Patent Publication Number: US-2020293633-A1

Title: Systems and methods for facilitating tokenization of modifiable game assets on a distributed blockchain

Description:
FIELD OF THE DISCLOSURE 
     The present disclosure relates to systems and methods for facilitating tokenization of modifiable game assets on a distributed blockchain. 
     BACKGROUND 
     Distributed ledgers are known techniques to produce a secure record or registry of ownership of assets, transactions, and other information. For example, a distributed blockchain is a distributed ledger. Blockchain technology is known, e.g., as used for cryptocurrencies, smart contracts, and other applications for a decentralized database. Tokenization of (digital) objects and/or assets on a distributed blockchain is known, e.g., as used for security tokens, utility tokens, and payment tokens. 
     SUMMARY 
     One aspect of the present disclosure relates to a system configured for facilitating tokenization of modifiable game assets on a distributed blockchain. The system may include one or more hardware processors configured by machine-readable instructions. The processor(s) may be configured to generate a smart contract configured to contain license keys associated with the modifiable game assets and to effectuate transfers of the license keys to purchasers and/or donees of the license keys. The modifiable game assets may be usable within an online gaming platform. The license keys may confer to the purchasers and/or donees limited rights to offer game assets for sale or distribution in the online gaming platform. In some implementations, the license keys may confer to the purchasers and/or donees ownership rights in game assets based on the modifiable game assets. The game assets offered for sale or distribution may be modified versions of the modifiable game assets. The game assets may be usable within an online gaming platform. The processor(s) may be configured to post the smart contract to a distributed blockchain. The distributed blockchain may be maintained by a distributed computing platform. The distributed computing platform may be different and separate from the system configured for facilitating tokenization of modifiable game assets on the distributed blockchain. The processor(s) may be configured to receive sales information describing a first game asset that is usable within the online gaming platform and intended to be offered for sale or distribution, e.g., to gaming users of the online gaming platform. The first game asset may be a modified version of one of the modifiable game assets. The sales information may include a particular license key. The processor(s) may be configured to obtain verification information that indicates the first game asset has passed or failed a verification. The verification may include, by way of non-limiting example, whether the particular license key matches a license key that has been transferred to one of the purchasers and/or donees. The processor(s) may be configured to tokenize the first game asset into a tokenized game asset on the distributed blockchain, responsive to the verification passing successfully. The processor(s) may be configured to offer the tokenized game asset for sale or distribution, e.g., to gaming users of the online gaming platform. 
     Another aspect of the present disclosure relates to a method for facilitating tokenization of modifiable game assets on a distributed blockchain. The method may include generating a smart contract configured to contain license keys associated with the modifiable game assets and to effectuate transfers of the license keys to purchasers and/or donees of the license keys. The modifiable game assets may be usable within an online gaming platform. The license keys may confer to the purchasers and/or donees limited rights to offer game assets for sale in the online gaming platform. In some implementations, the license keys may confer to the purchasers and/or donees ownership rights in game assets based on the modifiable game assets. The game assets offered for sale may be modified versions of the modifiable game assets. The method may include posting the smart contract to a distributed blockchain. The distributed blockchain may be maintained by a distributed computing platform. The method may include receiving sales information describing a first game asset that is usable within the online gaming platform and intended to be offered for sale or distribution, e.g., to gaming users of the online gaming platform. The first game asset may be a modified version of one of the modifiable game assets. The sales information may include a particular license key. The method may include obtaining verification information that indicates the first game asset has passed or failed a verification. The verification may include, by way of non-limiting example, whether the particular license key matches a license key that has been transferred to one of the purchasers and/or donees. The method may include tokenizing the first game asset into a tokenized game asset on the distributed blockchain, responsive to the verification passing successfully. The method may include offering the tokenized game asset for sale or distribution, e.g., to gaming users of the online gaming platform. 
     As used herein, any association (or relation, or reflection, or indication, or correspondency) involving servers, processors, client computing platforms, smart contracts, license keys, game assets, purchasers, donees, verifications, users, participants, donations, and/or another entity or object that interacts with any part of the system and/or plays a part in the operation of the system, may be a one-to-one association, a one-to-many association, a many-to-one association, and/or a many-to-many association or N-to-M association (note that N and M may be different numbers greater than 1). 
     As used herein, the term “obtain” (and derivatives thereof) may include active and/or passive retrieval, determination, derivation, transfer, upload, download, submission, and/or exchange of information, and/or any combination thereof. As used herein, the term “effectuate” (and derivatives thereof) may include active and/or passive causation of any effect. As used herein, the term “determine” (and derivatives thereof) may include measure, calculate, compute, estimate, approximate, generate, and/or otherwise derive, and/or any combination thereof. 
     These and other features, and characteristics of the present technology, as well as the methods of operation and functions of the related elements of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  shows a system configured for facilitating tokenization of modifiable game assets on a distributed blockchain, in accordance with one or more implementations. 
         FIG. 2  includes a flow chart of a method for facilitating tokenization of modifiable game assets on a distributed blockchain, in accordance with one or more implementations. 
         FIGS. 3 and 4  illustrate exemplary distributed blockchains, in accordance with use by one or more implementations. 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 1  illustrates a system  100  configured for facilitating tokenization of modifiable game assets on a distributed blockchain, in accordance with one or more implementations. In some implementations, system  100  may include one or more servers  102 . Server(s)  102  may be configured to communicate with one or more client computing platforms  104  according to a client/server architecture and/or other architectures. Client computing platform(s)  104  may be configured to communicate with other client computing platforms via server(s)  102  and/or according to a peer-to-peer architecture and/or other architectures. Users may access system  100  via client computing platform(s)  104 . 
     In some implementations, system  100  and/or servers  102  may be configured to communicate with one or more of (online) gaming platform(s)  136 , gaming platform operator(s)  132 , creator(s)  134 , gaming user(s)  138 , blockchain(s)  140 , and/or other components and/or users. 
     In some implementations, a distributed blockchain may be maintained by a distributed computing platform. In some implementations, the distributed computing platform may be implemented by a set of client computing platforms and/or servers. The distributed computing platform may support a virtual machine. The distributed computing platform and/or the virtual machine may form a runtime environment for smart contracts. In some implementations, the distributed computing platform may include storage configured to store the blockchain. The smart contracts may be stored on the blockchain. In some implementations, the distributed computing platform may be Ethereum. In some implementations, the virtual machine may be a Turing-complete and decentralized virtual machine. 
     The distributed blockchain may act as a decentralized database that stores a registry of assets and transactions across one or more networks. A given asset may be owned by a particular user. The asset may include anything of material value or usefulness that is owned by a person or company, according to some implementations. In some implementations, the distributed blockchain may record ownership of assets and/or transactions that modify ownership of assets. A smart contract is a type of asset. In some implementations, once a smart contract has been added to the distributed blockchain, the smart contract may be referred to as published and/or posted. Elements of the distributed blockchain may be grouped together in units that are referred to as blocks. For example, an individual block may include one or more assets and one or more transactions. 
     The distributed blockchain may be publicly accessible and append-only. In some implementations, existing blocks of the distributed blockchain can substantially not be altered or deleted, unless multiple copies of the distributed blockchain are altered. This is unlikely to happen provided that multiple copies of the distributed blockchain are stored on different computing platforms, e.g., in different geographical locations. The distributed blockchain may be replicated on multiple computing platforms, preferably in multiple different geographical locations. 
     Server(s)  102  may be configured by machine-readable instructions  106 . Machine-readable instructions  106  may include one or more instruction components. The instruction components may include computer program components. The instruction components may include one or more of a contract generating component  108 , a contract posting component  110 , a sale information receiving component  112 , a verification component  114 , an asset tokenizing component  116 , a game asset offering component  118 , a participant notification component  120 , a license key invalidation component  122 , a proceeds sharing component  124 , and/or other instruction components. 
     Contract generating component  108  may be configured to generate smart contracts. In some implementations, a smart contract may be configured to contain license keys associated with the modifiable game assets. In some implementations, individual license keys may be associated with individual modifiable game assets. In some implementations, the license keys, upon purchase by creators  134  and/or other purchasers through the smart contract, may confer limited rights to the purchasers. In some implementations, the license keys may be free, or may be donated to creators  134 , and may confer limited rights to creators  134 . Receivers of donations and/or other gifts may be referred to as donees. 
     The limited rights may define limitations to the types of usage that are allowed within system  100  and/or gaming platform  136 . In some implementations, the license keys may confer to the purchasers and/or donees limited rights to offer game assets (for sale, distribution, and/or otherwise offered to gaming users  138 ) in gaming platform  136 , e.g., to gaming users  138  of gaming platform  136 . In some implementations, the purchasers and/or donees may have the right to maintain ownership of the game assets, without a requirement to offer the game assets for sale. 
     The game assets may be (collections and/or packages of) virtual objects that are usable within gaming platform  136 . In some implementations, a game asset may be a level, mission, assignment, chapter, task, mini-game, and/or other package of content that is usable within gaming platform  136 . The game assets offered to gaming users  138  may be modified versions of the modifiable game assets. For example, a game asset may be modified by creator  134 . In some implementations, modifications may be made within gaming platform  136 . In some implementations, modifications may be made using tools and/or services external to system  100 . In some implementations, license keys may be donated and/or sold by and/or on behalf of gaming platform operators  132 . After modification of a game asset, creator  134  may offer the game asset in gaming platform  136  and/or in another platform that supports the distribution of game assets, including but not limited to the sale of the game assets. 
     As used herein, gaming platform  136  may refer to either an individual game, a type of gaming console and its ecosystem, and/or both. Gaming platform operator  132  may refer to a host, operator, owner, and/or other stakeholder of gaming platform  136 . Gaming users  138  may refer to players that play on gaming platform  136 . 
     In some implementations, a smart contract may be configured to effectuate transfers of the license keys (or rights related to the license keys) to creators  134 , donees, and/or purchasers. In some implementations, the purchasers may purchase the license keys, e.g., by transferring amounts of a currency, e.g., a virtual currency. In some implementations, the donees may receive the license keys for free. For example, the license keys may confer to the purchasers and/or donees ownership rights in game assets based on the modifiable game assets, without a requirement to offer the game assets for sale. The smart contract may be configured to effectuate transfers of the license keys (or rights related to the license keys) to creators  134  and/or the purchasers, e.g., subsequent to receiving the amounts of the virtual currency or receiving some other consideration. For example, a smart contract may effectuate a transfer of a first license key to a first participant, e.g., upon purchase by the first participant. In some implementations, the first participant may be one of creators  134 . In some implementations, the smart contract may receive a unique identifier from an individual creator  134 , e.g., during the purchase by the individual creator  134 . The individual creator  134  may also be referred to as the first participant. In some implementations, the unique identifier may identify the purchaser, e.g., the first participant. For example, in some types of blockchains, a unique identifier may be a (blockchain) address and/or an account identifier. In some implementations, a smart contract may contain a limited number of license keys. In some implementations, a particular license key may be associated with a particular modifiable game asset such that the number of license keys available for purchase (or donation) is reduced upon every purchase (or donation). 
     The modifiable game assets may be usable within an online gaming platform, e.g. gaming platform  136 . In some implementations, a game asset may need to be verified after being modified by creator  134 , and prior to being used and/or offered for sale or distribution. This process may be referred to as “checking in.” Gaming platform  136  and/or gaming platform operator  132  may enforce rules and/or guidelines for the use, sale, and/or distribution of game assets on gaming platform  136 . The verification of a game asset that is based on a modifiable game asset may include, by way of non-limiting example, checking the game asset against such rules and/or guidelines. For example, rules may be enforced to prevent obscene depictions, inappropriate content, outlandish (destructive) power, and/or other characteristics of a game asset. In some implementations, game assets can only be offered for sale or distribution subsequent to successful verification. In some implementations, checking in a modified game asset may be supported within gaming platform  136 . In some implementations, checking in a modifiable game asset may use tools and/or services external to system  100 . 
     In some implementations, the limited rights conferred by a license key may include one or more of an expiration date and time after which the game assets can no longer be successfully verified in order to be offered for sale or distribution. Conformation to the limited rights may include an expiration check that either passes or fails based on the expiration date and time. 
     In some implementations, the limited rights conferred by a license key may include limitations on the sales price of a game asset, such as, e.g., a minimum price, a maximum price, and/or other limitations based on a price of the game asset. In some implementations, the limited rights conferred by a license key may include limitations on the conditions for the distribution of a game asset. 
     Contract posting component  110  may be configured to post the smart contract to a distributed blockchain, e.g., blockchain  140 . Blockchain  140  may be maintained by a distributed computing platform. The distributed computing platform may be different and separate from system  100 . The distributed computing platform may form a runtime environment for smart contracts. 
     By way of non-limiting example,  FIG. 3  illustrates a blockchain  140   a  that includes a block  0 , a block  1 , and a block  2 . As time progresses, more blocks may be added to blockchain  140   a . The blocks within blockchain  140   a  are ordered. In block  0 , three assets (indicated by a capital “A”) are generated and/or assigned to three users or participants: a first asset is assigned to user i (U i ), a second asset is assigned to user j (U j ), and a third asset is assigned to user k (U k ). Block  1  is connected to block  0  (as indicated by a link  30   a ), for example by including an address of block  1  in block  0 , or vice versa. Likewise, block  1  is connected to block  2 , as indicated by a link  30   b.    
     In block  1 , one asset is generated and/or assigned to user l (U l ). Additionally, block  1  includes two transactions (indicated by a capital “T”): a first transaction from user i to user j, and a second transaction from user j to user k. Block  2  includes a first transaction from user j to user m, and a second transaction from user j to user n. In some implementations, based on the contents of the blocks, any user of blockchain  140   a  may determine the current assets of blockchain  140   a , and the balances of any user. In some implementations, the balance of a particular user may be verified prior to adding a transaction that reduces that particular user&#39;s balance. For example, an individual user may not be allowed to transfer more assets than the individual user owns. 
     By way of non-limiting example,  FIG. 4  illustrates a blockchain  140   b  that includes the same blocks as blockchain  140   a  of  FIG. 3 , plus additional blocks (block  3 , block  4 , block  5 ) that have been appended to the blockchain. Block  3  may be connected to block  2  (as indicated by a link  30   c ). In block  3 , a smart contract  41  (indicated by a capital “C”) is posted. For example, smart contract  41  may have been generated by a component similar to contract generating component  108 , and may have been posted to blockchain  140   b  by a component similar to contract posting component  110  (both shown in  FIG. 1 ). Referring to  FIG. 4 , for example, user x (U x ) may be the user offering license keys to modifiable game assets for sale through smart contract  41 , e.g., for a particular modifiable game asset. For example, user x may be a gaming platform operator similar to gaming platform operator  132  in  FIG. 1 . In some implementations, a smart contract may be appended to a distributed blockchain as soon as at least one participant of the smart contract is known. In some implementations, a smart contract may be appended to a distributed blockchain as soon as both participants are known and/or agreed upon. In block  4 , one asset is generated and/or assigned to user p (U p ). Additionally, block  4  includes two transactions (indicated by a capital “T”): a first transaction from user i to user x and/or smart contract  41 , and a second transaction from user j to user x and/or smart contract  41 . For example, the first transaction may represent a purchase of a first license key by user i, and the second transaction may represent a purchase of a second license key by user j. These users may be creators, and may intend to sell one or more game assets based on the modifiable game assets for which they have purchased license keys through the transactions in block  4 . 
     Referring to  FIG. 1 , sale information receiving component  112  may be configured to receive sales information and/or other information. In some implementations, sales information may describe characteristics, definitions, prices, seller identity, and/or other information regarding game assets. Sales information may need to be verified before the corresponding game asset may be offered for sale or distribution. For example, sales information may describe a first game asset that is usable within gaming platform  136 . In some implementations, sales information may describe a game asset that is intended to be offered for sale or distribution to users of an online gaming platform, such as gaming users  138  of gaming platform  136 . The first game asset may be a modified version of one of the modifiable game assets. The sales information may include a particular license key. For example, the particular license key may be used to verify whether the user who wants to sell or distribute the first game asset has previously obtained the right to do so. For example, each license key may be paired with a unique identifier that identifies an individual creator  134 . In some implementations, only the creator who purchased a license key will be allowed to offer a game asset for sale. In some implementations, responsive to the verification information indicating the first game asset has passed the verification successfully, the particular license key may be invalidated, thereby prevent subsequent reuse of the same particular license key. 
     For example, sale information receiving component  112  may be configured to receive particular sales information from a particular creator  134  who has previously purchased a particular license key associated with a particular modifiable game asset. The particular creator  134  may have produced a new game asset based on modifying the particular modifiable game asset. The particular sales information describes the new game asset, and includes the particular license key. For example, user i in  FIG. 4  may have produced a first new game asset based on modifying the modifiable game asset associated with the license key purchased in the first transaction in block  4 . For example, user j in  FIG. 4  may have produced a second new game asset based on modifying the modifiable game asset associated with the license key purchased in the second transaction in block  4 . Both user i and user j may have (separately) provided, to sale information receiving component  112 , sales information describing the first new game asset and the second new game asset, respectively. 
     Verification component  114  may be configured to obtain verification information that indicates the first game asset has passed or failed a verification. In some implementations, the verification process may be performed, at least in part, by a third party external to system  100 . Alternatively, and/or simultaneously, verification may be performed, at least in part, within system  100 . For example, verification may be performed by verification component  114 . Verification may include one or more of the following: whether the particular license key is valid (e.g., previously unused, and/or previously sold), whether the sales information for the first game asset conforms to the limited rights conferred (e.g., having a sales price above the minimum price, or being offered for sale or distribution prior to an expiration date), whether the modified game asset meets the rules and/or guidelines for sale, usage, and/or distribution, and/or meets the rules and/or guidelines for other types of verification. The verification may include whether the sales information has been received from the first participant. The verification may include whether the particular license key matches a license key that has been transferred to one of the purchasers and/or donees, or, e.g., specifically to the purchaser of the particular license key. A verification of the expiration date and/or time may be referred to as an expiration check. 
     For example, verification component  114  may be configured to obtain verification information regarding the verification of the first new game asset and the second new game asset produced by user i and user j in  FIG. 4 . For example, the verification of the first new game asset may have failed, and the verification of the second new game asset may have passed. Accordingly, the second new game asset may be tokenized and offered for sale or distribution on the distributed blockchain (e.g., blockchain  140   b  in  FIG. 4 ). The first new game asset may not be tokenized and may not be offered for sale or distribution on the distributed blockchain. 
     Referring to  FIG. 1 , asset tokenizing component  116  may be configured to tokenize assets for use, sale, distribution, and/or transfer on a blockchain, e.g., blockchain  140 . Asset tokenization component  116  may be configured to perform tokenization of digital objects and/or assets. For example, the first game asset may be tokenized into a tokenized game asset on a distributed blockchain, e.g., blockchain  140 . In some implementations, tokenization of a particular asset may be responsive to the verification of that asset passing successfully. The tokenized game asset may be offered for sale or distribution, e.g., to gaming users of online gaming platform  136 . For example, the tokenized game asset may be offered for sale or distribution on blockchain  140  through a separate smart contract. In some implementations, the tokenized game asset may be offered for sale or distribution on blockchain  140  even though the particular game asset can not be used on blockchain  140 , but on gaming platform  136 . 
     Game asset offering component  118  may be configured to offer assets, including game assets, for sale or distribution. In some implementations, game asset offering component  118  may be configured to offer assets for sale or distribution to users of blockchain  140 . For example, the tokenized game asset may be offered for sale or distribution on blockchain  140  through a separate smart contract. Alternatively, and/or simultaneously, in some implementations, game asset offering component  118  may be configured to offer assets for sale or distribution to gaming users  138  of gaming platform  136 . In some implementations, game asset offering component  118  may be configured to offer a tokenized game asset for sale or distribution. 
     By way of non-limiting example,  FIG. 4  illustrates blockchain  140   b . Block  5  may be connected to block  4  (as indicated by a link  30   e ). In block  5 , a smart contract  42  (indicated by a capital “C”) is posted. For example, smart contract  42  may have been generated and posted on behalf of user j. Smart contract  42  may offer for sale the (tokenized) second new game asset, subsequent to the second new game asset passing verification (which may be indicated by verification component  114 ) and being tokenized. For example, the first new game asset produced by user i may not be offered for sale until the first new game asset passed verification. 
     Referring to  FIG. 1 , participant notification component  120  may be configured to notify users, e.g. creators  134 . In some implementations, participant notification component  120  may be configured to notify the particular participant who provided the sales information to sale information receiving component  112 , such as user j in  FIG. 4 . In some implementations, notifications may be responsive to the verification information (e.g., from verification component  114 ) indicating a particular game asset has passed (such as user j in  FIG. 4 ) or failed the verification (such as user i in  FIG. 4 ). In some implementations, notifications may be responsive to the verification information (e.g., from verification component  114 ) indicating a particular game asset has failed the verification and has passed an expiration check (of the expiration date) successfully. In some implementations, notifications may be responsive to the verification information (e.g., from verification component  114 ) indicating a particular game asset has failed the verification and that a particular game asset is not offered for sale or distribution to users of gaming platform  136  unless a subsequent attempt at verification passes successfully. In some implementations, participant notification component  120  may be configured to notify a user that the verification has failed permanently and that a particular game asset will be not offered for sale or distribution, e.g., to users of gaming platform  136 . 
     License key invalidation component  122  may be configured to invalidate a particular license key. For example, a particular license key may be invalidated responsive to the verification information indicating the corresponding game asset has failed the verification and has failed an expiration check. For example, a particular license key may be invalidated once a particular game asset has been offered for sale or distribution, e.g., to prevent subsequent reuse of the same particular license key. In some implementations, a particular license key may be invalidated once a particular game asset has been verified successfully, e.g., to prevent subsequent reuse of the same particular license key. 
     Proceeds sharing component  124  may be configured to share and/or transfer proceeds of sales or other distributions of game assets. For example, proceeds sharing component  124  may be configured to share at least a portion of proceeds from a sale of a particular tokenized game asset. In some implementations, proceeds may be shared subsequent to a sale. In some implementations, proceeds may be shared with a particular participant, e.g., the creator of the modified and/or tokenized game asset. For example, referring to  FIG. 4 , user j may receive at least a portion of the proceeds of the sale of the second new game asset through smart contract  42 . 
     Referring to  FIG. 1 , in some implementations, server(s)  102 , client computing platform(s)  104 , and/or external resources  126  may be operatively linked via one or more electronic communication links. For example, such electronic communication links may be established, at least in part, via one or more networks  13  such as, e.g., the Internet and/or other networks. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which server(s)  102 , client computing platform(s)  104 , and/or external resources  126  may be operatively linked via some other communication media. 
     A given client computing platform  104  may include one or more processors configured to execute computer program components. The computer program components may be configured to enable an expert or user associated with the given client computing platform  104  to interface with system  100  and/or external resources  126 , and/or provide other functionality attributed herein to client computing platform(s)  104 . By way of non-limiting example, the given client computing platform  104  may include one or more of a desktop computer, a laptop computer, a handheld computer, a tablet computing platform, a NetBook, a Smartphone, a gaming console, and/or other computing platforms. 
     External resources  126  may include sources of information outside of system  100 , external entities participating with system  100 , and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources  126  may be provided by resources included in system  100 . 
     Server(s)  102  may include electronic storage  128 , one or more processors  130 , and/or other components. Server(s)  102  may include communication lines, or ports to enable the exchange of information with network  13  and/or other computing platforms. Illustration of server(s)  102  in  FIG. 1  is not intended to be limiting. Server(s)  102  may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server(s)  102 . For example, server(s)  102  may be implemented by a cloud of computing platforms operating together as server(s)  102 . 
     Electronic storage  128  may comprise non-transitory storage media that electronically stores information. The electronic storage media of electronic storage  128  may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server(s)  102  and/or removable storage that is removably connectable to server(s)  102  via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage  128  may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. Electronic storage  128  may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage  128  may store software algorithms, information determined by processor(s)  130 , information received from server(s)  102 , information received from client computing platform(s)  104 , and/or other information that enables server(s)  102  to function as described herein. 
     Processor(s)  130  may be configured to provide information processing capabilities in server(s)  102 . As such, processor(s)  130  may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information. Although processor(s)  130  is shown in  FIG. 1  as a single entity, this is for illustrative purposes only. In some implementations, processor(s)  130  may include a plurality of processing units. These processing units may be physically located within the same device, or processor(s)  130  may represent processing functionality of a plurality of devices operating in coordination. Processor(s)  130  may be configured to execute components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124 , and/or other components. Processor(s)  130  may be configured to execute components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124 , and/or other components by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor(s)  130 . As used herein, the term “component” may refer to any component or set of components that perform the functionality attributed to the component. This may include one or more physical processors during execution of processor readable instructions, the processor readable instructions, circuitry, hardware, storage media, or any other components. 
     It should be appreciated that although components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124  are illustrated in  FIG. 1  as being implemented within a single processing unit, in implementations in which processor(s)  130  includes multiple processing units, one or more of components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124  may be implemented remotely from the other components. The description of the functionality provided by the different components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124  described below is for illustrative purposes, and is not intended to be limiting, as any of components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124  may provide more or less functionality than is described. For example, one or more of components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124  may be eliminated, and some or all of its functionality may be provided by other ones of components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124 . As another example, processor(s)  130  may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components  108 ,  110 ,  112 ,  114 ,  116 ,  118 ,  120 ,  122 , and/or  124 . 
       FIG. 2  illustrates a method  200  for facilitating tokenization of modifiable game assets on a distributed blockchain, in accordance with one or more implementations. The operations of method  200  presented below are intended to be illustrative. In some implementations, method  200  may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of method  200  are illustrated in  FIG. 2  and described below is not intended to be limiting. 
     In some implementations, method  200  may be implemented in one or more processing devices (e.g., a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information). The one or more processing devices may include one or more devices executing some or all of the operations of method  200  in response to instructions stored electronically on an electronic storage medium. The one or more processing devices may include one or more devices configured through hardware, firmware, and/or software to be specifically designed for execution of one or more of the operations of method  200 . 
     An operation  202  may include generating a smart contract configured to contain license keys associated with the modifiable game assets and to effectuate transfers of the license keys to purchasers (or donees). The modifiable game assets may be usable within an online gaming platform. The license keys may confer to the purchasers limited rights to offer game assets for sale or distribution in the online gaming platform. The game assets offered for sale or distribution may be modified versions of the modifiable game assets. Operation  202  may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to contract generating component  108 , in accordance with one or more implementations. 
     An operation  204  may include posting the smart contract to a distributed blockchain. The distributed blockchain may be maintained by a distributed computing platform. Operation  204  may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to contract posting component  110 , in accordance with one or more implementations. 
     An operation  206  may include receiving sales information describing a first game asset that is usable within the online gaming platform and intended to be offered for sale or distribution, e.g., to (gaming) users of the online gaming platform. The first game asset may be a modified version of one of the modifiable game assets. The sales information may include a particular license key. Operation  206  may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to sale information receiving component  112 , in accordance with one or more implementations. 
     An operation  208  may include obtaining verification information that indicates the first game asset has passed or failed a verification. The verification may include whether the particular license key matches a license key that has been transferred to one of the purchasers. Operation  208  may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to verification component  114 , in accordance with one or more implementations. 
     An operation  210  may include tokenizing the first game asset into a tokenized game asset on the distributed blockchain, responsive to the verification passing successfully. Operation  210  may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to asset tokenizing component  116 , in accordance with one or more implementations. 
     An operation  212  may include offering the tokenized game asset for sale (or distribution). Operation  212  may be performed by one or more hardware processors configured by machine-readable instructions including a component that is the same as or similar to game asset offering component  118 , in accordance with one or more implementations. 
     Although the present technology has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the technology is not limited to the disclosed implementations, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present technology contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation.