Abstract:
Computer-implemented methods and systems for processing of behavior bonds are provided. An example method comprises coding bond rules for a platform or specific application or contest; registering a user with a platform, application or contest to create the necessary user data; calculating which behavior rules the user must abide, based on the user data and Bond rules; receiving, from administrators, leaders, other users, applications or systems, information related to user behavior for any current behavior bonds; updating, based on user actions and reports the then current user behavior bonds status, deducting penalties as necessary; displaying the behavior bonds as necessary and disbursing any forfeited behavior bonds.

Description:
TECHNICAL FIELD 
       [0001]    This disclosure relates generally to data processing, and more specifically to methods and systems for bonding participants in multi-user applications and games via a deposit or payment. 
       BACKGROUND 
       [0002]    One of the key factors to enjoying a multi-player game or application is the behavior of the other participants. Rude behavior of other participants can reduce enjoyment. For instance, players may drop out of games when they start to fall behind, which may ruin the experience for others on their team. 
         [0003]    Existing solutions may penalize rude or bad behavior via reducing score or reputation points. This can be helpful when you can choose which player you want on your team, and reject players with poor reputation. However many games don&#39;t allow players to choose all their team mates, and new players won&#39;t have a reputation based on their game history. 
         [0004]    The present invention is directed to a novel method of discouraging rude or otherwise unwanted behavior, based on behavior bonds. 
       SUMMARY 
       [0005]    This summary is provided to introduce a selection of concepts in a simplified form that are further described below. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter. 
         [0006]    The present invention is directed to a computer implemented method for processing behavior bonds. The method comprises the steps of: setting bond rules for one of a platform, specific application, contest or game; registering a user with one of the platform, application, contest or game to create user data; determining which behavior rules the user must follow based on the user data and bond rules; receiving, from administrators, leaders, other users, applications or systems, information related to user behavior from any current behavior bonds; updating, based on user actions and reports, the current user behavior bonds status and detecting penalties as necessary; displaying the behavior bonds remaining; and dispersing any forfeited behavior bonds. 
         [0007]    The user may deposit a bond into an escrow account. 
         [0008]    The number of rule violations for each user is determined and displayed. 
         [0009]    The forfeited bonds are shared among all players without a violation. 
         [0010]    The forfeited bonds are dispersed as a prize. 
         [0011]    The bond is used to grant additional privileges to the user. 
         [0012]    The bond may be associated with virtual objects. 
         [0013]    If a violation is determined, the user is warned about the violation. 
         [0014]    If a violation is determined and is determined not to be serious, the amount of the bond refunded to the use is reduced. 
         [0015]    If a serious violation is determined, the amount of the bond is forfeited by the user. 
         [0016]    To the accomplishment of the foregoing and related ends, the one or more embodiments comprise the features hereinafter fully described and particularly pointed out in the claims. The following description and the drawings set forth in detail certain illustrative features of the one or more embodiments. These features are indicative, however, of but a few of the various ways in which the principles of various embodiments may be employed, and this description is intended to include all such embodiments and their equivalents. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0017]    Embodiments are illustrated by way of example and not limitation in the figures of the accompanying drawings, in which like references indicate similar elements and in which: 
           [0018]      FIG. 1  is a block diagram showing an environment within which a method and system for behavior bonds can be implemented, in accordance with an example embodiment. 
           [0019]      FIG. 2  shows a flow chart of a method for processing behavior bonds, in accordance with some example embodiments. 
           [0020]      FIG. 3  shows a detailed block diagram of the system for processing behavior bonds, in accordance with an example embodiment. 
           [0021]      FIG. 4  shows a detailed block diagram of one of the steps of  FIG. 2 . 
           [0022]      FIG. 5  shows a diagrammatic representation of a computing device for a machine in the exemplary electronic form of a computer system, within which a set of instructions for causing the machine to perform any one or more of the methodologies discussed herein, can be executed. 
       
    
    
     DETAILED DESCRIPTION 
       [0023]    The following detailed description includes references to the accompanying drawings, which form a part of the detailed description. The drawings show illustrations in accordance with exemplary embodiments. These exemplary embodiments, which are also referred to herein as “examples,” are described in enough detail to enable those skilled in the art to practice the present subject matter. The embodiments can be combined, other embodiments can be utilized, or structural, logical, and electrical changes can be made without departing from the scope of what is claimed. The following detailed description is, therefore, not to he taken in a limiting sense, and the scope is defined by the appended claims and their equivalents. 
         [0024]    In applications or games where participant behavior is important, application designers can offer behavior bonding via payment of a refundable deposit. 
         [0025]    In one form of bonding, participants are asked to place a small bond or deposit into an escrow account, typically built into the game application. For instance players may be asked to place a $1 deposit into a team&#39;s escrow account before joining that team. The player&#39;s escrow will be refunded upon a normal exit from the team. However, if the team member did not. act according to team policy or the desires of team leadership, the team leadership could be given the discretion to fine that player any amount up to the deposit. Statistics could be kept and displayed on the team&#39;s use of fines to inform potential new members of the team about the team&#39;s reputation, in such matters. 
         [0026]    In another example, players may be asked to place a $5 deposit into a contest&#39;s escrow account before joining that contest. The player&#39;s escrow will be refunded upon a normal exit from the contest. However, if the player did not abide by the rules of the contest some or all of their contest deposit could be subject to loss. 
         [0027]    If a player loses some or all of their deposit, the application designer may choose where that deposit goes. In one method, the lost deposits go into a pool that is shared among all other non-fined participants. In another method, lost deposits are collected and included in some sort of prize. 
         [0028]    Example of discouraged behaviors might include:
       Dropping out of multiplayer matches   Excessive rudeness   Throwing or purposefully losing a game       
 
         [0032]    Bonds or deposits may be increased at more serious levels of responsibility or competition. For instance, a global championship with a $10,000 prize may require a $100 bond or deposit. 
         [0033]    Bonds or deposits might also be required to grant additional responsibilities or privileges. For instance a participant could be granted a set of privileges including the right to message a very large group, in return for a $10 bond. 
         [0034]    Bonds could be reserved for users with a history of behavior problems. For instance a user, who has been caught abusing other players, might lose their ability to message other users, unless the user places a $10 bond on this ability. The bond might double each time the user forfeited the bond for cause. 
         [0035]    Cash bonds may not be the only deposit used. In some applications, particularly virtual worlds, it may be more effective or fictionally consistent to use virtual objects as bonds. For instance a player in a virtual world might have to place a deposit of 100 gold pieces, or their best weapon, to enter a behavior restricted area of a game world. 
         [0036]    The threat of loss of a bond may also be a useful tool to discourage had user behavior. Application designers may offer to system developers, moderators, team leaders, etc, interfaces that allow systems to either warn or penalize, and explain the cause of these warning or penalties. 
         [0037]    As users may vary by sensitivity to both bond costs and behavior issues, players could be given the option to participate in bonded areas. Those that do not care much about behavior, but do care about the possibility of losing their bond might avoid such options or areas. Those users that do care about behavior and were willing to risk losing their bond might desire areas or options with higher behavior bonds. 
         [0038]    The approaches and principles disclosed herein relate to computer-implemented methods and systems for processing of behavior bonds. 
         [0039]      FIG. 1  is a block diagram showing an example environment  100  within which a method and system for processing of Behavior Bonds can be implemented. The example environment  100  may include am Application  110 , Application Bond Data  111 , User Bond Data  112 , Application Data  120 , a graphical user interface  130 , Network  140 , Bond display  150 , User  160 , User Device  170 , Bond Application Programming Interface  180 , Bond Graphical User Interface  190 . The User graphical user interface  130  and bond application programming interface  180  may he associated with a server system for processing Behavior Bonds calculations  300  enabling display of the Behavior Bonds associated with a User  160 . The graphical user interface  130  is for communicating with individuals, whereas the application-programming interface  180  is for communicating with computers. A user  160  may access an online resource associated via a network  140  or through a user device  170 . 
         [0040]    The network  140  may include the Internet or any other network capable of communicating data between devices. 
         [0041]    The user device  170  may include a mobile telephone, a computer, a laptop, a smart phone, a tablet PC, and so forth. The user  160 , in some example embodiments, may be a person interacting with the graphical user interface (GUI)  130  via one of the user devices  170 . The user  160  may be registered with the system for processing of Behavior Bonds calculation  300  and have information on available sizes and times of the applications in the Digital store stored in a database of the system for calculating Behavior Bonds  300 . 
         [0042]      FIG. 2  shows a flow chart of a method  200  for processing of a behavior bonds calculation. The method  200  may be performed by processing logic that may comprise hardware (e.g., dedicated logic, programmable logic, and microcode), software (such as computer code executable on a general-purpose computer system or a specifically configured computer system), or a combination of both. In one example embodiment, the processing logic resides at the system  300  illustrated in  FIG. 3 . The method  200  may be performed by the various modules discussed above with reference to  FIG. 3 . Each of these modules may comprise processing logic. 
         [0043]    As shown in  FIG. 2 , the amount of the bond/deposit to play the game/contest is displayed to the user at Step  210 . If the bond amount is not acceptable to the user, the bond is rejected at Step  212  and the user cannot play the game or play in the contest. If the user accepts the bond at Step  220 , the amount of the bond is deposited to an escrow account at Step  230  (see  FIG. 3  database  320 ). The deposit may be done by known ways of electronic transfer. In Step  240 , the user&#39;s bond related activities in relation to the multiplayer game is monitored (see processor  310  in  FIG. 3 ). If no bond violations are determined at Step  242 , then at the conclusion of the game, the bond amount is refunded to the player at Step  252 . However, during playing the game, bond violations may be detected at Step  250 . If the violations are not too severe, at Step  260 , the player is warned. However, if the violation merits enforcement, at Step  270 , depending on the severity of the violation, the player&#39;s refundable amount may be reduced or the entire deposit may be forfeited. At Step  280 , the reason for the reduction in refund or forfeiture of the deposit/bond may be displayed (see  FIG. 3 , GUI  330 ) to the player along with the display of the penalty amount. The player may have the option of disputing the forfeiture. The forfeited bonds may be dispersed either to remaining players without violations or be dispersed to an escrow account or may be dispersed as a prize. 
         [0044]      FIG. 4  shows a more detailed diagram of Step  240  in  FIG. 2 . First, in Step  410 , the bond policy, procedures or rules associated with the game are determined. During playing of the game, in Step  420 , each user&#39;s activity and behaviors that are associated with the bond are monitored (see processor  310  in  FIG. 3 ). If a bond violation is determined to pass a penalty threshold in Step  430 , a warning may be issued to the player or a penalty may be enforced against the player. A message may be displayed in Step  440  to the player about the bond penalty (see GUI  330  and  FIG. 3 ). 
         [0045]      FIG. 5  is a diagrammatic representation of an example machine  800  in the form of a computer system within which a set of instructions for causing the machine to perform any one or more of the methodologies discussed herein is executed. In various example embodiments, the machine operates as a standalone device or may be connected (e.g., networked) to other machines. The machine may include its own internal database or be connected to an external database in order to provide substantially real time updates. In a networked deployment, the machine may operate in the capacity of a server or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may he a personal computer (PC), a tablet PC, a set-top box (STB), a cellular telephone, a portable music player (e.g., a portable hard drive audio device such as an Moving Picture Experts Group Audio Layer 3 (MP3) player), a web appliance, a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) that specify actions to be taken by that machine. Further, while only a single machine is illustrated, the term “machine” shall also be taken to include any collection of machines that individually or jointly execute a set (or multiple sets) of instructions to perform any one or more of the methodologies discussed herein. 
         [0046]    The example machine  800  includes a processor or multiple processors  802  (e.g., a central processing unit (CPU), a graphics processing unit (GPU), or both), a main memory  806 , and a static memory  808 , which communicate with each other via a bus  810 . The computer system  800  may further include a video display unit (e.g., a liquid crystal display (LCD)). The computer system  800  may also include an alphanumeric input device (e.g., a keyboard), a cursor control device (e.g., a mouse), a voice recognition or biometric verification unit (not shown), a disk drive unit  804 , a signal generation device (e.g., a speaker), and a network interface device  812 . The machine  800  may further include a data encryption module (not shown) to encrypt data. 
         [0047]    The disk drive unit  804  includes a computer-readable medium  820  on which is stored one or more sets of instructions and data structures (e.g., instructions  822 ) embodying or utilizing any one or more of the methodologies or functions described herein. The instructions  822  may also reside, completely or at least partially, within the main memory  806  and/or within the processors  802  during execution thereof by the machine  800 . The main memory  806  and the processors  802  may also constitute machine-readable media. 
         [0048]    The instructions  822  may further be transmitted or received over a network via the network interface device  812  utilizing any one of a number of well-known transfer protocols (e.g., Hyper Text Transfer Protocol (HTTP)), While the computer-readable medium  822  is shown in an example embodiment to be a single medium, the term “computer-readable medium” should be taken to include a single medium or multiple media (e.g., a centralized or distributed database and/or associated caches and servers) that store the one or more sets of instructions. The term “computer-readable medium” shall also be taken to include any medium that is capable of storing, encoding, or carrying a set of instructions for execution by the machine and that causes the machine to perform any one or more of the methodologies of the present application, or that is capable of storing, encoding, or carrying data structures utilized by or associated with such a set of instructions. The term “computer-readable medium” shall accordingly be taken to include, but not be limited to, solid-state memories, optical and magnetic media, and carrier wave signals. Such media may also include, without limitation, hard disks, floppy disks, flash memory cards, digital video disks, random access memory (RAM), read only memory (ROM), and the like. 
         [0049]    The example embodiments described herein may be implemented in an operating environment comprising software installed on a computer, in hardware, or in a combination of software and hardware. 
         [0050]    Thus, a system and method for processing of behavior bonds has been described. Although embodiments have been described with reference to specific example embodiments, it will be evident that various modifications and changes may be made to these embodiments without departing from the broader spirit and scope of the system and method described herein. Accordingly, the specification and drawings arc to be regarded in an illustrative rather than a restrictive sense.