills, skill levels, obligations, objects created, objects requested, raw materials, natural resources, rates for use of skills, and game environment access.

[00172] If a character(s) does not have the necessary materials or reasonable access to the necessary materials to make the required virtual object, the name of a supplier may be requested or proffered. If they do not have the necessary skills, the requesting character may request the game server, an NPC or another character assemble the object. Information regarding the skills and NPCs available in a particular environment may be stored for example, in skill database 434 and NPC database 432 respectively. Skill database 434 may contain information such as the skill ID, type, conditions for use, available era(s), characters with skills, NPCs with skills, skill levels, and use of skills. NPC database 432 may include information such as NPC ID, type, location, conditions for use, license or permit fee, available eras, costs for use, and skills. In some embodiments, the particular characters or NPCs with the necessary skills may not exist in that game environment. Information regarding players with characters or NPCs with the necessary skills in other game environments may be stored, for example, in player database 416. Player database 416 may include information regarding the players in a virtual environment, their ID(s), the character(s) they control, the skills and

assets of the characters, account information, billing information and the game environments in which the players have characters.

[00173] In one embodiment, a character may only be able to request the formation of blueprints for virtual objects that they have the ability or permission to assemble. In another embodiment, a player character may only be able to request the formation of blueprints for virtual objects that they can use or sell. In a further embodiment a player character may request or provide any blueprint.

[00174] In one embodiment, exchanges may be used to acquire the necessary blueprints and resources for assembling a virtual object. The value of items on an exchange and the determination of the value to different games and game environments may be calculated by any means applicable. In one embodiment, exchange multiplier database 440 may track the exchange ID number and track or store the multiplier number calculated by exchange multiplier determination program 424 for purchases and acquisitions of blueprints, objects or resources between exchanges, game environments, game environment jurisdictions and/or games. In some embodiments, game attribute valuation program 422 may track and/or calculate the market for particular game attributes, whether finished objects or parts of objects.

[00175] Payment terms for items acquired on exchanges or through other means may be established by the game, players and/or agreed to between the requesting player and the supplier player or NPC. Terms may be created using any financial arrangement including but not limited to: cash up front, partial initial payment and lump sum upon completion, barter, trade, virtual loan, credit card or other financing instrument, series of equal or unequal payments, total amount upon completion, etc. Methods to provide for use of credit cards and other financial instruments in virtual environments are disclosed in U.S. Patent Application Nos. 11/279,991, 11/380,489, and 11/421025, each of which is hereby incorporated by reference in its entirety for all purposes.

[00176] In some embodiments, there may be taxes due on the acquired materials.

Such taxes may include taxes such as a sales tax, labor tax, land tax, employment tax, and/or capital gains tax. In some embodiments, taxes may be incurred when a resource or other objects is obtained, on a per turn basis, on an escalating or declining scale over

time, as payments over time with interest, when a character dies or otherwise leaves the game or any combination thereof.

[00177] Once the blueprints are created and the resources and skills are acquired or hired, a virtual object may be assembled, or otherwise acquired, e.g., purchased, exchanged, etc. Such an assembly or acquisition may take place using any means applicable. In one embodiment, the actions of characters and NPCs may be executed using game item assembly program 420. Such a program may use some or all of the following steps to create an item:

1. Receive a request to assemble a virtual item from a blueprint and resource list.

2. Generate and output a list of resources required to assemble the item.

3. Receive resources required to assemble the item.

4. Generate and output a list of skills needed to assemble the item.

5. Receive one or more player character inputs indicating required skills are present.

6. Flag item record as "skill applied."

7. Assemble item when all necessary skills have been applied.

8. Generate and output a virtual fee for assembling the item.

9. Receive payment of fee.

10. Output virtual item to player character(s) who requested assembly of the item. In the event that the blueprint is owned or licensed by or through a third party, a licensing fee may be required. In such embodiments, some or all of the following steps may be used to determine the licensing fee and transfer payment:

1. Receive a request to create an item from a blueprint.

2. Generate and output a licensing amount to the player character.

3. Receive an acceptance of the licensing amount from the player character.

4. Generate a blueprint license number.

5. Create a new item record including blueprint license number.

6. Generate and output a list of necessary virtual skills, resources, blueprints, and components necessary to assemble item.

7. Receive necessary skills, resources, blueprints and components necessary to assemble item.

8. Create item.

9. Output item to item requestor.

10. Output licensing payment, less applicable fees to owner of blueprint(s). [00178] The creation and assembly of an object (or other creation or acquisition) may accrue or require the payment of one or more types of taxes. Such taxes may be progressive, graduated or flat. In some embodiments, taxes may be due immediately. In other embodiments, taxes may be due upon sale of the item being taxed. Taxes may include, but are not limited to, sales tax, labor tax, land tax, employment tax and capital gains tax. In some embodiments, the type and/or amount of the tax may vary depending o the item or the character acquiring or selling the item. In certain embodiments, taxes may be collected in the form of indentured services. Information regarding taxes to be applied may be stored, for example, in tax database 419. Tax database 419 may include information including, but not limited to, tax schedules for creating blueprints, creating items, and buying and selling items and blueprints.

[00179] Once assembled, information regarding finished objects may be stored, for example, in new item database 418. New item database 118 may include information such as new item ID, originating character ID, creating character ID, required skills for replication, new item digital images, new item algorithms, new item blueprints, new item materials, new item construction cost, import and export restrictions, and availability. [00180] As well as being used to create virtual objects, blueprints may also be used to protect the designs of objects, resources, avatars, items, construction methods, and/or use of any of the forgoing, and/or any characters and players or player characters. In some embodiments, once created, each blueprint may need to be registered. Such registration may take place using any means applicable, for example, using blueprint registration program 410. In other embodiments, blueprints may be examined, either partially or fully using automated or manual methods, in order to ensure that the designs do not exceed a similarity threshold of designs by other characters or players. In further embodiments, blueprints may be reviewed by a panel of experts. In some embodiments, blueprints may be compared to real world patents, trademarks, registrations and copyrights. A system for patent office structure and management has been disclosed by applicants in U.S. Provisional Patent Application No. 60/727,191, which is incorporated

herein by reference. Such system may by employed or incorporated in the presently described embodiment. Blueprints may also have fixed, variable or renewable expiry points after which the objects depicted within them may be created by anyone. [00181] Fig. 9 provides an exemplary system 500 that may be used to provide the embodiment described above. As shown, system 500 may include a patent office server 502, a game environment server 504, and an exchange server 506.

[00182] Patent Office Server 502 may include a blueprint registration program

208, an examination and registration program 510, blueprint expiration program 512, and blueprint licensing configuration 514. Patent Office Server 502 may further include a plurality of databases such as registered blueprint database 524 and examiner database 526. Such a system may provide communications using any applicable means, including, for example, an alerts system to notify interested parties that a blueprint has been submitted for registration and/or patent review and/or issuance. A suitable system for providing alerts to game players is described, for example, in co-pending U.S. Patent Application Serial No. 11/676,848, which is hereby incorporated by reference. [00183] Game environment server 504 may include programs such as item creation and blueprint registration program 516, create item from blueprint program 518, create contract to create item from blueprint program 520, accept contract to create item from blueprint 522 as well as various databases such as player database 528, player character database 530, available skills database 523, available NPC database 534, and available natural resources database 536.

[00184] Exchange server 506 may include blueprint marketplace database 538 and available blueprint database 540.

[00185] Blueprints may be used to design and build any object to be used in a virtual environment. In some embodiments, the types of blueprints that may be created and the type of virtual objects that may be built may depend in part on the virtual environment in which the character resides. Each design for a virtual object may generate one or more blueprints for construction. Blueprints may contain all or some of the design elements of a concept or may contain a general outline of the object sought to be replicated. In one embodiment, blueprints may be based on digital renderings of objects. In another embodiment, blueprints may be based on computer readable code

created by a player or character. In some embodiments, part or all of a blueprint may be acquired, for example, from a design database which may include images of or programs for items that may be used as part of virtual objects, as inspiration for virtual objects, blueprints for objects created by other players, and decorative elements. In other embodiments, blueprints may be based on a combination of digital images, information from the design database, other blueprints, and/or computer readable code. [00186] Each blueprint created may be stored, for example, in registered blueprint database 524, which may include information such as creator, licensing structure, royalty payments, valuation, game environments in which it may be used, game environments in which it has been used, ID, assignee, class, status, content, registration date, expiration date, number of times used, allowable quantity, skills needed, import and export restrictions, and materials needed. In other embodiments, only registered blueprints may be stored.

[00187] In some embodiments, once created, each blueprint may need to be registered. Registration may occur in each game environment; for the game as a whole; through a central registration authority that oversees one or more games; or any combination thereof. Such registration may take place using any means applicable, for example, using blueprint registration program 508.

[00188] In other embodiments, the registration of a blueprint may require examination of the blueprint in order to determine that it does not infringe anyone else's blueprint, and/or to verify that it does not infringe any virtual or real world patents, registrations, copyrights or trademarks. Such an examination may occur by any means applicable, for example through a governing entity or through a patent office. In one embodiment, a blueprint may be analyzed using various rules based expert systems or genetic algorithms to determine the degree of difference between one design and another. If the degree of difference is not of an adequate percentage, the blueprint can be rejected by the patent office system of the game server. Such an analysis may take place, for example, using patent examination and registration program 510. In certain embodiments, notice may be given that one or more blueprints are in a queue to be examined. Such notice may be provided by any applicable means, for example, via instant message or e-mail. In certain embodiments, players or player characters may

desire the review of their blueprint(s) to take priority over one or more other players or player characters. In such instances, players or player characters may have their review expedited or receive higher priority using any applicable means. For example, the player or player character may opt to pay a fee to receive priority status, moving up within a queue one or more positions. Methods and systems for priority queuing documents are described, for example, in co-pending U.S. Patent Application Nos. 11/462,621 and 11/611,024, both of which are hereby incorporated by reference.

[00189] In another embodiment, system 500 may be configured to determine if a blueprint can be registered by performing steps such as:

7. Receive a blueprint filing, including a player character inventor ID, a virtual entity assignee ID, a blueprint design, a blueprint class and subclass, required resources and skills to assemble the blueprint, and required other blueprints to assemble the blueprint.

8. Compare filed blueprint to existing filed blueprints and generate a similarity rating.

9. If similarity rating is greater than allowable threshold, flag blueprint as requiring further examination.

10. If similarity rating is less than allowable threshold, generate a registration number.

11. Assign registration number to blueprint record.

12. Notify blueprint owner that blueprint has been registered.

13. Post blueprint in patent office.

[00190] If the system is unable to make a determination as to the originality of a blueprint, a determination may be made by players, characters, or other third parties. In one embodiment, originality may be determined by a court of competent jurisdiction (in either the real or virtual world) which may or may not include a judge, arbiter, and/or a jury and/or another governing or administrative body or a group of players or player characters that has been established for the purpose of such review. In another embodiment, each creator may defend his blueprint. In yet another embodiment, blueprints may be reviewed by a panel who may vote on the originality of a blueprint. For example, there may be a group of experts in a particular field, or of a particular class

of blueprints, or characters and/or player who are knowledgeable of design concepts. Such experts may be chosen by the game server, elected, or volunteer for the position. [00191] In another embodiment, examination is performed by an Examiner. In one embodiment, examiners are hired and governed by laws and rules, such as the laws and rules of the United States of America, the USPTO, Paris Convention for the Protection of Industrial Property, European Patent Convention, European Patent Office, Japan Patent Office, World Intellectual Property Organization, African Regional Intellectual Property Organization, Canadian Intellectual Property Office, Eurasian Patent Organization, European Patent Office, German Patent Office, Indian Patent Office, IP Australia, Japan Patent Office, Organisation Africaine de Ia Propriete Intellectuelle, Irish Patent Office, State Intellectual Property Office of China, Intellectual Property Office of Taiwan, Intellectual Property Office of Singapore, Intellectual Property Office of Philippines, United Kingdom Patent Office or by laws, rules and regulations established by the game manufacturer, one or more players in the game designated for such purpose, any other body elected by the players and/or appointed by the game manufacturer, and/or any other entity that is duly authorized to appoint and/or hire examiners. In some embodiments, Examiners must agree that they cannot create or be involved with the creation of blueprints in the field of use for blueprints that they agree to examine. [00192] In some embodiments, the role of Examiner may be performed by NPCs.

In other embodiments, Examiners may be other characters. In a further embodiment, Examiners may be players. According to one embodiment, a virtual or real fee can be charged to a player character who wants to register a blueprint. Such fees may be fixed or variable or fixed and variable at different points in the game and may be determined arbitrarily, based on the resources needed to make the object in the blueprint, the complexity of the blueprint, the time or skills or resources required to review the blueprint, the number or quality of blueprints the character has previously registered, the availability of Examiners, the backlog for registration and/or examination, market prices, real world examination fees, the current, anticipated or requested position within a queue of blueprints to be examined, or any combination thereof. In some embodiments, there may be fees paid to accelerate examination. A portion of this fee can be paid to other player characters who are willing to examine the filed blueprint that is pending

registration. In another embodiment, Examiners can be volunteers who may or may not be trained or may or may not be required to have or obtain certain other qualifications. Information regarding examiners may be stored, for example in Examiner database 226. Examiner database 226 may include information such as, but not limited to, examiner ID, examiner class, examiner skills, examiner qualifications, examiner subclass, and examination history. In some embodiments, examination may take place using a combination of Examiners and automated algorithms. For example, the server may select the most closely related blueprints and present them to an Examiner for the final determination regarding whether or not it can or should be granted registration. Such a method may use some or all of the following steps:

6. Output a blueprint that has a similarity rating higher than allowable threshold to a player character.

7. Receive opinion from player character that blueprint can be registered.

8. Generate a registration number.

9. Assign registration number to blueprint record.

10. Notify blueprint owner that blueprint has been registered.

11. Post blueprint in patent office.

[00193] In another embodiment, examination may occur using a method such as that outlined in Fig. 10 where an initial screening is made comparing a blueprint to registered blueprints. If the threshold of similarity is not exceeded, the blueprint is registered. If the threshold is exceeded, the blueprint to be registered and the similar blueprint(s) are given to an Examiner to review. If the Examiner disagrees with the assessment, the Examiner may register the blueprint. If the Examiner agrees with the assessment that the blueprints are too closely related, a rejection may be sent to the creator or other character seeking to register the blueprint. The creator or other character seeking to register the blueprint may then present arguments regarding the differences between the blueprints. If the Examiner is generally convinced, the blueprint may be registered. If the Examiner is not generally convinced, registration may be denied. In some embodiments, it may be possible to bribe the Examiner. However, according to some embodiment, in order to bribe and examiner, a player made need to have developed

or obtained special skills or points such as the "bribe" skill, or white collar crime skills or points.

[00194] Registration may serve to protect blueprints. In some embodiments, once a blueprint is registered or registration is applied for, unauthorized characters may not create objects using those blueprints. In other embodiments, virtual objects made from unlicensed or stolen blueprints may not be traded on the exchange. In some embodiments, blueprints are not actually fully or partially visible until the blueprint has been licensed for one time use. In further embodiments, there may be a black market or over the counter market for objects made from unlicensed blueprints. In yet another embodiment, there may be skills that allow the forging of blueprints or registrations. [00195] The protection of blueprints may also be subject to certain limitations. For example, in some embodiments, registered blueprints may have an expiration date after which anyone can use them. An expiration date may be based on a particular length of time since the blueprint was registered, a particular event occurring, a population density, a mission being completed, the number of times the blueprint has been used, a licensing stream, a royalty amount, or any combination thereof. Expiration may be determined, for example, by using blueprint expiration program 512. In another embodiment, certain blueprints may qualify for added protection, for example, the blueprints may be encrypted to prevent unauthorized access, use or reproduction. In certain cases, if the blueprint registration has expired, such encryption may be removed. [00196] In some embodiments, blueprints may be marked as expired. System 500 may be configured to expire a registration by performing steps such as:

1. Determine that a blueprint has reached its expiration date.

2. Mark blueprint as expired.

[00197] Once they are created, blueprints may be sold or licensed. Such transactions may take place through any means applicable, for example using an exchange. An embodiment of an exchange is depicted in Figure 9 in exchange server 506. Exchange server 506 may include a blueprint marketplace DB such as blueprint marketplace database 538 which may include, for example, information such as, but not limited to, game environment ID, transaction fee, monthly fee,, Information on blueprints available for purchase or licensing may be stored, for example in available blueprints

database 540 and may include information such as, but not limited to, blueprint number, blueprint price (by usage type), and number of uses remaining, expiration date, creator, conditions of sale, title, certificate of authenticity, examiner approval, electronic file wrapper, etc. . In one embodiment, each creator of an item can set a price for his item or blueprint, in whole or in part. Other player characters can create competing blueprints for items and the marketplace can allow the blueprints to be sold competitively. [00198] System 500 may be configured to post a blueprint on an exchange in order to transfer an assignee by performing some or all of the following steps:

1. Receive an offer to sell a registered blueprint, including an offer price, a remaining edition number from a player character who controls a blueprint assignee.

2. Store offer and post offer on exchange

[00199] System 500 may be configured to allow the purchase of a registered blueprint on an exchange by performing steps such as:

1. Receive a request to purchase a blueprint from a player character.

2. Receive a new assignee name.

3. Withdraw purchase price, including applicable fees, from new assignee account.

4. Transfer blueprint to new assignee.

5. Transmit purchase price, less applicable fees, to former assignee of blueprint patent.

[00200] In another embodiment, blueprints may be licensed or sublicensed.

Licenses or sublicenses can be exclusive or non-exclusive. Fees for licensing or sublicensing a blueprint may be fixed or variable or fixed or variable at different points of the game. In one embodiment, the licensing fee may be determined by any applicable means, including any fee based upon any one or more of: a reflection of the resources needed to create an item from the blueprint; the cost to use the item, the expected value or benefit of owning or using the item, the time remaining in the registration; the volume or number of items made; revenues for selling the items; taxes owed, generated or collected relating to the existence or use of the item, may include milestone payments; may include guaranteed minimums; upfront fees and a percentage; a percentage of the total item value on an exchange at the time the item is created; or any combination thereof. For example,

a blueprint with a higher licensing percent fee may have a shorter life than a patent with a lower percent licensing fee or vice versa. For example, a player can receive a 10% license fee for a blueprint for one year or 10,000 units, or could receive a 5% license fee for a blueprint for three years or 30,000 units. In some embodiments, the license may have an effect on the life of the patent. For example, popular blueprints may have shorter or longer registration lives. In another example, the blueprint licensing fee can be reduced over time or when a certain number of units of an item have been created. For instance, a license to assemble an item from a blueprint can be $10 for the first year or 10,000 items, and $5 for the second year or second 20,000 items. In some embodiments, such fees may be additive in that the amounts paid by successive licensees may be lower. [00201] Licensing arrangements may be negotiated directly between characters or using an arbitrator or exchange service, may be calculated using market prices, may be uniform, may be determined using a genetic or other learning algorithm, or using a program such as blueprint licensing configuration program 514. In one embodiment, a licensing arrangement may be determined using some or all of the following steps.

1. Set Up Blueprint Licensing Structure.

2. Receive a request to set up a blueprint licensing structure.

3. Output allowable licensing structure, including per usage fee, usage type, maximum usage (limited edition number).

4. Receive a licensing structure configuration.

5. Store licensing structure configuration with blueprint.

[00202] In another embodiment, the use of a blueprint may require the payment of a royalty fee. Such a royalty fee may be a one time price, a recurring price, may be fixed or variable, may depend on the intended use or expected or actual derived benefit of the object, the complexity of the object, the resources used to make the object, the number of times the blueprint has been used, the amount of tax revenues expected, generated or collected, or any combination thereof. Such royalty fees may not confer ownership or exclusivity, but may confer the right to use a blueprint or have an object made from a particular blueprint or to permit others to do likewise.

[00203] Blueprints may be used to create virtual objects in the virtual environment.

In some embodiments only registered blueprints may be used. In other embodiments,

there may be ways to circumvent the registration requirement. In some embodiments, only the creator or licensor of the blueprint or characters designated by the creator of the blueprint may request objects be made using the blueprint. These blueprints could be registered with a central authority but not viewed by anyone other than authorized player characters or player character groups. When a request is made to construct or otherwise obtain or use a virtual object, the requesting character's assets may be inventoried to determine if they possess the necessary materials and skills to make the requested virtual object. In some embodiments, players and/or characters may need to have particular types of accounts in order to assemble blueprints or make objects from blueprints. Information regarding the character and the player controlling the character may be stored, for example in player database 528 and player character database 530, respectively. Player database 528 may include information such as, but not limited to, player ID, the character(s) controlled by the player, blueprints imported, design concepts, objects created, billing information, account information and personal information. Player character database 530 may include information such as, but not limited to, character ID, player ID, assets, skills, obligations, objects created, objects requested, raw materials, natural resources, attributes, rates for use of skills, blueprints invented, blueprints owned, and game environment access.

[00204] If they do not have the necessary materials, the name of a supplier may be requested or proffered In some embodiments, virtual objects may only be constructed with natural resources and raw materials that are found in that game environment. In other embodiments, additional natural resources and raw materials may be brought in from other game environments via an exchange. In other embodiments, an item can only be constructed from materials collected by the creator himself. Information regarding natural resources and raw materials may be stored, for example in available natural resources database 536. Available natural resources database 536 may include information such as, but not limited to, resource ID, resource descriptor, last market value, maximum allowed, issued to date, remaining to be issued, permit price, available date range, renewability, resource attributes 1-n, game environment where created, player character that created or found attribute, etc.

[00205] Characters may also be inventoried to determine if they have the necessary skills to construct a virtual object. If they do not have the necessary skills, the requesting character may request the game server, an NPC or another character assemble the object. Information regarding the skills and NPCs available in a particular environment may be stored for example, in skill database 532 and NPC database 534 respectively. Skill database 532 which may contain information such as the skill ID, type, conditions for use, available era(s), characters with skills, NPCs with skills, skill levels, and use of skills. NPC database 534 may include information such as NPC ID, type, location, conditions for use, license or permit fee, available eras, costs for use, and skills. In some embodiment, the particular characters or NPCs with the necessary skills may not exist in that game environment.

[00206] In some embodiments, exchanges may be used to acquire the necessary resources and additional blueprints for assembling or acquiring an object. In one embodiment, a blueprint can be posted on an exchange and player characters having the appropriate skills can bid to assemble or otherwise acquire the item. Such bids may or may not include the raw materials necessary to build the item. If raw materials are not included, the player making the request may be expected to supply, purchase or otherwise acquire (e.g., gather, conjure, pillage, plunder, or steal) the raw materials and/or the component parts. The player character who posted the item can then accept one of the bids posted on the exchange to assemble or acquire the item. In another embodiment, all resources required for a project may be purchased on an exchange. Such an exchange may be within a game environment, between game environments and/or between games.

[00207] Blueprints and resources including created objects, skills, virtual natural resources, attributes, virtual raw materials and NPCs exchanged between game environments or game servers may be uniform or may be exchanged using multipliers to recognize differences in supply and demand between game environments. Conversion rates may be determined by any means applicable. They may be fixed, on an automated trading system, or as determined by an exchange on the open market or any combination thereof. For example, conversion rates may be based on a comparison of the economies of two game environments, a comparison of a representative basket of goods, the number of player characters in each environment, the amount of a particular virtual asset

available in a particular game environment, the amount of production of a virtual asset in the game environments or on any other number of market forces or comparable factors. For example, a gallon of oil may be converted to two gallons of oil when traded from War Craft to Second Life. In another embodiment, a barrel of oil may be converted into 1000 thistle seeds within a game environment, and/or a barrel of oil may be converted to 5000 thistle seeds when exchanged between two games. 5000 thistle seeds may be worth 3 shares of stock in a particular game environment. In a further embodiment, a game attribute coming from a first environment may be converted into a game attribute in a second environment by multiplying the value of the game attribute in the first environment by a conversion multiplier that reflects the difference in the labor (and/or other factors) required to build the game attribute in the first environment vs. the second environment. For example, 1000 thistle seeds in one game environment may be worth 700 thistle seeds in another game environment. Alternatively or additionally, the multiplier may be determined by any applicable means, for example the multiplier may take into account any differences in supply, availability, ease or cost of acquisition, current or expected demand, in game objectives, goals, cost of use, expected or actual taxes levied, accrued or collected, manufacture or the like, of the resources and/or the prevailing exchange rates of real or virtual currency, or any combination of the forgoing. Some game environments may be configured to produce items more optimally. These game environments may receive a premium valuation in that their labor is more or less efficient in that game environment than on other game servers. Alternatively, environments that produce such items more optimally may be penalized or a tariff may be imposed to create a more fair exchange between or among such game environments. [00208] In one embodiment, some or all of the following steps may be used to convert assets between game environments.

1. Generate a conversion value for two or more game environments based on activity and conditions in the game environments.

2. Create a conversion multiplier based on the relationship of the values between two or more game environments.

3. Store multiplier.

[00209] According to one embodiment, the game server or game environment manager can set a maximum trade amount per time period on blueprints, types or classes of blueprints, currency, resources and other available items including finished products both in the game environment and between game environments.

[00210] In another embodiment, import or export taxes may be imposed. Such taxes may be a percentage of the value of the import or based on the amount per unit of the import. They may be imposed by any applicable means, including by the game server, game owner, server owner, game environment owner(s), a character or group of characters or any combination thereof. In some embodiments, there may be agreements between or among games and/or game environments regarding import and export taxes. Taxes may be manually or automatically adjusted based on taxes imposed by other servers and/or game environments or imposed unilaterally.

[00211] In some embodiments, some or all items in a game environment may have a provenance. In order to be listed on an exchange, blueprints, natural resources, raw materials, attributes, skills and NPCs may have identification numbers associated with them. According to one embodiment, the central system can query the database of all items in existence to determine if an item exists that has an identical number to another item. If more than one item exists with the same number, one or more of them may be identified as a forgery and the item(s) can be flagged as such and/or submitted for further review to the appropriate governing body and/or player characters and/or game servers, etc. Alternatively, a query can be made against an item to determine if the serial number matches the provenance on file, if the item does not match its database entry, it can be flagged as a forgery or marked as an item that should or may be reviewed. If an item is determined to be or may be a forgery or is flagged as a forgery or flagged for additional review, the system may send an alert to any one or more of: the object's owner, manufacturer, licensor, licensee, exchange system, video game, virtual environment, financial institution, provider of services, e.g., an NPC, or any other interested or affected third party. System 500 may be configured to find duplicate items or forged items by performing some or all of the following steps:

1. Retrieve an ID number for a virtual asset that is posted on an exchange

2. Determine if ID number is a valid number

3. Determine if ID number is unique

4. If appropriate, send alert

5. Remove or quarantine item from exchange if ID number in not valid or unique [00212] Once the necessary blueprints, materials, skills, NPCs and/or other resources are acquired, an object may need to be assembled. Assembly may take place using any means applicable, for example item creation and blueprint registration program 516. In one embodiment, a character may only be able to request the formation of virtual objects that they have the ability to assemble. In another embodiment, a player character may only be able to request the formation of virtual objects that they can use. In a further embodiment a player character may request the formation of any virtual object. Virtual objects may be created by any means applicable. For example, in one embodiment, virtual objects may be created using create item from blueprint program 518.

[00213] In another embodiment, system 500 may be configured to create an item from a blueprint by performing steps such as:

1. Receive a request to create an item from a blueprint from a player character.

2. Generate and Output a licensing amount to the player character.

3. Receive an acceptance of the licensing amount from the player character.

4. Generate a blueprint license number.

5. Create a new item record, including blueprint license number.

6. Generate and Output a list of necessary virtual skills, resources, blueprints, and components necessary to assemble item.

7. Receive necessary skills, resources, blueprints, and components necessary to assemble item.

8. Create item.

9. Output item to item creator

10. Output licensing payment, less applicable fees to patent assignee. [00214] In some embodiments, characters may hire other characters or NPCs to create objects for them. Hiring arrangements may be made by any means applicable, for example using a contract. Contracts may be created using any means applicable, for

example, create contract to create item from blueprint program 520. System 500 may be configured to post a contract to build an item from a blueprint by performing some or all of the following steps:

1. Create a contract to build an item, including the item record, the date of completion, the necessary skills, the actual virtual assets need to assemble the item, and a contract price from a player character.

2. Store contract offer.

3. Withdraw contract offer price, plus applicable fees, from player character account.

[00215] In another embodiment, contracts may be negotiated between characters.

After a series of counter offers, the final contract may be accepted, for example using accept contract to create item from blueprint program 522.

[00216] For some objects the skill level may be greater than the skill that any one or more player character(s) or NPCs in the game environment has or can have. The game server can list all of the skills necessary to assemble the item and list other player characters or NPCs who have the required skill level to assemble components of the item. The game server may also list any general contractors (within the current or any other connected game) who are available and have demonstrated the skills, connections, etc., necessary to acquire the necessary resources and labor to build a virtual object. Such player and/or contractor listings may be listed alphabetically, or sorted according to any one or more of: experience, other player ratings or rankings, quality, quantity/capacity, price for similar or identical items, bid, availability, reputation, past legal violations, e.g., prior patent infringement or lawsuits or claims by other players, etc. The player character can immediately contact characters who have the necessary skills and/or other desired attributes to build the item and request bids to assemble all or part of the in game object and/or control or manage the process for the player requesting the item(s). In another embodiment, characters or owners of NPCs willing to sell their skills may advertise. In yet another embodiment, characters or players wishing to have objects assembled may request bids to assemble the object.

[00217] Contracts to hire other characters or NPCs to make items from blueprints or to design blueprints for particular concepts may be assembled by any means

applicable. In one embodiment, standard contracts are generated. In another embodiment they may be negotiated between characters, such negotiations may be conducted by using an existing or boilerplate agreement, or they may begin without any starting template. In yet another embodiment, they may be negotiated by third parties, for example, between guilds. In yet another example, contracts may be a combination of the above.

[00218] An exemplary system 600 configured to provide a virtual environment as described above is shown in Figure 11. As shown in Figure 11 , system 600 includes a master game server 302 for running the game and a game environment server 604 for one or more game environments within the game. Master game server 602 may host a program such as game environment creation and set up program 606, digital file import program 614 and subroutine import program 616. Master game server 602 may further host a plurality of databases including, for example, game environment database 608, player database 610 and new item database 612. Game environment server 604 may host a plurality of programs including, for example, object creation program 620, game item assembly program 622, game attribute valuation program 624, exchange multiplier determination program 626, and contract generation program 628.

[00219] Game Environment server 604 may include a plurality of databases including, for example, new item database 632, raw material database 630, NPC database 634, skill database 636, natural resources database 638, new item contract database 640, exchange multiplier database 642, player database 644, character database 646, and blueprint database 648.

[00220] The ability to have another character, NPC or the game server create a blueprint or a virtual object in a virtual environment may depend in some part on the type of game environment and/or the game in which a character resides. For example, particular game environments may have limitations on the types of objects that may be created in that game environment, there may be limitations based on the era of the game environment, the resources in the game environment, the current or expected or desired game objectives or goals, the current or expected number of existing objects, the current number of objects already under construction, the type of current or expected objects, or the type of programs that may be created and used in a game environment. In some

embodiments, the limitation may be on the object in its entirety, may be on making or using the object, in whole or in part, in that environment, or may be on making that object with particular features or limitations. For example, certain environments may be environmentally conscious and therefore do not allow smelting to occur in that environment, however they may allow the importation of finished extracts or the product of finished extracts to be brought into the environment. Such regulations may be determined during game environment creation and setup or may be determined as the game evolves. In one embodiment, the rules and regulations for a game environment may be formulated by any applicable means, for example, when the game environment is formed, using game environment creation and setup program 606. In another embodiment, the rules and regulations for a game environment may evolve as the game progresses. Such information may be stored in a game environment database, for example, in game environment database 608. In some embodiments, game environment database 608 may store information regarding the game environment such as the game environment ID, identification of the owners, percentage ownership, governance structure, configurations, natural resources, raw materials, allowable technologies, prohibited technologies, allowable objects, prohibited objects, import restrictions, export restrictions, creation date, fee structure, or any other information relating to the game environment.

[00221] Design concepts for objects may be acquired by the game environment by any means applicable. In one embodiment, design concepts may be imported using digital file import program 614. In another embodiment, design concepts may be imported using subroutine import program 616. Once an imported design concept is determined to be acceptable to a particular game environment, the image or subroutine may be converted into blueprints for creating the requested virtual object. Blueprints may be stored, for example in blueprint database 648 which may include information regarding the blueprint, the creator, registration date, expiration date, costs, skills required, assets required and permitted game environments. Blueprints may contain all or some of the design elements of a concept or may contain a general outline of the object sought to be replicated. In one embodiment, blueprints may include information regarding the materials to be used and/or the skills or skill levels required to assemble an

object. In some embodiments, some or all of a blueprint may be acquired, for example, from a design database and/or via an exchange or repository of such blueprints. A design database may include images of or programs for items that may be used as part of virtual objects, as inspiration for virtual objects, blueprints for objects created by other players, subroutines and programs for virtual object, and decorative elements. Combinations of original designs, images and stored designs, images, blueprints and decorative elements may be compiled using, for example, object creation program 620.

[00222] When an image is imported, a determination is made regarding its sufficiency. If it is sufficient, a blueprint is generated. The game server or other controlling entity may automatically assign particular materials to the construction of an object or may request a list of materials to be used.

[00223] Virtual natural resources and raw materials used to make virtual objects may be purchased, borrowed, found, harvested, gathered, stolen, conjured, invented, mined, programmed, husbanded, grown, distilled, raised, leeched, pumped, drilled, purified or otherwise acquired from the game environment. Information regarding virtual natural resources may be stored, for example, in Natural Resources Database 338 and may include information such as, but not limited to: resource ID, resource descriptor, last market value, maximum allowed, issued to date, remaining to be issued, permit price, available date range, resource attributes 1-n, renewability, perishability, decay rate and level in which it exists. Raw material database 630 may include, for example, raw material ID, raw material type, location, first date available, conditions for use, conditions for discovery, conditions for availability, max quantity allowed, quantity issued, quantity remaining, license or permit fee, resource attributes, renewability, taxes, tariffs, ecological or environmental restrictions, level at which it exists, expiration date, natural decay rate / perishability factor, and available times during the game. [00224] In addition to the raw materials and natural resources to be used in constructing an object, there may be attributes imbued into the object, for example certain spells, powers, healing, longevity, invincibility, armor piercing ability, clean running, accelerating, strength, healing or any other attribute generally found in virtual objects. In some embodiments, objects with such attributes may required a payment of an additional tax or fee to include or use such attributes. Once the specifications for an object are

provided, determinations may be made regarding the amount of materials and the skills required to produce an object to match the blueprint.

[00225] Once the blueprints are finalized or as part of the blueprint design and/or registration process, contracts may be entered into for the formation or acquisition of the object. In one embodiment, a player character may only be able to form contracts for the creation or acquisition of objects that they can use, license or sell. In a further embodiment a player character may enter into contracts to construct or acquire any virtual objects for which they have the necessary skills, licenses, permits or permission. In some embodiments, players and/or characters may need to have particular types of accounts in order to assemble blueprints, make objects for others from blueprints, or enter into contracts.

[00226] The requesting character's assets may be inventoried to determine if they possess the necessary assets to pay for a requested virtual object, and/or the materials that may be used by the contractor to make the virtual object. Information regarding the character and the player controlling the character may be stored, for example, in player database 644 and player character database 646, respectively. Player database 644 may include information such as, but not limited to, player ID, the character(s) controlled by the player, blueprints imported, design concepts, objects created, subroutines imported, billing information, account information and personal information. Player character database 646 may include information such as, but not limited to, character ID, player ID, assets, skills, skill levels, obligations, objects created, objects requested, raw materials, natural resources, rates for use of skills, and game environment access. [00227] In one embodiment, system 600 may be configured to generate a new item contract using some or all of the following steps:

1. Generate blue print of item from digital images from a first player character.

2. Receive list of materials

3. Determine material amounts.

4. Create and save request to assemble contract.

5. Receive request to fulfill contract.

6. Receive price to fulfill contract.

7. Output price to fulfill contract to first player character.

8. Receive acceptance price.

9. Output acceptance of price to second player character.

10. Create and store contract.

[00228] In one embodiment, contracts to create an object may be generated using some or all of the method steps in Figure 12. For example, the game server may receive a request to import an image. If the image is sufficient to generate a blueprint, a blueprint may be generated. Information may be requested regarding the materials and attributes to be used to assemble the object and a list of skills and other resources required to make the object. In some embodiments, the contract may include additional terms such as a time limit, a price, one or more digital photos of an item to assemble, a list of materials the object needs to be made from, and a list of additional attributes or specific requirements that the requestor wants included in the object and/or any required permits, skills, attributes or other terms and conditions or any combination of the forgoing. Packages may be put together regarding the requirements of the requestor in order to solicit bids to do the work. Bids may be submitted by any player character, NPC or third party including cost estimates, scheduling, and employees. The bids may be submitted to the requesting character who may or may not accept a bid.

[00229] In one embodiment, a bid may be met by a counteroffer. System 600 may be configured to negotiate a contract using some or all of the following steps:

1. Submit bid on proposed contract.

2. Receive a counter offer to a contract offer to assemble an item from a blueprint, including a counter offer price and assembly date from a player character

3. Store and output offer to the player character who initially created the contract offer.

[00230] If a bid is accepted, a contract may be generated, for example using contract generation program 628. An accepted contract may be stored, for example, in new item contract database 640. In one embodiment, system 600 may be configured to accept a contract to build an item by performing steps such as:

1. Create a contract to build an item, including the item record, the date of completion, the necessary skills, the actual virtual assets need to assemble the item, and a contract price from a player character.

2. Store contract offer.

3. Withdraw contract offer price, plus applicable fees, from player character account.

[00231] In some embodiments, no single character or NPC may have all of the necessary skills or resources to construct an object. It may therefore be necessary to assemble a group of characters and/or NPCs. Bids may therefore be submitted on a part, sub-part or the entirety of the contract. In one embodiment, a contract may be entered into with a general contractor who is then responsible for hiring, finding, organizing, managing, and paying for all necessary resources and/or players or NPCs to build an item. For example, to build a car, a general contractor or virtual auto company, may create an assembly plant, and receive various component parts, e.g., frames, body panels, seats, air bags, engines, tires, wheels, etc., from various sub-manufacturers. The auto company assembles the car, but many other companies build the various component parts and many others still, may provide sub-components and or partially finished materials, and/or raw materials all going toward the construction of the single object: car. [00232] An evaluation may be made of the materials and other resources owned by the contractor or requesting character. If they do not have the necessary materials, the name of a supplier may be requested. If they do have the necessary materials, an assessment regarding their skills may be made. If they have the necessary skills, they may be permitted to make the object. If they do not have the necessary skills, they be required to find a sub contractor. Information regarding the skills and NPCs available in a particular environment may be stored for example, in skill database 636 and NPC database 634 respectively. Skill database 636 may contain information such as the skill ID, type, conditions for use, available era(s), characters with skills, skill levels, and use of skills. NPC database 634 may include information such as NPC ID, type, location, conditions for use, license or permit fee, available eras, costs for use, and skills. In some embodiment, the particular characters or NPCs with the necessary skills may not exist in that game environment. Information regarding players with characters or NPCs with the necessary skills in other game environments may be stored, for example, in Player database 610. Player database 610 may include information regarding the players in a virtual environment, their ID(s), the character(s) they control, the skills and assets of the

characters, billing information and the game environments in which the players have characters. The costs for assembling the virtual object may be determined in whole or in part based on who assembles the virtual object, the current era, game objectives or goals, the cost charged to other players or player characters to assemble similar or the same object, the number of objects and/or the time used to assemble the object(s), the age of the player or player character, taxes, various fees or tariffs, the number and type of tools and/or NPCs used during assembly, the relative or actual or perceived quality of one or more of the components, construction or other loan interest charges and/or fees, the plant or other equipment used in manufacture or assembly, union or other dues, artificial fees to encourage or discourage current or planned production, protection fees paid to the mafia or other surreptitious parties, costs to pay for military or other government protection, or any combination of the forgoing.

[00233] Once the necessary skills, raw materials, natural resources and NPCs

(and/or sub-components) for making an object have been assembled, the contract may be fulfilled. System 600 may fulfill a new item contract using some or all of the following steps:

1. Receive an acceptance of a contract offer to assemble an item from a blueprint.

2. Receive an indication that a contract has been completed.

3. Flag item record as complete.

4. Transmit payment for fulfilling contract, less applicable fees, to player character.

Such routines may be executed, for example, using game item assembly program 622. [00234] Outsourcing construction of an object may result in fees and/or taxes such as labor or employment taxes. In some embodiments, tax rates may be variable or fixed, or variable or fixed at different points in the game. Such taxes may be progressive, graduated, or flat. They may depend on a variety of factors including, but not limited to, the total or per turn wealth of a player character, the race class and skills of a player character, the age of a player character, the level of a player character, whether a player character is in possession of certain game attributes, whether a player character is in possession of a certain technology or skill, the size of a player character's family, the

citizenship of player characters, the guild of a player character, the number of NPCs employed by a player character, and/or the land parcels owned by a player character. [00235] In some embodiments, permits may be required to gather resources or to assemble objects. Such permits may apply to a particular industry, a particular type of virtual object, a particular skill, a particular resource, and/or a particular project or any combination thereof. In some embodiments, permits may be needed to construct or acquire certain types of virtual resources or objects in particular game environments. In other embodiments permits may be limited to a particular game environment or may apply across game environments. The virtual permit may be a one-time fee and/or may require periodic payments that are fixed or variable, which may be based upon the total value of a particular project, the industry in general, the amount of resources that will be required to build a particular project, the amount of revenue the expected or actual revenues that the project generates or might generate, the amount of taxes and/or other fees that the object or the project generates or might generate, the number of characters or other entities applying for permits, the population density of a particular game environment, vote by a group of player characters and/or an entity or player character elected to represent the player characters, the game manufacturer, by the game, market prices, or any combination of the foregoing. In some embodiments, permits may be acquired by any applicable means, including, for example, purchasing them from other characters or stealing or forging them. In other embodiments, permits may be obtained from official sources through the use of bribery.

[00236] According to one embodiment, game server 600 may be configured to perform some or all of the following steps to issue a permit:

1. Receive a request from a player character, group of player characters, or one or more third parties to acquire a permit.

2. Determine if there is an available permit for the virtual resource the player characters wish to acquire.

3. If there is an available permit determine and output a permit fee.

4. Receive an acceptance and payment for the permit fee.

In one embodiment, virtual objects may not be constructed without the necessary permits and/or without paying a bribe to avoid obtaining one or more permits. In another

embodiment, virtual objects may be constructed but may not be traded on exchanges if the necessary permits have not been obtained or the necessary bribes have been paid or a combination of these steps. In a further embodiment, an item may not be registered, for example in a new item database, unless the necessary permits have been obtained. In some embodiments, a black market may exist for the trade of items that have been created without a permit.

[00237] Information regarding all finished objects may be stored, for example, in new item database 612. New item database 612 may include information such as new item ID, creator ID, new item digital images, new item blueprints, new item materials, new item construction cost, and new item salvage value.

[00238] Within a specific game environment, information regarding newly created items may be stored, for example in new item database 632. Such newly created items may be linked to the requester and creator of new items and new item database 632 may include information such as new item ID, originating character ID, creating character ID, required skills for replication, export and import restrictions, new item digital images, new item algorithms, new item blue prints, new item materials, new item construction cost and availability.

[00239] In one embodiment, blueprints, created virtual objects, designs for created virtual objects, contracts, virtual natural resources, raw materials, attributes, skills, and NPCs, may be sold or traded on a virtual exchange. Such an exchange is further described in detail in U.S. Patent Application Serial Nos. 11/428,263, filed June 30, 2006, and 11/560,456, filed November 16, 2006, each of which is herein incorporated by reference in its entirety. An embodiment of an exchange system is shown in Figure 12. As shown, system 700 includes a master game server 702 a game environment server 706 and an exchange server 704.

[00240] Game environment server 706 may include databases such as player database 714, player character database 716, exchange open offers database 728, exchange transaction database 720.

[00241] In one embodiment, Player Database 714 may include information such as, but not limited to player ID, player billing info, player personal info, player credit info, and player assets. Player Character Database 416 may include information such as,

but not limited to, character ID, player ID, character assets, character inventory, character Skills, virtual account numbers, character permits, NPC employment. [00242] Exchange Server 704 may include or host various programs, routines, subroutines and/or databases including, but not limited to an exchange database 708, an exchange open offers database 710, and an exchange transaction database 712. [00243] In one embodiment, Exchange database 708 may include information such as, but not limited to, exchange ID, exchange type, allowable assets, and allowed traders. Exchange open offers database 710 could contain information such as:

1. Offer ID

2. Offer type

3. Offer posting date

4. Offer expiration date

5. Offer Item

6. Offer Quantity

7. Offer Price.

[00244] Exchange open offers may additionally be associated with the character or player submitting the offer. Such information could be stored in Exchange Open Offer Database 728 and include information such as the character ID, holdings, offer ID, offer type, offer posting date, offer expiration date, offer item, offer quantity, and offer price. [00245] In one embodiment, each transaction could be stored in an Exchange

Transaction Database, for example in Exchange Transaction Database 712. Such a database could store information such as:

1. Order ID

2. Order Buyer

3. Order Seller

4. Order Date

5. Order Price

6. Order Type

7. Order terms and conditions

In another embodiment, such transactions could be associated with the character in Exchange Transaction Database 720. Such a database could include information such as

character ID, character inventory, order ID, order date, order, price, order type, and/or authentication number.

[00246] According to one embodiment, the game server can set a minimum and maximum trade amount per time period on currency and other virtual resources both in the game environment and between game environments. This amount could be determined by any applicable means, for example, the amount or time could be based on any one or more of: the total amount of a virtual resource available in a game parameter; the amount per player character of a virtual resource available in a game parameter; the amount of open buy orders for a virtual resource in a game environment; the amount of open sell orders for a virtual resource in a game environment; any other factors and/or rules and regulations as disclosed herein above. In another embodiment, there may be permits required or import and export taxes imposed on items exchanged between game environments or between games. Such calculations may be made, for example, using some or all of the following steps:

1. Receive a request to sell a virtual item on an exchange.

2. Determine if item is unique .

3. Determine if a permit exists to sell the item.

4. If the item is unique and a permit exists, post item on exchange.

5. Receive acceptance of request.

6. Determine an import tax amount and an export tax amount.

7. Apply import tax amount to purchase price.

8. Withdraw virtual cash equal to purchase price plus tax from buyer.

9. Transmit purchase price, less applicable export tax fees to seller. [00247] Items bought and sold on an exchange may generate virtual currency, and/or real currency and/or may generate an exchange of assets or use other financial instruments, e.g. a loan backed by a real or virtual credit card. The value of a currency or an asset may be based on a conversion factor as described above or based on an exchange rate or any combination of these.

[00248] The exchange rate for one type of virtual currency for another type of virtual currency, virtual currency for real currency, virtual assets for real assets, real assets for virtual assets, real assets for virtual currency, virtual assets for real currency or

virtual assets for virtual currency (or any combination of these) may be fixed in that the rate does not change for the duration of the game or segment of the game. Alternatively, the exchange or conversion rate may be variable. Such a variable rate may be pegged to a floating real world exchange relationship, for example the U.S. dollar/Japanese yen spot exchange rate, a percentage thereof, a plus or minus adjustment thereof, some other economic indicator, or a combination thereof. The exchange rate may also vary depending on the country of origin of the player, or may be fixed to a particular real world currency, i.e., all exchange rates are quoted in dollars. In another embodiment, the exchange rate may be floating and determined by market forces such as the relative demand for virtual currency versus real world currency, or the relative demand of particular types of virtual currency, or based upon the affect of said rates on one or more game objectives or goals. Said exchange rates may further be established or determined by any suitable method including, but not limited to, by a) the game manufacturer, b) the owner(s) of the server(s) upon which the game resides, c) one or more player characters, d) market forces, e) law or regulation of the game or within the real world, f) negotiation among the affected parties, g) game objectives, or h) any combination of the above. [00249] It will be appreciated that while, for the sake of discussion, various databases have been described separately, the data in these and any other suitable databases could be merged into a single large databases and/or maintained separately in additional databases, or in other structures besides a database. Moreover, any such databases could be independent or linked, and the data in these databases could be stored centrally on a server or separately on game devices.

[00250] The present disclosure provides numerous systems and methods related to virtual environments in online computer games. It should be appreciated that numerous embodiments are described in detail and that various combinations and subcombinations of these embodiments are contemplated by the present disclosure.

[00251] Of course it will be appreciated that the systems methods described herein are provided for the purposes of example only and that none of the above systems methods should be interpreted as necessarily requiring any of the disclosed components or steps nor should they be interpreted as necessarily excluding any additional components or steps. Furthermore, it will be understood that while various embodiments

are described, such embodiments should not be interpreted as being exclusive of the inclusion of other embodiments or parts of other embodiments.

[00252] The invention is described with reference to several embodiments.

However, the invention is not limited to the embodiments disclosed, and those of ordinary skill in the art will recognize that the invention is readily applicable to many other diverse embodiments and applications as are reflected in the range of real world financial institutions, instruments and activities. Accordingly, the subject matter of the present disclosure includes all novel and nonobvious combinations and subcombinations of the various systems, methods configurations, embodiments, features, functions, and/or properties disclosed herein.

[00253] Where a limitation of a first claim would cover one of a feature as well as more than one of a feature (e.g., a limitation such as "at least one widget" covers one widget as well as more than one widget), and where in a second claim that depends on the first claim, the second claim uses a definite article "the" to refer to the limitation (e.g.,

"the widget"), this does not imply that the first claim covers only one of the feature, and this does not imply that the second claim covers only one of the feature (e.g., "the widget" can cover both one widget and more than one widget).

[00254] Each claim in a set of claims has a different scope. Therefore, for example, where a limitation is explicitly recited in a dependent claim, but not explicitly recited in any claim from which the dependent claim depends (directly or indirectly), that limitation is not to be read into any claim from which the dependent claim depends.

[00255] The term "variation" of an invention includes any embodiment of the invention, unless expressly specified otherwise.

[00256] The term "variation" of an invention includes any embodiment of the invention, unless expressly specified otherwise.

[00257] A reference to "another embodiment" in describing an embodiment does not necessarily imply that the referenced embodiment is mutually exclusive with another embodiment (e.g., an embodiment described before the referenced embodiment), unless expressly specified otherwise.

[00258] The terms "include", "includes", "including", "comprising" and variations thereof mean "including but not limited to", unless expressly specified otherwise.

[00259] The term "consisting of and variations thereof includes "including and limited to", unless expressly specified otherwise.

[00260] The terms "a", "an" and "the" mean "one or more", unless expressly specified otherwise.

[00261] The term "plurality" means "two or more", unless expressly specified otherwise.

[00262] The term "herein" means "in this patent application, including anything which may be incorporated by reference", unless expressly specified otherwise.

[00263] The phrase "at least one of, when such phrase modifies a plurality of things (such as an enumerated list of things) means any combination of one or more of those things, unless expressly specified otherwise. For example, the phrase "at least one of a widget, a car and a wheel" means either (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car and a wheel.

[00264] The phrase "based on" does not mean "based only on", unless expressly specified otherwise. In other words, the phrase "based on" describes both "based only on" and "based at least on".

[00265] The term "represent" and like terms are not exclusive, unless expressly specified otherwise. For example, the term "represents" does not mean "represents only", unless expressly specified otherwise. In other words, the phrase "the data represents a credit card number" describes both "the data represents only a credit card number" and

"the data represents a credit card number and the data also represents something else".

[00266] The term "whereby" is used herein only to precede a clause or other set of words that express only the intended result, objective or consequence of something that is previously and explicitly recited. Thus, when the term "whereby" is used in a claim, the clause or other words that the term "whereby" modifies do not establish specific further limitations of the claim or otherwise restricts the meaning or scope of the claim.

[00267] The terms "such as", and/or "e.g." and like terms means "for example", and thus does not limit the term or phrase it explains. For example, in the sentence "the computer sends data (e.g., instructions, a data structure) over the Internet", the term "e.g." explains that "instructions" are an example of "data" that the computer may send over the

Internet, and also explains that "a data structure" is an example of "data" that the computer may send over the Internet. However, both "instructions" and "a data structure" are merely examples of "data", and other things besides "instructions" and "a data structure" can be "data".

[00268] The term "determining" and grammatical variants thereof (e.g., to determine a price, determining a value, determine an object which meets a certain criterion) is used in an extremely broad sense. The term "determining" encompasses a wide variety of actions and therefore "determining" can include calculating, computing, processing, deriving, investigating, looking up (e.g., looking up in a table, a database or another data structure), ascertaining and the like. Also, "determining" can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory) and the like. Also, "determining" can include resolving, selecting, choosing, establishing, and the like. It does not imply certainty or absolute precision, and does not imply that mathematical processing, numerical methods or an algorithm process be used. Therefore "determining" can include estimating, predicting, guessing and the like. [00269] It will be readily apparent to one of ordinary skill in the art that the various processes described herein may be implemented by, e.g., appropriately programmed general purpose computers and computing devices. Typically a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) will receive instructions (e.g., from a memory or like device), and execute those instructions, thereby performing one or more processes defined by those instructions.

[00270] A "processor" includes one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or like devices or any combination thereof. Thus a description of a process is likewise a description of an apparatus for performing the process. The apparatus can include, e.g., a processor and those input devices and output devices that are appropriate to perform the method. Further, programs that implement such methods (as well as other types of data) may be stored and transmitted using a variety of media (e.g., computer readable media) in a number of manners. In some embodiments, hard-wired circuitry or custom hardware may be used in place of, or in combination with, some or all of the software instructions

that can implement the processes of various embodiments. Thus, various combinations of hardware and software may be used instead of software only.

[00271] The term "computer-readable medium" includes any medium that participates in providing data (e.g., instructions, data structures) which may be read by a computer, a processor or a like device. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. Nonvolatile media include, for example, optical or magnetic disks and other persistent memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic emissions, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH- EEPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read.

[00272] Various forms of computer readable media may be involved in carrying data (e.g. sequences of instructions) to a processor. For example, data may be (i) delivered from RAM to a processor; (ii) carried over a wireless transmission medium; (iii) formatted and / or transmitted according to numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3 G; and / or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways well known in the art.

[00273] Thus a description of a process is likewise a description of a computer- readable medium storing a program for performing the process. The computer-readable medium can store (in any appropriate format) those program elements which are appropriate to perform the method.

[00274] Just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of an apparatus include a computer /

computing device operable to perform some (but not necessarily all) of the described process.

[00275] Likewise, just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of a computer-readable medium storing a program or data structure include a computer-readable medium storing a program that, when executed, can cause a processor to perform some (but not necessarily all) of the described process.

[00276] Where databases are described, it will be understood by one of ordinary skill in the art that (i) alternative database structures to those described may be readily employed, and (ii) other memory structures besides databases may be readily employed. Any illustrations or descriptions of any sample databases presented herein are illustrative arrangements for stored representations of information. Any number of other arrangements may be employed besides those suggested by, e.g., tables illustrated in drawings or elsewhere. Similarly, any illustrated entries of the databases represent exemplary information only; one of ordinary skill in the art will understand that the number and content of the entries can be different from those described herein. Further, despite any depiction of the databases as tables, other formats (including relational databases, object-based models and / or distributed databases) are well known and could be used to store and manipulate the data types described herein. Likewise, object methods or behaviors of a database can be used to implement various processes, such as the described herein. In addition, the databases may, in a known manner, be stored locally or remotely from any device(s) which access data in the database.

[00277] Various embodiments can be configured to work in a network environment including a computer that is in communication (e.g., via a communications network) with one or more devices. The computer may communicate with the devices directly or indirectly, via any wired or wireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, a telephone line, a cable line, a radio channel, an optical communications line, commercial on-line service providers, bulletin board systems, a satellite communications link, or a combination of any of the above). Each of the devices may themselves comprise computers or other computing devices, such as those based on

the Intel® Pentium® or Centrino™ processor, that are adapted to communicate with the computer. Any number and type of devices may be in communication with the computer. [00278] In an embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in an embodiment, be practiced on one or more devices without a central authority. In such an embodiment, any functions described herein as performed by the server computer or data described as stored on the server computer may instead be performed by or stored on one or more such devices.

[00279] When an ordinal number (such as "first", "second", "third" and so on) is used as an adjective before a term, that ordinal number is used (unless expressly specified otherwise) merely to indicate a particular feature, such as to distinguish that particular feature from another feature that is described by the same term or by a similar term. For example, a "first widget" may be so named merely to distinguish it from, e.g., a "second widget". Thus, the mere usage of the ordinal numbers "first" and "second" before the term "widget" does not indicate any other relationship between the two widgets, and likewise does not indicate any other characteristics of either or both widgets. For example, the mere usage of the ordinal numbers "first" and "second" before the term "widget" (1) does not indicate that either widget comes before or after any other in order or location; (2) does not indicate that either widget occurs or acts before or after any other in time; and (3) does not indicate that either widget ranks above or below any other, as in importance or quality. In addition, the mere usage of ordinal numbers does not define a numerical limit to the features identified with the ordinal numbers. For example, the mere usage of the ordinal numbers "first" and "second" before the term "widget" does not indicate that there must be no more than two widgets.

[00280] When a single device or article is described herein, more than one device / article (whether or not they cooperate) may alternatively be used in place of the single device / article that is described. Accordingly, the functionality that is described as being possessed by a device may alternatively be possessed by more than one device / article (whether or not they cooperate).

[00281] Similarly, where more than one device or article is described herein

(whether or not they cooperate), a single device / article may alternatively be used in

place of the more than one device or article that is described. For example, a plurality of computer-based devices may be substituted with a single computer-based device. Accordingly, the various functionality that is described as being possessed by more than one device or article may alternatively be possessed by a single device / article. [00282] The functionality and / or the features of a single device that is described may be alternatively embodied by one or more other devices which are described but are not explicitly described as having such functionality / features. Thus, other embodiments need not include the described device itself, but rather can include the one or more other devices which would, in those other embodiments, have such functionality / features. [00283] Numerous embodiments are described in this patent application, and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. The presently disclosed invention(s) are widely applicable to numerous embodiments, as is readily apparent from the disclosure. One of ordinary skill in the art will recognize that the disclosed invention(s) may be practiced with various modifications and alterations, such as structural, logical, software, and electrical modifications. Although particular features of the disclosed invention(s) may be described with reference to one or more particular embodiments and / or drawings, it should be understood that such features are not limited to usage in the one or more particular embodiments or drawings with reference to which they are described, unless expressly specified otherwise.

[00284] The present disclosure is neither a literal description of all embodiments of the invention nor a listing of features of the invention which must be present in all embodiments.

[00285] Neither the Title (set forth at the beginning of the first page of this patent application) nor the Abstract (set forth at the end of this patent application) is to be taken as limiting in any way as the scope of the disclosed invention(s). An Abstract has been included in this application merely because an Abstract of not more than 150 words is required under 37 C.F.R. § 1.72(b).

[00286] The title of this patent application and headings of sections provided in this patent application are for convenience only, and are not to be taken as limiting the disclosure in any way.

[00287] Devices that are described as in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. On the contrary, such devices need only transmit to each other as necessary or desirable, and may actually refrain from exchanging data most of the time. For example, a machine in communication with another machine via the Internet may not transmit data to the other machine for long period of time (e.g. weeks at a time). In addition, devices that are in communication with each other may communicate directly or indirectly through one or more intermediaries.

[00288] A description of an embodiment with several components or features does not imply that all or even any of such components / features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention(s). Unless otherwise specified explicitly, no component / feature is essential or required.

[00289] Although process steps, algorithms or the like may be described in a sequential order, such processes may be configured to work in different orders. In other words, any sequence or order of steps that may be explicitly described does not necessarily indicate a requirement that the steps be performed in that order. On the contrary, the steps of processes described herein may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultaneously (e.g., because one step is described after the other step). Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to the invention, and does not imply that the illustrated process is preferred.

[00290] Although a process may be described as including a plurality of steps, that does not imply that all or any of the steps are essential or required. Various other embodiments within the scope of the described invention(s) include other processes that omit some or all of the described steps. Unless otherwise specified explicitly, no step is essential or required.

[00291] Although a product may be described as including a plurality of components, aspects, qualities, characteristics and / or features, that does not indicate that

all of the plurality are essential or required. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the described plurality.

[00292] Unless expressly specified otherwise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are mutually exclusive. Therefore it is possible, but not necessarily true, that something can be considered to be, or fit the definition of, two or more of the items in an enumerated list.

Also, an item in the enumerated list can be a subset (a specific type of) of another item in the enumerated list. For example, the enumerated list "a computer, a laptop, a PDA" does not imply that any or all of the three items of that list are mutually exclusive - e.g., an item can be both a laptop and a computer, and a "laptop" can be a subset of (a specific type of) a "computer".

[00293] Likewise, unless expressly specified otherwise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are collectively exhaustive or otherwise comprehensive of any category. For example, the enumerated list "a computer, a laptop, a PDA" does not imply that any or all of the three items of that list are comprehensive of any category.

[00294] Further, an enumerated listing of items does not imply that the items are ordered in any manner according to the order in which they are enumerated.

[00295] In a claim, a limitation of the claim which includes the phrase "means for" or the phrase "step for" means that 35 U.S. C. § 112, paragraph 6, applies to that limitation.

[00296] In a claim, a limitation of the claim which does not include the phrase

"means for" or the phrase "step for" means that 35 U.S. C. § 112, paragraph 6 does not apply to that limitation, regardless of whether that limitation recites a function without recitation of structure, material or acts for performing that function. For example, in a claim, the mere use of the phrase "step of or the phrase "steps of in referring to one or more steps of the claim or of another claim does not mean that 35 U.S. C. § 112, paragraph 6, applies to that step(s).

[00297] With respect to a means or a step for performing a specified function in accordance with 35 U.S. C. § 112, paragraph 6, the corresponding structure, material or

acts described in the specification, and equivalents thereof, may perform additional functions as well as the specified function.

[00298] Computers, processors, computing devices and like products are structures that can perform a wide variety of functions. Such products can be operable to perform a specified function by executing one or more programs, such as a program stored in a memory device of that product or in a memory device which that product accesses. Unless expressly specified otherwise, such a program need not be based on any particular algorithm, such as any particular algorithm that might be disclosed in this patent application. It is well known to one of ordinary skill in the art that a specified function may be implemented via different algorithms, and any of a number of different algorithms would be a mere design choice for carrying out the specified function. [00299] Therefore, with respect to a means or a step for performing a specified function in accordance with 35 U.S. C. § 112, paragraph 6, structure corresponding to a specified function includes any product programmed to perform the specified function. Such structure includes programmed products which perform the function, regardless of whether such product is programmed with (i) a disclosed algorithm for performing the function, (ii) an algorithm that is similar to a disclosed algorithm, or (iii) a different algorithm for performing the function.

[00300] The present disclosure provides, to one of ordinary skill in the art, an enabling description of several embodiments and / or inventions. Some of these embodiments and / or inventions may not be claimed in this patent application, but may nevertheless be claimed in one or more continuing applications that claim the benefit of priority of this patent application. Applicants intend to file additional applications to pursue patents for subject matter that has been disclosed and enabled but not claimed in this patent application.