# Patent

## Title
Interactive action figures for gaming system

## Abstract

An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the internet and a particular gaming framework managed by a network device. Owners of action figure toys may “log onto” the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character's traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories.

## Background
This application is a division of U.S. patent application Ser. No. 12/257,496 filed on Oct. 24, 2008, which is a continuation of U.S. application Ser. No. 10/884,002, filed Jul. 2, 2004, which claims benefit of provisional application No. 60/484,834, filed Jul. 2, 2003, the entire contents of which are hereby incorporated herein by this reference.


BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates generally to gaming platforms available on the Internet, computer CDs, or other gaming systems. More specifically, this invention relates to an action figure and/or three-dimensional accessories that include access codes enabling users to engage in various games and activities wherein the particular action figure and accessories are reflected in an electronic identity corresponding to the access codes.
2. Related Art
The advancement of the Internet has brought about many opportunities for users to engage in games and other activities including those in which individual users compete against one another. These games and activities allow users to interact in various capacities. For example, some gaming platforms allow users to play simple card games against one another, while others allow Internet users to compete against their peers in action and/or adventure simulations such as those in which various characters duel in hand-to-hand combat.
In U.S. Pat. No. 5,964,660 (James et al.) an Internet gaming system is disclosed that allows a large number of computer users running a Web browser to play a game via the network. Users input moves and become apprised of the state of the game, using the basic input/output functions of their browser.
U.S. Pat. No. 6,276,672 B1 (Vance) teaches a remotely accessible game, such as an Internet game, to encourage consumers to purchase specific products. When a product like a bottle of water is purchased, an access code is provided inside the label or beneath the cap. Using the access code as a login password, consumers may take part in a particular game.
US Patent Application No. US2002/0183119A1 (Fessler) describes an external game enhancer that may be used with an electronic gaming system. The game enhancer may be a small plug-in external item, containing storage memory, which can be quickly and directly connected to the electronic gaming platform so that the memory is accessible by the gaming machine when the game is played. The game enhancer may be built into a toy or consumer product like a key chain.
U.S. Pat. No. 6,616,532 B2 (Albrecht) also describes a game enhancement system that provides a consumer product with a memory device that may be transferred to the game memory for enhancing the functionality of the electronic game. Alternatively, a pass word for enhancing the functionality of the electronic game may be provided to a consumer upon purchase of a product.
SUMMARY OF THE INVENTION
The invention comprises a gaming platform and/or an action figure adapted to interact with the gaming platform. The characteristics of a computer game character are related to a customizable action figure that may, in itself, be a source of entertainment or a display item for users even when said users are not connected to the gaming platform. The customizable action figure may provide access for game users to participate remotely in games and/or other activities via the Internet or other computer or game programs. Alternatively or additionally, the customizable action figure may allow game users to enhance the character/team, for example, by changing their characteristics, such as attributes, powers, weapons, equipment, experience points, levels, feats, strengths, weaknesses, etc. This access and/or enhancement may be provided by inputting, into the gaming platform, one or more serial numbers that are associated with the action figure and/or accessories for the action figure. Preferably, the gaming platform is adapted to save the character with its enhanced attributes, so that the user may later return to the game with the character in the same condition as when the user left the game. The action figure may provide not only access or enhancement to an enjoyable activity via its interaction with the Internet or other gaming platform, but also a source of entertainment in its physical, toy form.



BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a schematic view of one embodiment of an invented interactive gaming platform accessible via the Internet.
FIG. 2 is a perspective view of one embodiment of the invented interactive action figure in an Internal gaming platform, displayed on a computer screen.
FIG. 3 is a perspective view of one embodiment of an action figure holding two accessories, and having a serial number on the leg surface (which is shown enlarged to the side of the leg).
FIGS. 4A, 4B, 4C, 4D, and 4E illustrates embodiments of some possible accessories that may be purchased for the action figure of FIG. 3, and that may have their serial numbers input into the gaming platform of FIG. 1 to modify/enhance the game character of FIG. 2.



DETAILED DESCRIPTION OF THE INVENTION
In preferred embodiments of the invention, each action figure corresponds to a different computer identity, or character, in a variety of different gaming platforms managed by remote servers, and/or in other computer or game programs. When the action figure and/or programming is designed or and manufactured, information based on the physical attributes of the action figure is programmed into the server/program to create the particular character identity in the gaming platform. A serial number is provided on or with the action figure, either on a surface of the action figure or in the packaging for the action figure. For example, the serial number may be provided by etching, molding, or adhesive or tied-on label. Alternatively, the serial number may be provided by including it on or inside the packaging for the action figures, for example, on a tag, sheet, or ID tag inside the box. Preferably, the serial number is not visible from the outside of the packaging, so that a consumer may not see or record the serial number until he/she purchases the action and opens the packaging. The serial number may be a number and/or letters, and may or may not convey, when simply read or viewed by the consumer, information about the character, accessory, or characteristic. For example, a serial number may be styled such as: 1035589, SM1035589, SUPERMANSTRENGTH1035589, 4011856, H4011856, HEALTH4011856, etc. Any number of action figures may be supplied with a single serial number. For example, different superhero action figures preferably will have different serial numbers, for example, one serial number for all SpidermanTM action figures, and a different serial number for all Green GoblinTM action figures. Or, a certain portion of a single superhero may have one serial number and another portion of that same superhero may have a different serial number. Or, every action figure may have a different serial number. Other system of serial numbers may be designed.
When the action figure is purchased, the owner of the action figure uses the serial number provided with the action figure as an access code to 1) access a game/activity; and/or 2) access a character in the game/activity, depending on the embodiment of the gaming platform. The programming and instructions may instruct the owner to input all of the serial number, or a portion of the serial number (such as the numbers only). Once the game and/or the character is activated, the character may, for example, compete against similar characters, embark on an adventure alone, or join a team of other characters in a competition or adventure.
Further, owners of such action figures may modify/enhance their game platform characters by purchasing accessories, each of which preferably is also are provided with a serial number. Upon registering the serial numbers of the various accessories with a particular electronic character, by inputting the accessory serial number into the gaming platform, these accessories become part of the identity of the game character for future use. These accessory items, for example, may be items or attributes, to make a character stronger, more dangerous, live longer, brandish different weapons, etc.
The action figures are preferably three-dimensional figures, in the form of miniature humans, superheros, animals, gods, mythical persons or beasts, robots, for example. Preferably, each of the action figures has visible features, such as body parts; hair, fur, feathers; clothing or armor; facial expressions; logos; or other features that make the action figure identifiable. These features may be molded, painted, attached or otherwise connected or provided on the action figure. The action figures may or may not have joints, bending limbs or parts, or other moveable parts. Some or all of these features are the information that is programmed into the character in the gaming system, at least to an extent that the viewer/player of the game, once the game character is accessed (preferably by the serial number on the three-dimensional action figure), recognizes that the character is the same person/animal/entity as the action figure. So, the action figure may be said to “visually correspond” to the electronic/computer game character, or to “be in the likeness of” the electronic/computer game character, and vice versa. Thus, the three-dimensional, physically tangible action figure has a substantial resemblance to the two-dimensional, digital character in the computer/game.
The “accessories” described above are preferably also three-dimensional, physically tangible items, purchased at a store, through a catalog, over the internet, or otherwise acquired. The accessories preferably are items that are miniatures of items that the action may be dressed in, ride on or in, fight with, or otherwise use in a hand, paw, claw, etc. Such items would be armor, leather couplets, chain mail, helmets, swords, guns, knives, laser weapons, grenades, horses, motorcycles, tanks, helicopters, etc. Thus, these items have a substantial resemblance to the enhancement that is being unlocked by the item's serial number, and these items may be attached to, held by, or mounted by, the action figure. Alternatively, the accessories may be items that are symbols of less tangible traits, such as health, strength, courage, wisdom, intelligence, weakness, etc. Such accessories may be a medallion or badge shaped like a small clenched first for “strength”; a heart-shaped medallion or badge for “health”; a book-shaped medallion or badge for “wisdom”, for example. Preferably, the accessory representing the less tangible trails are medallions or badges or other forms that can be attached to the action figure and that are sized appropriately for the size of the action figure. Other shapes or forms may be used, such as a plate, a banner, a tag, or simply an item to be placed beside the action figure. As with the action figure, the serial number may be applied directly onto the accessory item or in or on packaging for the accessory. As with the action figure, preferably the serial number is not visible to the consumer/owner until he or she opens the package.
Each time game play is suspended, information regarding the changing characteristics of the game “player” (the character) is stored on the server so that each time the game is accessed the most current “player” is retrieved. If there is only one game “player” active in a game, the user may stop play at any time and save his or her information. When more than one user is involved, play may be halted at any break in the action or at such point all users agree to stop. At some time in the course of game play, the character may become weaker or die. At this point, owners of the action figure may purchase additional strength or lives for their character or pay to have their character resurrected or cloned so that they can continue playing the game.
Referring now to the figures, an embodiment of an interactive action figure 10 for use with Internet gaming platforms 20 is illustrated. The interactive action figure comprises an action figure toy 10 which contains a serial number 25 corresponding to a specific computer identity or game character 30. The character 30 may be brought to life within a specific gaming network using the serial number 25 as a first access code. Providing the required access code 25 to the appropriate network server 40 or managing device activates the particular character 30 within the gaming framework. Once activated, the character 30 proceeds in the game according to the rules of the game. For example, the character 30 may compete in hand-to-hand combat against another similar character or embark upon an adventure alone.
Preferably, the invented interactive action figure 10 may take many physical forms to appeal to a wide range of users. For example, the action figure may be a warrior, a sports figure, a casino gambler, a doll, or a teddy bear. The specific gaming platform may then be designed around the particular figure and its intended audience. For example, a teddy bear may be intended for children and an appropriate computer identity may embark on an adventure that teaches valuable skills or lessons along the way. Alternatively, a warrior may appeal to a more adult audience. Consequently, its character may participate in a street fight or other intense or dangerous competition.
In a preferred embodiment, the gaming platform connects (50) a large number of individual users owning action figures and their corresponding computer identities, as shown in FIG. 1. Within the gaming platform, the characters may be formed into teams to compete in, for example, a soccer game, rugby competition, or a war (60). However, connecting users is not necessary so long as the individual user may access the appropriate computer identity using the action figure serial number and engage in an enjoyable activity via the Internet. Preferably, a centralized management device continually stores and updates character information as game play proceeds so that users may quit at any time and return to the game later and retrieve the most “current” computer identity for their action figure. For example, if a user completes a level in a game, this information would be stored and the user would not have to return to this level in the future. Preferably, where many users are active in a single game, users may quit at any time there is a break in play or when all users agree to suspend play.
One of many possible embodiments of an invented interactive action figure 10 on the Internet is depicted in FIG. 2. This action figure 10 is shown in FIG. 3 in his basic form, with two weapon accessories 70, 75 already added. Additional accessories are shown in FIGS. 4A-4E, including boots 80, chest armor 90, face mask 85, arm armor 95, and wisdom (book) accessory 100. One may note the close resemblance between the action figure 10 in FIG. 3 and the game character 30 of FIG. 2, wherein the character has been enhanced with weapon accessories 70′, 75′, and boot 80′, face mask 85′, and chest armor 90′ accessories).
As game play proceeds, users may update or modify their computer characters by purchasing accessories for their action figures, for example, according to the above description of accessories. Preferably, each accessory item has a serial number (125, 126, 127, 128, 129) or “secondary access code” with which it is associated, either by attaching or implanting the serial number to or in the accessory item, or by placing the serial number inside the packaging. After inputting the first access code (preferably the action figure's serial number) into the network managing system, one or more secondary access codes may be input to update the existing computer character identity. As described above, such accessory items may be intangible; for example, an individual may purchase accessory items that represent additional lives for their computer character or strength enhancers that bolster their chances of success. Alternatively, the accessory items may be physical items or equipment such as weapons or clothing as shown in FIG. 3. Inputting secondary codes for accessory items prompts the network managing system to associate these items with the computer identity corresponding to the first access code.
At some point in the course of game play, a specific character may expire within a particular gaming platform. For example, a character may die in the midst of a battle or come to the end of a particular journey after all preceding levels have been passed. If this occurs, an action figure owner may pay to have their character revived (for example, resurrected, cloned, or refreshed). This revival procedure may involve purchasing another action figure with an additional/updated serial number, or purchasing another serial number without buying another action figure via a revival product or service associated with the particular character, which may be distributed after payment is made to the manufacturer of the action figures or the manager of the gaming system.
While the preferred embodiments are described as being adapted for use in an Internet gaming platform, other gaming platforms may be used. For example, computer CD games, or gaming systems of the types represented by the popular PS2TM or X-boxTM systems, might be adapted for use in embodiments of the invention. For example, such systems may be adapted to accept input of serial numbers to unlock games, characters, and/or characteristics of the characters, such as traits, weapons, weaknesses, etc. Therefore, while the current preferred embodiments include multiple users of Internet games, other embodiments and especially future embodiments may include non-Internet gaming systems for one or more users.
Although this invention has been described above with reference to particular means, materials, and embodiments, it is to be understood that the invention is not limited to these disclosed particulars, but extends instead to all equivalents within the scope of the following claims.

## Claims

1. A system comprising:
a computer system, including an interface that allows entering a first access code that is associated with a three-dimensional figure, and responsive to receiving said first access code, said computer system providing a likeness of the three-dimensional figure, and said computer system allowing interaction with said likeness of the three-dimensional figure on the computer system, and said likeness having a first characteristic on the computer system; and
said computer system accepting a second access code, different than the first access code, and responsive to said accepting, changing said first characteristic of said likeness of the three-dimensional figure on said computer system, and wherein said first access code has an expiration, and said second access code defers said expiration.

2. A system as in claim 1, further comprising the three-dimensional figure.

3. A system as in claim 2, wherein said three-dimensional figure is packaged in packaging, and wherein said first access code is associated with said packaging.

4. A system as in claim 3, wherein said first access code is provided in said packaging in a way that is not visible without opening the packaging.

5. A system as in claim 2, wherein said first and second access codes each comprise a series of letters.

6. A system as in claim 5, wherein each of a plurality of individual three-dimensional figures has a unique first access code.

7. A system as in claim 2, wherein said computer system provides an activity and allows said likeness of said three-dimensional figure to access said activity, and wherein said second access code changes the way that said likeness reacts when accessing said activity.

8. A system as in claim 7, wherein said second access code makes the likeness of said three-dimensional figure in the computer system stronger in said activity.

9. A system as in claim 7, wherein said second access code makes the likeness of said three-dimensional figure in the computer system have more capabilities than it had before said second access code was used.

10. A system as in claim 2, wherein said three-dimensional figure visually corresponds to said likeness of the three-dimensional figure.

11. A system as in claim 10, wherein said three-dimensional figure, and said likeness of the three-dimensional figure each have a facial expression that look alike.

12. A system as in claim 10, wherein said three-dimensional figure and said likeness of the three-dimensional figure each have an item of clothing that look alike.

13. A system as in claim 2, wherein said second access code makes the likeness of said three-dimensional figure in the computer system have a changed behavior of the likeness than it had before said second access code was accepted.

14. A system as in claim 2, further comprising an image associated with said second access code, and wherein a visual content of said image represents the way in which the first characteristic of the three-dimensional figure is changed by said accepting said second access code.

15. A method comprising:
accepting entry of a first access code on a computer system, where said first access code is associated with a three-dimensional figure;
responsive to receiving said first access code, providing a likeness of the three-dimensional figure on the computer system;
using the computer system for allowing interaction with said likeness of the three-dimensional figure on the computer system, where said likeness has a first characteristic on the computer system;
accepting a second access code on the computer system, wherein said second access code is different than the first access code; and
responsive to said accepting the second access code, changing said first characteristic of said likeness of the three-dimensional figure on said computer system, wherein an action is taken responsive to entry of said first access code, and said action has an expiration, and said accepting said second access code defers said expiration.

16. A method as in claim 15, wherein said first and second access codes each comprise a series of alphanumerics.

17. A method as in claim 15, further comprising providing an activity on the computer system and interacting with said likeness of said three-dimensional figure as part of said activity, and wherein said second access code changes the way that said likeness reacts when accessing said activity.

18. A method as in claim 17, wherein said second access code makes the likeness of said three-dimensional figure in the computer system stronger in said activity.

19. A method as in claim 17, wherein said second access code makes the likeness of said three-dimensional figure in the computer system have more capabilities than it had before said second access code was used.

20. A method as in claim 15, wherein said second access code makes the likeness of said three-dimensional figure in the computer system have a changed behavior of the likeness than it had before said second access code was accepted.

21. A method as in claim 15, further comprising an image associated with said second access code, and wherein a visual content of said image represents the way in which the first characteristic of the three-dimensional figure is changed by said accepting said second access code.

22. A system comprising:
a three-dimensional figure, said three-dimensional figure having a physical packaging that includes a first access code;
a computer system, including an interface that allows a user taking an action to enter said first access code, and responsive to receiving said first access code, producing an output that displays a likeness of the three-dimensional figure, and controlling interaction with said likeness of the three-dimensional figure on the computer system; and
an accessory for the three-dimensional figure, said accessory associated with a second access code;
wherein said computer system also allows entry of said second access code, and responsive to entry of said second access code, provides information indicative of said accessory, said information being associated with said likeness of said three-dimensional figure, and wherein said first access code defines a first action having an expiration, and said second access code defers said expiration.

23. A system as in claim 22, wherein said first access code is provided in said packaging in a way that said first access code is not visible without opening the packaging.

24. A system as in claim 22, wherein each of a plurality of individual three-dimensional figures has a unique first access code.

25. A system as in claim 22, wherein said computer system provides an activity and provides controls for said interaction, and said computer system allows said likeness of said three-dimensional figure to interact as part of said interaction on the computer system.

26. A system as in claim 22, wherein said accessory is a tangible item that can be used with said three-dimensional figure.

27. A system as in claim 26, wherein said computer system controls said information indicative of the accessory to be used with said likeness of said three-dimensional figure in a way in which said accessory is used with said three-dimensional figure.

28. A system as in claim 22, wherein said accessory is an attribute that changes a characteristic of said likeness of said three-dimensional figure during said interaction.

29. A system as in claim 28, wherein said attribute makes the likeness of said three-dimensional figure in the computer system take actions on said computer during said interaction which make the likeness appear stronger during said interaction.

30. A system as in claim 28, wherein said attribute makes the likeness of said three-dimensional figure have more capabilities than it had before said accessory is added.

31. A system as in claim 22, wherein said three-dimensional figure visually corresponds to said likeness of the three-dimensional figure.

32. A system as in claim 31, wherein said three-dimensional figure and said likeness of the three-dimensional figure each have a facial expression that look alike.

33. A system as in claim 31, wherein said three-dimensional figure and said likeness of the three-dimensional figure each have an item of clothing that look alike.

34. A system as in claim 31, wherein said three-dimensional figure includes a logo thereon, and said likeness of the three-dimensional figure each has a logo thereon that look alike.

35. A system as in claim 22, wherein said accessory causes said computer system to change a characteristic of a behavior of the likeness of the three-dimensional figure.

36. A system as in claim 35, wherein said accessory has a likeness which represents an indication of a way in which the behavior of the three-dimensional figure is changed.

37. A system as in claim 35, wherein said accessory has a packaging, and said second access code is associated with packaging for the accessory.

38. A system as in claim 37, wherein said second access code is associated with said packaging in a way that prevents the second access code from being visible until the packaging is opened.

39. A system as in claim 22, wherein said three-dimensional figure is one of a warrior, a sports figure, a casino gambler, a doll, or a teddy bear.

40. A system as in claim 22, wherein said computer system controls said virtual representation to move between areas, and stores a last area of said virtual representation within said computer system.

41. A system as in claim 40, wherein said computer system automatically returns to said last area.

42. A system as in claim 22, wherein said computer senses an action taken by a user to enter said first access code.

43. A system as in claim 42, wherein said computer system provides an interface which allows manual entry of said first access code can be entered over a network, and accepts said entry of said first access code over said network.

44. A system as in claim 42, wherein said computer also senses an action taken by a user to enter said second access code.

45. A system as in claim 44, wherein said computer system provides an interface which allows manual entry of said first access code over a network, and accepts said entry of said first access code over said network.

46. A system as in claim 22, wherein said computer system stores at least one of said first and second access codes in a user account.

47. A system comprising:
a computer system providing content for displaying a computer game character;
a tangible item, said tangible item associated with an access code; and
an interface provided by the computer system that controls entering said access code, and responsive to receiving said access code, the computer system provides content for displaying information indicative of said tangible item, wherein said information indicative of said tangible item is separate information from said information for displaying said computer game character,
wherein the information indicative of said tangible item is associated with the computer game character and said information allows use of said information indicative of said tangible item at a time subsequent to a time when said access code is entered, wherein said computer displays said information for a period of time that has an expiration, and said access code defers said expiration.

48. A system according to claim 47, wherein the tangible item includes equipment.

49. A system according to claim 47, wherein the tangible item includes clothing.

50. A system according to claim 47, wherein the information indicative of said tangible item visually corresponds to the tangible item.

51. A system according to claim 47, wherein the information indicative of said tangible item corresponds to a likeness of the tangible item.

52. A system according to claim 47, wherein the information indicative of said tangible item substantially resembles the tangible item.

53. A system according to claim 47, wherein the information indicative of said tangible item is worn or held by the computer game character in the system.

54. A system according to claim 47, wherein the information indicative of said tangible item enhances the computer game character.

55. A system according to claim 47, wherein the information indicative of said tangible item modifies the computer game character.

56. A system according to claim 47, wherein the information indicative of said tangible item modifies an ability of the computer game character.

57. A system according to claim 47, wherein the information indicative of said tangible item grants an ability to the computer game character.

58. A system according to claim 47, wherein the information indicative of said tangible item grants a fighting ability to the computer game character.

59. A system according to claim 47, wherein the information indicative of said tangible item bolsters a chance of success of the computer game character in the system.