Patent Publication Number: US-2020286122-A1

Title: Human behavior and interaction influence system

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims priority to, and the benefit of, U.S. Provisional Patent Application Ser. No. 62/815,082, filed Mar. 7, 2019, which is hereby incorporated by reference in its entirety. 
    
    
     TECHNICAL FIELD 
     Example aspects described herein relate generally relate to mobile device communication systems, and more particularly to mobile device systems and methods for influencing human behavior and interactions. 
     BACKGROUND 
     Humans have been meeting and interacting with other humans since the very dawn of the species. In the modern age, however, the simple act of finding a basis to meet someone has become more challenging for some. Traditionally, people met both friends and romantic partners through family, friends, places of worship, and jobs. Somewhat more modern ways include chatting with strangers in a bar or club, meeting someone over the internet, or the use of smart phone applications like Tinder or Grindr. 
     It is well documented that people in both developed and developing nations are spending more and more time on devices such as electronic games, smart phones and other mobile devices. This technological interaction can, at times, hinder an individual&#39;s ability to meet people, even in an otherwise social environment. It has become nearly cliché to note how many people go to a bar or club and sit, staring at their phones, communicating through social media applications or taking selfies, rather than dancing or otherwise interacting with other people in an objectively social setting. A person staring at their phone is both less likely to reach out to meet someone new, and appears less open to another person who may wish to interact. For some, this may be a manifestation of shyness or reflect a lack of practice in meeting other people—whether for romantic or platonic reasons. In those cases, the person may actually wish to meet someone, but lacks the basis to start a conversation or the sophistication to signal their interest. 
     Concurrent with this trend, nightlife venues are competing to attract patrons. Modern people have become inundated with advertising in all areas of life. Social media and search engines have nearly perfected targeted ads for large groups of people, but do not well support direct communication between a place of business and interested potential customers. Furthermore, to the extent venues communicate through email, instant messages, or other social media means, modern people have become jaded to such messages. This is, in part, because such messages often come at unwanted times and in unwanted ways. For example, a bar spamming drink specials to a person in the middle of their workday is unlikely to find an available potential patron. Meanwhile, that same person, later in the evening, may be debating which club to go with their friends and may welcome timely information regarding drink specials—but be unable to find such. 
     New electronic devices and social applications and platforms can unfortunately decrease human interaction. Social networking services, such as dating services, connect users that may be interested in meeting one another. Such technologies form connections, associations, or other relationships with other users based on real-life interactions, online interactions, or a wide variety of other bases. However, such technologies depend on users being self-motivated to meet, and even when they do, the tendencies of users is to revert to looking down at their smart phones. One problem with existing technologies is that they do not encourage, much less require, users to put down their devices. What is needed is a technological solution to encourage willing interaction between people and other interested people and venues. Ideally, such a system would be end-user driven such that the user would interact with other people and participating venues when and how they desire, rather than feeling undue pressure or untimely messaging. 
     SUMMARY 
     The foregoing and other limitations are overcome by a system, method, and non-transitory computer medium storing instructions for encouraging interaction between individuals and other participating individuals or participating venues. 
     In one example embodiment, there is provided a system for influencing human behavior, comprising: a database configured to store a plurality of communication rules; a proximity detector configured to: receive location information from one or more mobile devices over a network and determine, for each of the one or more mobile devices, a client-device proximity indicating the proximity between the mobile device and each other of the one or more mobile devices; and an interaction controller configured to: communicate, over the network, an informational message to at least one of the one or more mobile devices based at least on the mobile-device proximity of the at least one mobile device and at least one of the plurality of communication rules, thereby causing the at least one mobile device to output an audiovisual content item. 
     In some embodiments, the informational message contains at least one of (i) a vendor-related offer, (ii) character-related information, (iii) item information, (iv) proximity information associated with at least one of the one or more mobile devices, or (iv) any combination of (i), (ii), (iii), and (iv). 
     In some embodiments, the interaction controller is further configured to: receive a client-device message from at least one of the one or more mobile devices; process the client-device message based on at least one the plurality of rules; and transmit another informational message to at least the one of the one or more mobile devices. 
     In some embodiments, the received client-device message contains information related to communication between the client-device and another client-device over a close communication medium. In some embodiments, the close communication medium comprises one of the following: (i) infrared communication; (ii) nearfield communication; (iii) Wi-Fi; or (iv) any combination of (i-iii). In some embodiments, the interaction controller is further configured to receive, over the network, a vendor-message from a vendor device, a the vendor-message containing at least the vendor information. In some embodiments, the proximity information communicated to a handheld client device includes data indicating at least (i) a location of at least one other handheld client device, (ii) a distance between two or more mobile client devices, or both (i) and (ii). In some embodiments, the proximity information communicated to the one or more mobile devices includes data indicating at least (i) a location of the vendor device, (ii) a distance between at least one of the one or more mobile devices and the vendor device, or both (i) and (ii). In some embodiments, the interaction controller is further configured host communications among the one or more mobile devices. 
     In another example embodiment, there is provided a method for influencing human behavior, comprising: storing a plurality of communication rules; receiving location information from one or more mobile devices over a network, determining for each of the one or more mobile devices, a client-device proximity indicating the proximity between the mobile device and each other of the one or more mobile devices; and communicating, over the network, an informational message to at least one of the one or more mobile devices based at least on the mobile-device proximity of the at least one mobile device and at least one of the plurality of communication rules, thereby causing the at least one mobile device to output an audiovisual content item. In some embodiments, the informational message contains at least one of (i) a vendor-related offer, (ii) character-related information, (iii) item information, (iv) proximity information associated with at least one of the one or more mobile devices, or (iv) any combination of (i), (ii), (iii), and (iv). 
     In some embodiments, the method further comprises: receiving a client-device message from at least one of the one or more mobile devices; processing the client-device message based on at least one the plurality of rules; and transmitting another informational message to at least the one of the one or more mobile devices. 
     In some embodiments, the received client-device message contains information related to communication between the client-device and another client-device over a close communication medium. In some embodiments, the close communication medium comprises one of the following: (i) infrared communication; (ii) nearfield communication; (iii) Wi-Fi; or (iv) any combination of (i-iii). 
     In some embodiments, the method further comprises receiving, over the network, a vendor-message from a vendor device, a the vendor-message containing at least the vendor information. In some embodiments, the proximity information communicated to a handheld client device includes data indicating at least (i) a location of at least one other handheld client device, (ii) a distance between two or more mobile client devices, or both (i) and (ii). In some embodiments, the proximity information communicated to the one or more mobile devices includes data indicating at least (i) a location of the vendor device, (ii) a distance between at least one of the one or more mobile devices and the vendor device, or both (i) and (ii). 
     In some embodiments, the method further comprises hosting communications among the one or more mobile devices. 
     In another example embodiment there is provided a non-transitory computer-readable medium having stored thereon one or more sequences of instructions for causing one or more processors to perform the methods described herein. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The features and advantages of the example embodiments of the invention presented herein will become more apparent from the detailed description set forth below when taken in conjunction with the following drawings. 
         FIG. 1  is a block diagram of an interaction encouragement system according to an example embodiment. 
         FIG. 2  shows a flow diagram a user interacting with a venue both directly and through a link to an interaction server according to an example embodiment. 
         FIG. 3  depicts a flow diagram for a user interacting with another user both directly and through a link to an interaction server according to an example embodiment. 
     
    
    
     DETAILED DESCRIPTION 
     In the following detailed description, references are made to the accompanying drawings that form a part hereof, and in which are shown by way of illustrations specific embodiments or examples. These aspects may be combined, other aspects may be utilized, and structural changes may be made without departing from the present disclosure. Embodiments may be practiced as methods, systems or devices. Accordingly, embodiments may take the form of a hardware implementation, an entirely software implementation, or an implementation combining software and hardware aspects. The following detailed description is therefore not to be taken in a limiting sense, and the scope of the present disclosure is defined by the appended claims and their equivalents. 
     In addition, not all of the components are required to practice the invention, and variations in the arrangement and type of the components may be made without departing from the spirit or scope of the invention. As used herein, the terms “component” and “engine” are applied to describe a specific structure for performing specific associated functions, such as a special purpose computer as programmed to perform algorithms (e.g., processes) disclosed herein. The component (or engine) can take any of a variety of structural forms, including: instructions executable to perform algorithms to achieve a desired result, one or more processors (e.g., virtual or physical processors) executing instructions to perform algorithms to achieve a desired result, or one or more devices operating to perform algorithms to achieve a desired result. 
     System for Influencing and Encouraging Human Interaction 
       FIG. 1  is a block diagram of an example human interaction encouragement system  100 . In this example, a handheld client device  102  includes a user input device  110 , output device  120 , a location device  130 , a data communication device  132 , a processing device  138 , and a memory device  140 . 
     The handheld client device  102  is a computing device. The handheld client device  102  runs an operating system capable of operating one or more application programs that perform various functions such as, for example, an interaction client application  142 . The handheld client device  102  is in communication with a network  108 . 
     In some embodiments, the handheld client device  102  is a handheld or portable entertainment device, smartphone, tablet, watch, wearable device, or any other type of computing device capable of running applications. In other embodiments, the handheld client device  102  is a laptop computer, portable gaming console, or network appliance. 
     The user input device  110  operates to receive a user input for controlling the handheld client device  102 . In some embodiments, the user input device  110  includes a manual input device  112  and an audio input device  114 . 
     The manual input device  112  operates to receive the manual input for controlling the handheld client device  102 . In some embodiments, the manual input device  112  includes one or more buttons, keys, touch levers, switches, and/or other mechanical input devices for receiving manual input. For example, the manual input device  112  includes a text entry interface, such as a mechanical keyboard, a virtual keyboard, or a handwriting input device, which is configured to receive a text input. In addition, in some embodiments, the manual input is received for managing various pieces of information transmitted via the handheld client device  102  and/or controlling other functions or aspects associated with the handheld client device  102 . 
     The audio input device  114  operates to detect and record sounds from proximate the handheld client device  102 . For example, the audio input device  114  can detect sounds including voice input. In some embodiments, the audio input device  114  includes one or more acoustic sensors configured to detect sounds proximate the handheld client device  102 . For example, acoustic sensors of the audio input device  114  include one or more microphones. Various types of microphones can be used for the audio input device  114  of the handheld client device  102 . 
     Referring still to  FIG. 1 , the output device may include both a video output device  122  and an audio output device  124 . The video output device  122  operates to display information. Examples of such information include interaction application information, including game information and notifications, and other information. In some embodiments, the video output device  122  is configured as a touch sensitive display and includes the manual input device  112  of the user input device  110  for receiving the manual input from a selector (e.g., a finger, stylus etc.) controlled by a user. In some embodiments, therefore, the video output device  122  operates as both a display device and a user input device. The video output device  122  operates to detect inputs based on one or both of touches and near-touches. In some embodiments, the video output device  122  displays a graphical user interface for interacting with the handheld client device  102 . Other embodiments of the video output device  122  do not include a touch sensitive display screen. Some embodiments include a display device and one or more separate user interface devices. Further, some embodiments do not include a display device. 
     The audio output device  124  operates to output media content. In some embodiments, the audio output device  124  includes one or more embedded speakers which are incorporated in the handheld client device  102 . 
     Alternatively or in addition, some embodiments of the handheld client device  102  include, as an audio output device  124 , an external speaker interface. The external speaker interface is configured to connect the handheld client device  102  to another system having one or more speakers, such as headphones, a portal speaker, and a vehicle entertainment system, so that media output is generated via the speakers of the other system external to the handheld client device  102 . Examples of the external speaker interface include an audio output jack, a USB port, a BLUETOOTH® transmitter, a display panel, and a video output jack. Other embodiments are possible as well. For example, the external speaker interface is configured to transmit a signal that can be used to reproduce an audio signal by a connected or paired device such as headphones or a speaker. 
     The location device  130  operates to determine the present location of the handheld client device  102 . The location device  130  may determine the present location through a variety or combination of methods including GPS, triangulation of cellular signals from towers, Wi-Fi signal strength calculation, interaction with a BLUETOOTH® signal, or other methods now known or later developed. 
     The data communication device  132  operates to enable the handheld client device  102  to communicate with one or more computing devices over one or more networks, such as the network  108 . For example, the data communication device  132  is configured to communicate with the interaction system  104  and receive interaction management information from the interaction system  104  at least partially via the network  108 . The data communication device  132  can be a network interface of various types which connects the handheld client device  102  to the network  108 . Examples of the data communication device  132  include wired network interfaces and wireless network interfaces. Wireless network interfaces includes infrared, Near Field Communication (“NFC”), BLUETOOTH® wireless technology, 802.11a/b/g/n/ac, and cellular or other radio frequency interfaces in at least some possible embodiments. Examples of cellular network technologies include LTE, WiMAX, UMTS, CDMA2000, GSM, cellular digital packet data (CDPD), and Mobitex. 
     The processing device  138 , in some embodiments, includes one or more central processing units (CPU). In other embodiments, the processing device  138  additionally or alternatively includes one or more digital signal processors, field-programmable gate arrays, or other electronic circuits. 
     The memory device  140  typically includes at least some form of computer-readable media. The memory device  140  can include at least one data storage device. Computer readable media includes any available media that can be accessed by the handheld client device  102 . By way of example, computer-readable media includes computer readable storage media and computer readable communication media. 
     Computer readable storage media includes volatile and nonvolatile, removable and non-removable media implemented in any device configured to store information such as computer readable instructions, data structures, program modules, or other data. Computer readable storage media includes, but is not limited to, random access memory, read only memory, electrically erasable programmable read only memory, flash memory and other memory technology, compact disc read only memory, blue ray discs, digital versatile discs or other optical storage, magnetic storage devices, or any other medium that can be used to store the desired information and that can be accessed by the handheld client device  102 . In some embodiments, computer readable storage media is non-transitory computer readable storage media. 
     Computer readable communication media typically embodies computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave or other transport mechanism and includes any information delivery media. The term “modulated data signal” refers to a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, computer readable communication media includes wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, radio frequency, infrared, and other wireless media. Combinations of any of the above are also included within the scope of computer readable media. 
     The memory device  140  operates to store data and instructions. In some embodiments, the memory device  140  stores instructions for an interaction client application  142 . The interaction client application may include processes such as a location manager  144 , interaction controller  146 , and a specials controller  148 . 
     The interaction client application  142  provides information to the user necessary to operate and interact with the interaction server  150 . 
     In one embodiment, the interaction client application  142  may include instructions, which when executed by processing device  138  causes the processing device  138  to encourage interaction between users by rendering on output device  120  multimedia content, receiving communications messages via data communication device  132 , receiving user input via user input device  110 , and by using location data obtained through location device  130 . The interaction client application  142  may output multimedia content representing prizes and inventory that the user may accumulate through purchase, interaction with certain venues, interaction with other users, or through successful gameplay. Reference herein to the interaction client application  142  should be understood based on the context surrounding its use to mean execution of the instructions of interaction client application  142  by processing device  138 . 
     Such an interaction client application  142  may encourage users to meet other users in public areas to exchange or gain items, compete in competitions, or to simply be introduced through a shared interest in the interaction client application  142 . The interaction client application  142  may also encourage users to frequent certain, participating venues. Such an interaction client application  142  may track attributes such as “fame,” to reflect how interactive or skilled a user is. A participating venue may offer specials, such as free or reduced-price drinks for users of the interaction client application  142 , users of sufficient fame, users who arrive before or after certain times, or users who patronize the venue a sufficient number of times. An example embodiment is discussed in more detail, below. 
     The location manager  144  may use the location device  130  to determine the location of a handheld client device  102  of a user, thereby indicating the location of the user, transmit the location to the interaction server  150 , and receive information related to the location of the user such as other users, venue information, and potential interactions. The location manager  144  may provide this location information to the interaction controller  146  or the specials controller  148 . 
     The interaction controller  146  provides, through output device  120  of the user, information related to potential interactions to the user and uses the data communication device  132  to interact with other users and venues for either specials or interaction client application  142  interactions (e.g. inter-user competitions, trades, etc.). The interaction controller  146  may also server to allow a user to toggle and provide an indication whether they are receptive to meeting other users or interacting with venue staff. For example, a user may input, through user input device  110 , an indication that marks themselves in one of several states, such as “Welcome,” (to indicate a willingness to interact with other participants) “Busy,” (to show as being in a location, but unavailable) or “Invisible,” (to hide the location of a user such that they are not visible to other users within the location). Users who too often attempt to interact within the system with “busy” or “invisible” users may cause interaction system  104  to change the features available to them. This can be, for example, through the loss of privileges or other means. Preferably, such a change in the features available to a user encourages the user to interact within the system with input indicating they are marked with the state of “Welcome”. In an example implementation, attempts to interact are counted. If a predetermined attempt threshold is met, an attempt flag is set indicating too many attempts to interact have been performed. 
     The specials controller  148  receives information related to the location of a user from the location manager and provides information related to potential specials to the user. If, for example, a user is not in a participating venue, the specials controller  148  may determine available specials in a radius around the user for that level of fame of the user or loyalty to venues within the radius. The specials controller  148  may then display, via output device  120 , that information to the user in order to assist the user in determining a venue to attend. In another example, if the user is within a participating venue, the specials controller  148  may provide detailed information related to current and upcoming specials for that venue. Upcoming specials may include specials that will become available in a certain amount of time, specials that will become available based on increased loyalty, fame, or other score, or specials that will become available based on other bases, such as more or higher caliber users entering the venue. In this way, the user may be encouraged to invite other participants (e.g., friends) to join them at the venue. 
     Referring still to  FIG. 1 , the interaction system  104  includes an interaction server  150 . 
     The interaction system  104  includes one or more computing devices and provides media content to the handheld client device  102  and, in some embodiments, other handheld client devices as well. In addition, the interaction system  104  interacts with the handheld client device  102  to provide the handheld client device  102  with various functionalities. 
     Although  FIG. 1  shows a single interaction server  150 , some embodiments include multiple interaction servers. In these embodiments, each of the multiple interaction servers may be identical or similar to the interaction server  150  and may provide similar functionality with, for example, greater capacity and redundancy and/or services from multiple geographic locations. Alternatively, in these embodiments, some of the multiple interaction servers may perform specialized functions to provide specialized services. Various combinations thereof are possible as well. 
     The interaction server  150  transmits interaction management information to devices such as the handheld client device  102 . In some embodiments, the interaction server  150  includes an interaction management application  160 , an interaction data store  170 , a processing device  152 , a memory device  154 , and a network access device  156 . The processing device  152  and the memory device  154  may be similar to the processing device  138  and the memory device  140 , respectively, which have each been previously described. Therefore, the description of the processing device  152  and the memory device  154  are omitted for brevity purposes. 
     The network access device  156  operates to communicate with other computing devices over one or more networks, such as the network  108 . Examples of the network access device include one or more wired network interfaces and wireless network interfaces. Examples of such wireless network interfaces of the network access device  156  include wireless wide area network (WWAN) interfaces (including cellular networks) and wireless local area network (WLANs) interfaces. In other examples, other types of wireless interfaces can be used for the network access device  156 . 
     The interaction management application  160  may be running on the processing device  152  and be stored within the memory device  154 . The interaction management application  160  serves to receive information from at least one handheld client device  102 , at least one vendor device  106 , and to communicate system information to those devices. The interaction management application  160  may include a character controller  162 , a vendor controller  164 , a proximity detector  166 , and an interaction controller  168 . 
     The character controller  162  communicates with the interaction data store  170  to manage all character-based information. Character information may relate to all information about a character of a user within an interaction client application  142 , as opposed to information about the user, themselves. Character information may include current items, used items, skills, looks, benefits, levels, fame, or any other character-related (as opposed to account-based) information. 
     The vendor controller  164  communicates with the interaction data store  170  and vendor device  106  to manage all vendor-based information. Vendor information may relate to all information about a vendor. Vendors may include, for example, venues such as clubs or restaurants, retail sellers of goods or services such as stores or salons, or wholesale sellers such as national drink sellers or beauty product companies. Vendor information may relate to specials, loyalty, loyalty benefits, levels of vendor participation, etc. 
     The proximity detector  166  communicates with the interaction data store  170 , at least one handheld client device  102 , and at least one vendor device  106  to determine which users are within certain proximity to each other and to certain venues. 
     For example, the proximity detector  166  may operate by receiving location information from a plurality handheld client devices  102  of users and vendor devices  106  of vendors. It may then determine, for each of the plurality of users and vendors, a distance proximity between each user and each other user or vendor. 
     The interaction controller  168  may operate by communicating with the interaction data store  170  and handheld client devices  102  to manage all aspects of interaction by users with handheld client device  102  and other users. A user may interact with the interaction client application  142  solo, such as a user interacting with the interaction client application  142  by themselves to gain levels, items, experience, etc. Multiple users can interact with corresponding interaction client applications  142 , interacting in competitive or cooperative manner. 
     The interaction controller  168  may also operate by communicating an information message to at least one handheld client device  102 . In one embodiment, the interaction controller  168  may then inform each user of each other user within a certain distance, such as 100 feet. As another example, the interaction controller  168  may inform each user of certain super-users, such as celebrities, within a greater range, such as within half a mile. As another example, the interaction controller  168  may inform each user of vendors with locations within a certain distance, such as two miles. In yet another example, the interaction controller  168  may inform each user of vendors with specials, such as a venue offering drink specials or a salon offering hair styling specials within another distance, such as five miles. 
     Rules for when to communicate proximity information to users or vendors may be stored as part of communication rules  179  in interaction data store  170 . 
     The interaction controller  168  may notify users of information by causing the network access device  156  to send a message to the handheld client device  102  of a user via the network  108 . The sent message may cause the handheld client device  102  of the user to output audiovisual content via the video output device  122 , audio output device  124 , or both. Audiovisual content provided by the interaction controller  168  may include beeps, buzzes, messages, or graphics displayed on a screen. Such audiovisual content may also include music, voices, video, or animated sequences. 
     The interaction controller  168  may also operate by receiving a message from a handheld client device  102 , processing that message based on communication rules  179 , and transmitting one or more messages to one or more handheld client devices  102 . 
     In one embodiment, the interaction controller  168  may receive a message from a handheld client device  102  of a user seeking to be introduced to a second user within a given venue. Based on the communication rules  179  of the second user, the interaction controller  168  may send a message to the handheld client device  102  of a first user notifying the user the location within the venue. Alternatively or in addition, the interaction controller  168  may request confirmation from the second user before sending their location. Finally, based on the communication rules  179  of the second user, the interaction controller  168  may decline to provide the information of the second user. 
     As another example, if two users meet and exchange information between their handheld client devices  102 , the interaction controller  168  may receive messages from handheld client devices  102  one or both users related to the communication and may record details of the interaction of the users within the interaction data store  170 . 
     The interaction data store  170  stores character data  172 , vendor data  174 , items data  176 , and user accounts  178 . As noted above, character data  172  typically denotes data about a character, such as items, fame, experience, or current outfits, as opposed to information about an actual user, such as name, age, address, purchase history, etc. Vendor data  174  may include information about a venue or other seller of goods, the specials associated with such vendors, location of vendors, and the types of benefits offered by the vendor, etc. 
     Items data  176  may include information about items, such as the texture, size, equip location, value, rarity, etc. Items data  176  may refer to item templates rather than items currently in possession of users. 
     User accounts  178  information may relate to information about a user participating in the interaction system  104 . For example, the user accounts  178  may include the person&#39;s name, address, age, preferences, current visibility status, etc. This information is kept separate from character information and is kept more securely to prevent theft or other intrusion. 
     Communication rules  179  stores rules for when and how to communicate to users or vendors. As noted above, communication rules  179  may include the distances and circumstances for notifying users of nearby users, super-users, or vendors. Communication rules  179  may also include whether to communicate proximity of one user to another based on the privacy settings of one or both users. Communication rules  179  may also include determining how frequently to re-send certain alerts to a user after previously alerting the user. For example, the interaction server  150  may wish to remind users of a certain vendor special no more than once every 24 hours. Alternatively, the interaction server  150  may wish to wait a week between certain notifications, so as to not annoy the user. 
     Communication rules  179  may include any form of when, how, and why to communicate information to users. Communication rules  179  may be tailored based on a (i) user setting, (ii) character setting, (iii) vendor setting, (iv) global setting, or any combination of (i-iv). 
     In one example, memory device  154  contain one or more fashion based applications including instructions which when executed by processing device  152 , cause processing device  152  to deliver multimedia content, messages or requests associated with the subject of fashion. Such a fashion based application may provide fashions from one or more types of fashion, such as Couture, Drag, EDM, Rave, Costume, etc. As a specific example, such a fashion based application may be based on a Drag fashion application called “Dungeons and Drag Queens” (D&amp;DQ). In D&amp;DQ, a user may acquire items such as clothing, makeup looks, shoes, or jewelry for their character. Items may also include less traditionally substantial items such as dance moves, access to certain songs, or other intangible property. These items may be acquired by purchasing within the application via in-application or real-life currency, may be achieved through participating within the application, or by meeting certain individuals/going to certain venues. The character controller  162  in D&amp;DQ interfaces with the interaction client application  142  of a user to allow that user to set up their character to look a certain way, act a certain way when viewed by other users, and have certain background music when participating in events such as fashion shows. 
     Further in the example of D&amp;DQ, the character controller  162  communicates with the interaction data store to store information about a character&#39;s setup, such as the character&#39;s outfit, makeup, and preferred dance moves. Further, the interaction controller  168  may allow users to participate in solo or competitive drag fashion shows, wearing items obtained through other gameplay. The proximity detector  166  may determine that a user is within the same venue as a famous celebrity within the application, such as a very experienced user or a celebrity spokesperson from television participating in the application. The user may then, using the location device  130  within their handheld client device  102  find the celebrity and approach them for a meeting through the interaction system  104 . Assuming the celebrity consents, the user may chat with the celebrity, interact with their handheld client device  102  via Near Field Communication protocol to demonstrate that they actually spoke, and receive a special item specific to the celebrity. For example, if the celebrity is a well-known makeup artist in the real world, the application operators may provide them with a specific item, such as a certain makeup look, that they may give to users to interact with them. In such an example, either or both users may receive a bump in “fame,” making them yet more desirable for other users to interact with. 
     Referring still to  FIG. 1 , the vendor device  106  includes a vendor application  180 . 
     The vendor device  106  is a computing device. The vendor device  106  runs an operating system capable of operating one or more application programs that perform various functions such as, for example, a vendor application  180 . The vendor device  106  is in communication with a network  108 . 
     In some embodiments, the vendor device  106  is a handheld or portable entertainment device, smartphone, tablet, watch, wearable device, or any other type of computing device capable of running applications. In other embodiments, the handheld client device  102  is a laptop computer, desktop computer, gaming console, or network appliance. 
     The vendor device  106  includes a vendor application  180 , a data communication device  188 , processing device  190 , memory device  192 , and user interface  194 . The data communications device  188 , processing device  190 , and memory device  192  may be similar to the data communication device  132 , processing device  138 , and the memory device  140 , respectively, which have each been previously described. Therefore, the description of the data communication device  188 , processing device  190 , and the memory device  192  are omitted for brevity purposes. Similarly, the user interface  194  may be similar to or include elements similar to the user input device  110  and output device  120 , which have also been previously described. Therefore, the description of the user interface  194  is also omitted. 
     The vendor application  180  provides information to vendors related to the interaction system  104  and communicates with the interaction server  150  to control a given vendor&#39;s setup within the interaction system  104 . For example, a vendor may wish to add, subtract, or modify specials offered within the interaction system to entice users to purchase the vendor&#39;s goods or to attend the vendor&#39;s events. The vendor may also wish to communicate such specials or invitations to users via their handheld client devices  102 . 
     The vendor application  180  may include a specials controller  182 , interaction controller  184 , and a proximity detector  186 . 
     The specials controller  182  provides a vendor an interface to manage their specials on offer, either presently or in the future. Such specials may include examples such as a free glass of the vendor&#39;s beer at certain, participating venues. Other specials may come from a venue such that participants of the system are charged less cover when they display the application, or are given priority entrance if they arrive before a certain time, or are given special perks if enough participants are at the venue during a certain period. Other specials might include lower prices for participants who frequent the venue regularly. Other specials might include lower prices for participants with sufficient fame. The possibilities for specials based on time, location, game levels or fame, items, etc. is nearly infinite. The specials controller communicates each vendor&#39;s choices for such specials to the interaction server  150 . 
     The interaction controller  184  provides the vendor with a way to interact with users (or even other vendors). For example, if a participant wishes to claim an advertised special, they may present their handheld client device  102  to have a QR code scanned, or NFC scanned, or network interaction, or any other method of communication between the data communication device  132  and data communication device  188 . Once the handheld client device  102  is scanned, the participant receives their special, either in-game or in real-life, and the interaction controller communicates the interaction to the interaction server  150 . Such communication prevents the participant from claiming the benefit multiple times, if the vendor so wishes to limit usage. 
     The proximity detector  186  uses the data communication device  188  to either communicate to the interaction server  150  to determine participants who are in close proximity to locations of interest to the vendor (such as within a venue) or uses other means such as NFC, Infrared, Wi-Fi, or BLUETOOTH® technology to detect participants in a given area. Knowing the number of participants attending a venue can provide valuable information to a vendor regarding the success of a given promotion or special because not all participants may even claim their rewards. Thus, seeing participation numbers will give a more accurate count of success. Moreover, a venue may wish to offer certain specials only when a sufficient number of participants are present. 
       FIG. 2  shows an example system in which embodiments of the present invention may be employed, showing the interaction of a user  202  using a handheld client device  102  configured to communicate with a vendor device  106 . 
     A user  202  may use a handheld client device to communicate with the interaction system  104  via a network  108 . The interaction system  104  may also communicate with a vendor device  106  via the network  108 . 
     When the user  202  enters a venue in which the vendor device  106  operates, their handheld client device  102  may be informed by the interaction system  104  via the network  108  that the vendor is offering a special benefit for system participants. The user may then approach the vendor to claim the special. When the user  202  places their handheld client device  102  near the vendor device  106 , the vendor device  106  may read information from the handheld client device  102  via a close communication medium  204  such as infrared, NFC, BLUETOOTH®, or other wireless communication, including wireless TCP/IP or cellular communication. Once the devices have communicated, the vendor may determine via the vendor device  106  link to the interaction system  104 , that the user has not yet received the benefit for the evening. The vendor may then provide the user  202  with the advertised benefit. 
       FIG. 3  shows an example system in which embodiments of the present invention may be employed, showing the interaction of a user  202  using a handheld client device  102  configured to communicate with another user  304  using another handheld client device  302 . 
     A user  202  may use a handheld client device  102  to communicate with the interaction system  104  via a network  108 . The interaction system  104  may also communicate with the handheld client device  302  of the other user via the network  108 . 
     When the handheld client device  102  of user  202  enters a venue in which the handheld client device  302  of user  304  is located, the handheld client device  102  may be informed by the interaction system  104  via the network  108  that the other user  304  is present. When the handheld client device  102  of user  202  approaches the handheld client device  302  of user  304  to introduce themselves, the two users may place their devices (i.e., handheld client device  102  and the handheld client device  302 ) in close proximity to communicate. The user  202  handheld client device  102  may communicate information related to the user  202  character or other information as necessary. Similarly, the handheld client device  302  of a user  304  may communicate information related to the user  304 . One or both users may receive benefits from the interaction, such as fame, items, etc. by further communicating their meeting to the interaction system  104 . 
     In one embodiment, when handheld client device  102  and handheld client device  302  are approximately 5 feet away, they communicate across a close communication medium  204 . In one example use case, user  202  and user  304  approach each other carrying their respective handheld client devices  102 ,  302  within 5 feet in order for handheld client device  102  and handheld client device  302  to communicate across a close communication medium  204 . That close communication medium may, in that example, be infrared communication. Handheld client device  102  and handheld client device  302  may then communicate with the interaction system  104  via network  108  to record the meeting between user  202  and user  304 . The interaction system  104  may process the messages from the handheld client device  102  and handheld client device  302  and communicate a message back to the handheld client device  102  and handheld client device  302  regarding items gained, specials achieved, or in-application benefits from the meeting. 
     In another embodiment, handheld client device  102  and handheld client device  302  are placed within a few centimeters of one another to communicate across a close communication medium  204  that may be nearfield communication. In another example use case, user  202  and user  304  may place their handheld client device  102  and handheld client device  302  within a few centimeters of one another to communicate across a close communication medium  204  that may be nearfield communication. The handheld client device  102  and handheld client device  302  may then communicate with the interaction system  104  via network  108  to record the meeting between the user  202  and user  304 . The interaction system  104  may process the messages from the handheld client device  102  and handheld client device  302  and communicate a message back to the handheld client device  102  and handheld client device  302  regarding items gained, specials achieved, or in-application benefits from the meeting. Similar embodiments may include handheld client device  102  and handheld client device  302  communicating with one another via BLUETOOTH®, Wi-Fi, or other close communication mediums  204  now known or future developed. 
     While various example embodiments of the present invention have been described above, it should be understood that they have been presented by way of example, and not limitation. It will be apparent to persons skilled in the relevant art(s) that various changes in form and detail can be made therein. Thus, the present invention should not be limited by any of the above described example embodiments, but should be defined only in accordance with the following claims and their equivalents. 
     In addition, it should be understood that the  FIGS. 1-3  are presented for example purposes only. The architecture of the example embodiments presented herein is sufficiently flexible and configurable, such that it may be utilized (and navigated) in ways other than that shown in the accompanying figures. 
     Further, the purpose of the foregoing Abstract is to enable the U.S. Patent and Trademark Office and the public generally, and especially the scientists, engineers and practitioners in the art who are not familiar with patent or legal terms or phraseology, to determine quickly from a cursory inspection the nature and essence of the technical disclosure of the application. The Abstract is not intended to be limiting as to the scope of the example embodiments presented herein in any way. It is also to be understood that the procedures recited in the claims need not be performed in the order presented.