Patent Publication Number: US-2013252729-A1

Title: Video game systems and methods for promoting musical artists and music

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     This application claims priority to U.S. Provisional Patent Application No. 61/607,192, entitled “Video Game System for Promoting and Selling Music” and filed on Mar. 6, 2012, which is incorporated herein by reference. 
    
    
     RELATED ART 
     The market for musical artists is extremely competitive, and artists are continually searching for new and better ways to promote their music and brands. Popular artists generally have little trouble finding venues to promote their music, such as playing in concerts, having their music played on the radio or in some cases in a video game, or hosting websites or social media followed or viewed by a large number of fans. For less popular or “undiscovered” artists, it can be a daunting and difficult task to effectively market their music and brands to a large number of fans. 
     Presently, there are various music-based video games that incorporate artists&#39; music into game play, and such games tend to have some branding value for the music and the artists. Furthermore, many music-based games provide the option for the gamer to download additional game levels and associated songs for play within the game. While this tends to further promote the brand of the songs and the artists, the purpose of these games is generally to sell additional game levels to the gamer for the principal benefit of the game. This is typically done with popular artists by paying them, and/or their record label and publisher, to license the use of their songs in the game to capitalize on the artist&#39;s brand and popularity to help sell the game itself or to help sell additional game levels in the game based on additional songs from the artist. However, there are many musical artists who do not have a contract with a record label nor do they have a high profile brand or highly popular songs that game companies want to use in their games. As a result, these artists are not usually afforded the opportunity to use video games to promote and directly sell their music to gamers. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The disclosure can be better understood with reference to the following drawings. The elements of the drawings are not necessarily to scale relative to each other, emphasis instead being placed upon clearly illustrating the principles of the disclosure. Furthermore, like reference numerals designate corresponding parts throughout the several views. 
         FIG. 1  is a block diagram illustrating an exemplary embodiment of a system for promoting musical artists and music. 
         FIG. 2  is a block diagram illustrating an exemplary embodiment of a game server, such as is depicted by  FIG. 1 . 
         FIG. 3  is a block diagram illustrating an exemplary embodiment of a video game apparatus, such as is depicted by  FIG. 1 . 
         FIG. 4  is a block diagram illustrating an exemplary image in a music-based video game played by video game logic, such as is depicted by  FIG. 1 . 
         FIG. 5  depicts an exemplary graphical user interface displayed by video game logic, such as is depicted by  FIG. 1 , for providing a gamer with various options for initiating actions related to music played in a video game. 
     
    
    
     DETAILED DESCRIPTION 
     The present disclosure generally pertains to video game systems and methods for promoting musical artists and music. In one exemplary embodiment, a video game system is configured to play a music-based video game in which an artist&#39;s music is incorporated into game play. After the artist&#39;s music (e.g., song) is played in the game, the system presents information to the gamer for promoting the artist&#39;s music and/or brand, and the system provides the gamer with opportunities to participate in various promotional efforts associated with the artist. As an example, the gamer may be presented with an opportunity to purchase the song or songs played in the game (or other songs by the same artist), request that the artist&#39;s song or songs be played on the radio or that the artist play in concert at a nearby venue, to “like” the artist or song in a social media environment, search for additional songs by the same artist, or go to the artist&#39;s website or social media page. In one embodiment, the video game system incorporates the music and branding of many different artists and can be an effective marketing platform, particularly for lesser known or “undiscovered” artists who typically lack the market power to negotiate with record labels or effectively license their brands. 
       FIG. 1  depicts an exemplary embodiment of a system  10  for promoting musical artists and music. The system  10  comprises a video game apparatus  12  having video game logic  15  for playing a music-based video game that is used to promote artists and music, as will be described in more detail hereafter. The apparatus  15  may comprise a video game console or other type of apparatus (e.g., a desktop computer) that is coupled to a television, monitor, or other display device for providing images and sounds associated with a video game. In one exemplary embodiment, the apparatus  15  is implemented via a mobile communication device, such as a cellular telephone, laptop computer, or personal digital assistant (PDA). Various other types of devices can be used to implement the video game apparatus  15  in other embodiments. 
     The apparatus  15  is communicatively coupled to a network  22 , which is also communicatively coupled to a game server  25  that is configured to interact with the video game logic  15 , as will be described in more detail below. In one exemplary embodiment, the network  22  is a wide area network (WAN), such as the Internet, but the network  22  may comprise other types of networks in other embodiments. Further, the network  22  may comprise multiple network types. As an example, the apparatus  12  may be implemented as a cellular device that is configured to communicate with a cellular network that interfaces messages with the Internet. Thus, the apparatus  12  may communicate with the game server  25  via a cellular connection over the Internet. Additionally, the network  22  may comprise a local area network (LAN), such as a home network. 
     Note that the network  22  may be communicatively coupled to any number of devices or servers. In the embodiment depicted by  FIG. 1 , the network  22  is communicatively coupled to a server  28 , which hosts one or more websites accessible by the video game logic  15  via the network  22 , as will be described in more detail hereafter. 
       FIG. 2  depicts an exemplary embodiment of the game server  25 . As shown by  FIG. 2 , the server  25  comprises server logic  33  for generally controlling the operation of the server  25 , as will be described in more detail hereafter. The server logic  33  can be implemented in software, hardware, firmware or any combination thereof. In the exemplary server  25  illustrated by  FIG. 2 , the server logic  33  is implemented in software and stored in memory  36  of the server  25 . 
     Note that the server logic  33 , when implemented in software, can be stored and transported on any computer-readable medium for use by or in connection with an instruction execution apparatus that can fetch and execute instructions. In the context of this document, a “computer-readable medium” can be any means that can contain or store a computer program for use by or in connection with an instruction execution apparatus. 
     The exemplary server  25  depicted by  FIG. 2  comprises at least one conventional processing element  39 , such as a digital signal processor (DSP) or a central processing unit (CPU), that communicates to and drives the other elements within the server  25  via a local interface  41 , which can include at least one bus. Furthermore, an input interface  43 , for example, a keyboard or mouse, can be used to input data from a user of the server  25 , and an output interface  45 , for example, a printer, monitor, liquid crystal display (LCD), or other display device, can be used to output data to the user. Further, a network interface  49 , such as at least one modem, may be used to exchange data with the network  22  ( FIG. 1 ). 
     As shown by  FIG. 2 , the server  25  stores sets of song data  52  that can be downloaded to the video game apparatus  12  ( FIG. 1 ) for use by the video game logic  15 . In one exemplary embodiment, each set of song data  52  is an MP3 file defining a musical song performed by a particular artist. The name of the artist and the name of the song are defined by metadata within the file so that the sets of song data  52  can be searched to find a song or songs of interest. In other embodiments, other formats and techniques for storing the song data  52  are possible. As an example, a set of song data  52  may define multiple songs by the same artists or a group of artists. 
     Each set of song data  52  is correlated with a set of game content (GC) data  55  that is also stored in the memory  36  of the server  25 . The correlated set of game content data  55  defines various attributes of game play that are used by the video game logic  15  to control images or actions that occur in a video game, as will be described in more detail below. 
     Sets of artist data  63  are also stored in memory  36 . Each set of artist data  63  indicates various information, including images, that are to be used in the video game played by the video game logic  15  ( FIG. 1 ) for promoting the artist in the video game. As an example, the artist data  63  for a particular artist may define the artist&#39;s logos, slogans, messages, and images unique to the artist that may be displayed to the user of the video game apparatus  12 . 
     The server logic  33  is configured to communicate with the video game logic  15  ( FIG. 1 ) to define and maintain gamer data  66  that is also stored in memory  36 . The gamer data  66  indicates various metrics about the gamer&#39;s behavior in playing the video game. As an example, the gamer data  66  may indicate which sets of song data  52  (e.g., songs) have been selected by the gamer for play in the video game, and the number of times that the gamer has so selected the sets of song data  52 . 
       FIG. 3  depicts an exemplary embodiment of the video game apparatus  12 . As shown by  FIG. 3 , the apparatus  12  comprises video game logic  15  for generally controlling and playing a video game, as will be described in more detail hereafter. The video game logic  15  can be implemented in software, hardware, firmware or any combination thereof. In the exemplary apparatus  12  illustrated by  FIG. 3 , the video game logic  15  is implemented in software and stored in memory  81  of the apparatus  12 . Note that the video game logic  15 , when implemented in software, can be stored and transported on any computer-readable medium for use by or in connection with an instruction execution apparatus that can fetch and execute instructions. 
     The exemplary apparatus  12  depicted by  FIG. 3  comprises at least one conventional processing element  83 , such as a digital signal processor (DSP) or a central processing unit (CPU), that communicates to and drives the other elements within the apparatus  12  via a local interface  86 , which can include at least one bus. Furthermore, an input interface  88 , for example, a keyboard or mouse, can be used to input data from a user (referred to herein as “gamer”) of the apparatus  12 , and an output interface  92  can be used to output data to the gamer. As shown by  FIG. 3 , the output interface comprises a display device  93 , for example, a printer, monitor, television, liquid crystal display (LCD), or other display device, for rendering graphical images to a user and a speaker for emitting sound, such as songs. Note that the same apparatus, such as touchscreen that is capable of both displaying data and receiving inputs, may implement both the input interface  88  and the display device  93 . Further, a network interface  95 , such as at least one modem, may be used to exchange data with the network  22  ( FIG. 1 ). 
     The apparatus  12  also comprises a location sensor  98 , such as a global positioning system (GPS) sensor, for determining a location of the apparatus  12 . As an example, when a GPS sensor is used, the location sensor  98  receives satellite signals for which triangulation or other similar location determining algorithms can be used to determine the geographic coordinates of the apparatus  12 . In other embodiments, other types of location sensors may be used. 
     Note that the video game logic  15  can be configured to implement any type of music-based video game. For illustrative purposes, an exemplary operation and use of the video game logic  15  will be described in more detail below, but it should be emphasized that the promotional features for artists and music described herein can be used with video games of various types. 
     Once the video game logic  15  is downloaded or otherwise installed on the apparatus  12 , the video game logic  15  is configured to contact the game server  25  in order to access information stored at the server  25 , as will be described in more detail below. In this regard, the video game logic  15  is configured to prompt the gamer to select his or her favorite artist from a list of artists defined by the artist data  63 . Upon selection of the gamer&#39;s favorite artist, data indicative of the selected artist is transmitted from the video game logic  15  to the server logic  33 , which stores such data in the gamer data  66 . In addition, the video game logic  15  is configured to access the set of artist data  63  correlated with the selected artist and to use such data in game play. For example, the video game logic  15  is configured to render a graphical user interface (GUI) in which images of the video game are displayed, and attributes of the GUI affecting the look and feel of the video game may be selected or changed based on the selected artist. For instance, images, logos, slogans, messages, or other content defined by the correlated set of artist data  63  may be used to populate the game environment, such as background or borders of the GUI. Other attributes of the video game may be affected by the gamer&#39;s selection of his or her favorite artist, as will be described in more detail below. 
     After communication between the game server  25  and video game logic  15  has been established and the gamer has selected his or her favorite artist, the server logic  33  is configured to download a playlist  99  ( FIG. 3 ) to the video game apparatus  12 . The playlist  99  defines a list of music (e.g., songs) to be played in the video game. In one exemplary embodiment, the playlist  99  is populated with song names from the song data  52 . That is, each item in the playlist  99  is correlated with and identifies a respective one of the sets of song data  52 . The songs are listed in order of play such that the first song in the playlist  99  is to be played first and the last song in the playlist  99  is to be played last. 
     In one exemplary embodiment, the playlist  99 , including the music selected for play in the playlist and the order of the music in the playlist, is affected by the gamer&#39;s selection of his or her favorite artist. As an example, based on the gamer&#39;s selection of his or her favorite artist, the server logic  33  is configured to select at least one song associated with such artist for inclusion in the playlist  99  (possibly among music by other artists) without the user specifically selecting such song or songs, and the server logic  33  is configured to place one or more songs associated with the artist higher in the playlist order so that a song or songs of the selected artist are played sooner. That is, the server logic  33  automatically determines a default order of songs that is presented to the gamer before the gamer has the opportunity to select specific songs for inclusion in the playlist  99 . Not only does the server logic  33  select songs of the gamer&#39;s favorite artist for inclusion in the default playlist  99 , but such artist&#39;s songs are given preferential weighting so that they appear higher in the playlist order due to the gamer&#39;s selection of the artist as his or her favorite. 
     Note that other factors may be used to control the playlist music. As an example, the video game logic  15  may prompt the gamer to define various music attributes, such as genre, that are appealing to the gamer, and the server logic  33  may control song selection and ordering accordingly. Once the playlist  99  has been downloaded, the video game logic  15  is configured to display the playlist  99  to the gamer and to permit the gamer to make changes to the playlist  99  such as removing songs from the playlist  99 , adding songs to the playlist  99 , or rearranging the order of songs in the playlist  99 . 
     Once gameplay commences, the video game logic  15  is configured to play the songs in the playlist  99  according to the playlist order. In this regard, the video game logic  15  communicates with the game server  25  in order to download the sets of song data  52  for the songs in the playlist  99 , and the video game logic  15  plays such song data  52  to the gamer during gameplay so that the gamer hears the songs defined by such song data  52 . 
     In addition, for each such set of song data  52 , the video game logic  15  also communicates with the game server  25  to download the correlated set of game content data  55 , which is used in gameplay when the correlated set of song data  52  is being played. Note that there are various ways that the game content data  55  can be used in the game. 
     As an example,  FIG. 4  depicts an exemplary image  100  that is displayed by the video game logic  15  during gameplay. As shown by  FIG. 4 , the image  100  has graphical objects  105  that fall vertically (in the y-direction) toward a graphical character  110  that is controllable by the gamer via user input. In this regard, the character  110  can be moved horizontally (parallel to the x-direction) in response to user input. Each object  105  is initially displayed toward the top of the image  100  and falls toward the bottom of the image  100 . When a vertical position close to that of the character  110  is reached, the object  105  disappears from the image  100 , and new objects  105  are newly created during gameplay. 
     Each object  105  represents either a lyric word text or lyric word image associated with the song being played. As an example, when a particular phrase is heard in a song being played in the video game, the text of such phrase may appear in an object that appears at about the same time the phrase is heard. Alternatively, an object  105  may define a musical note or an icon that is uniquely associated with the song being played. As an example, if the lyrics of a song reference a beer bottle, an object  105  may define an image of a beer bottle. 
     Note that the data defining the content (e.g., text or graphics) of the objects  105  is from the game content data  55  that is correlated with the set of song data  52  being played. In other embodiments, the game content data  55  may control other attributes of the gameplay. 
     In the exemplary game being described, the gamer moves the character  110  horizontally as the objects  105  fall in an attempt to have the character  110  aligned horizontally with each object  105  as the object reaches the approximate vertical position of the character  110  such that it appears as if the character  110  is catching the objects  105 . The video game logic  15  keeps a running score indicative of the number of objects  105  successfully caught by the character  110 . As an example, the video game logic  15  may increase the gamer&#39;s score by a certain amount each time an object  105  is successfully caught. As shown by  FIG. 4 , such score is displayed as a graphical object  114  of the video game. The logic  15  also displays a graphical object  116  for which the logic  15  pauses gameplay in response to selection of the object  116 . 
     In one exemplary embodiment, the video game logic  12  informs the server logic  33  each time a set of song data  52  is played in the video game, and the server logic  33  updates the gamer data  66  to indicate which sets of song data  52  have been played, as well as the number (referred to herein as “play count”) of times that each set of song data  52  is played. In addition, each time the server logic  33  updates the play count for a given set of song data  52 , the server logic  33  compares the updated play count to a threshold. If the play count exceeds the threshold, then the server logic  33  takes a predefined action. 
     As an example, in one embodiment, the gamer is permitted to play a given set of song data  52  in the video game a certain number (e.g., three) of times free of charge. After such number is reached, the server logic  33  prevents the set of song data  52  from being included in the playlist  99  and, hence, being played in the video game until the gamer pays a fee, thereby purchasing the right to continue playing the set of song data  52  in the video game. There are various techniques that can be used to prevent a set of song data  52  from being played in the video game after the threshold is reached. As an example, in one exemplary embodiment, the server logic  33  associates each set of song data  52  with a state variable indicating the number of times that the set of song data  52  has been played. Once threshold is reached, the server logic  33  changes the state variable to indicate that it is disabled from further play. After verification that the gamer has paid a fee for continued use of the disabled set of song data  52 , the server logic  33  again updates the state variable to indicate that the associated set of song data  52  may be played an unlimited number (or other number) of times in the video game. 
     In one exemplary embodiment, the server logic  33  informs the video game logic  15  which sets of song data  52  are currently disabled from further play in the video game, and the video game logic  15  maintains a list of such sets of song data  15 . Once a given set of song data  52  is played in the video game a certain number of times, an identifier (e.g., song name) of such set of song data  52  is automatically included in the list. In addition, the video game logic  52  checks such list before allowing the gamer to add a song to the playlist  99 . If the song to be added is included in the list of disabled songs, then the video game logic  52  does not allow the song to be added to the playlist  99  thereby preventing the song from being played in the video game. Once the gamer pays for the right to continue playing the set of song data  52 , the server logic  33  informs the video game logic  15 , which removes such identifier from the list of disabled songs. In other embodiments, other techniques for controlling which sets of song data  52  are permitted for inclusion in the playlist  99  are possible. 
     After a set of song data  52  is played in the game, the video game logic  15  displays to the gamer a GUI that promotes the artist and music and that provides the gamer with various options for initiating actions related to the music.  FIG. 5  depicts an exemplary GUI  133  that is displayed to the gamer after a song is played from the playlist  99  and the gamer has attempted to catch objects  105  ( FIG. 4 ) correlated with the song. As shown by  FIG. 5 , the GUI  133  displays an image  135  of the artist who performed the song and text  136  indicating the artist&#39;s name and the song name, thereby helping to brand the artist and his or her music. The GUI  133  also has a graphical object  138  that can be selected by the gamer for initiating a search of additional songs to add to the playlist  99 . In response to selection of this object  138 , the video game logic  15  renders another object displaying the list of songs that can be added to the playlist  99 . 
     As shown by  FIG. 5 , the GUI  133  also has a graphical object  141  that can be selected by the gamer for initiating access to a social network page or other web page of the artist. As an example, in response to selection of the object  141  by the gamer, the video game logic  15  notifies the server logic  33 , which directs the apparatus  12  to the artist&#39;s Facebook page or page of some other type of social network. 
     The GUI  133  also has a graphical object  144  that can be selected by the gamer for initiating a purchase of the song most recently played in the video game. In response to selection of the object  144  by the gamer, the video game logic  15  directs the apparatus  12  to a website where the song can be purchased by the gamer. As an example, the server  28  ( FIG. 1 ) may host a website where songs can be purchased for downloading. The video game logic  15  preferably stores the address (e.g., URL) of such website and uses the stored address to establish a session with the server  28  for purchasing the song. In one embodiment, the video game logic  15  submits a request through a web browser (not shown) of the apparatus  12  requesting from the server  28  a webpage that can be used to purchase the song. The request preferably includes the address (e.g., URL) of the website as well as the artist name and song name so that the server  28  can automatically present the song for purchase without requiring the gamer to search the website for the song of interest. That is, upon selection of the object  144 , the song that was just played in the video game is offered to the gamer for purchase without the gamer having to provide any further inputs for identifying the song or artist. Note that the purchase of the song in this instance is unrelated to gameplay. That is, the gamer is purchasing the song for play outside of the video game. Thus, if purchased, the song can be played on the apparatus  12  without running the video game logic  15 , and the song can be played on other devices of the gamer depending on the terms of the purchase. In other embodiments, other techniques are possible for initiating a purchase of the song. 
     The GUI  133  also has a graphical object  146  that can be selected by the gamer for initiating a request for at least one local radio station to play on a radio channel the song most recently played in the video game. In this regard, in one exemplary embodiment, the video game logic  15  stores radio station data  149  ( FIG. 3 ) that indicates the contact information for submitting such requests for different geographic regions. The video game logic  15  determines, based on the location sensor  98 , the location of the apparatus  12  at the time of selection of the object  146 , and based on such location selects at least one nearby radio station indicated by the data  149 . 
     As an example, each entry of the data  149  may pertain to a respective radio station and include contact information for submitting a request for that radio station to play a song. Such entry may include the location coordinates of the radio station, and the video game logic  15  is configured to compare such coordinates to those of the location sensor  98 . If the difference between such coordinates is within a specified range, then the video game logic  15  is configured to submit a request for that radio station to play a song using the contact information that is stored in the same entry. The contact information could be an email address or website address for the radio station. As an example, the radio station could maintain a website where users can submit requests for the radio station to play songs. The video game logic  15 , in response to selection of the object  146 , is configured to automatically submit a request through the website for the song just played in the video game. 
     Note that there are currently third party websites that aggregate requests for radio station song play from consumers. In this regard, a user may contact such a website and submit a request for a radio station to play a song. The server hosting such website aggregates requests for the same song, and submits to a radio station a request for the song indicating the total number of consumers who have requested the song through the website. The contact information used by the video game logic  15  described above may specify such a website so that the video game logic  15  submits a request through such website. 
     In one exemplary embodiment, the coordinates determined by the location sensor  98  are translated into an identifier of a geographic region for comparison with the radio station data  149 . As an example, each radio station within the data  149  may be identified by the city or zip code serviced by the radio station. In such case, the video game logic  15  is configured to translate the location coordinates from the sensor  98  into a city name or zip code number for comparison with the data  149  in order to locate the radio station entries pertaining to such city name or zip code number. 
     In addition, it is possible for the radio station data  149  to be stored at the game server  25  and for the server logic  33  rather than the video game logic  15  to be responsible for submitting requests for song play by radio stations. In such case, the video game logic  15  notifies the server logic  33  when the object  146  is selected by the gamer, and the server logic  33  then submits a request for a radio station to play the song. In addition, the server logic  33  may be configured to aggregate requests by multiple gamers from multiple video game apparatuses  12  before sending a request for a given song. As an example, the server logic  33  may count the number of gamers that requested the same song over a certain time interval and then submit a request that identifies the song name, the artist for the song, and the total number of gamers who have requested the song during a certain time period. Various other techniques for initiating a request for a song to be played by a radio station are possible in other embodiments. 
     The GUI  133  also has an object  152  that is selectable by the gamer for requesting that the artist play a concert at a local venue relative to the location of the apparatus  12 , similar to the requests for song play by radio stations described above. In this regard, the video game logic  15  stores in the apparatus  12  concert data  155  ( FIG. 3 ) that indicates the contact information for submitting such requests for different geographic regions, similar to the radio station data  149  described above. The video game logic  15  determines, based on the location sensor  98 , the location of the apparatus  12  at the time of selection of the object  152 , and based on such location selects at least one nearby venue indicated by the concert data  155 . 
     As an example, there are currently third party websites that aggregate requests for concert play from consumers. In this regard, a user may contact such a website and submit a request for an artist to play a concert at a particular venue. The server hosting such website aggregates requests for the same artist and venue, and submits to the artist, a record label affiliated with the artist, or other entity affiliated with the artist a request for the artist to play a concert at the venue indicating the total number of consumers who have requested the concert through the website. 
     Each entry of the data  155  may pertain to a respective venue and include contact information (e.g., email or website address) for submitting a request for a concert at that venue. Such entry may include the location coordinates of the venue, and the video game logic  15  is configured to compare such coordinates to those of the location sensor  98 . If the difference between such coordinates is within a specified range, then the video game logic  15  is configured to submit a request for a concert at such venue by the artist for the song just played in the video game. As described above for the request for radio station play, the video game logic  15  may convert the location coordinates into a zip code, city name, or other geographic identifier, and automatically identify the contact information for a local venue based on such information. In other embodiments, other techniques for requesting a concert by such artist are possible. In addition, it is possible for the concert data  155  to be stored at the game server  25  and for the server logic  33  to be responsible for submitting requests for concerts, similar to the requests for radio station play described above. 
     As an example, the video game logic  15  notifies the server logic  33  when the object  152  is selected by the gamer, and the server logic  33  then submits a request for a concert, as described above for the video game logic  15 . In addition, the server logic  33  may be configured to aggregate by venue requests from multiple gamers using multiple apparatuses  12  for a concert of the same artist. That is, the server logic  33  may store and maintain data indicating the total number of requests for the same artist at a certain venue. The server logic  33  may then send a message to the operator of the venue, the artist, a record label affiliated with the artist, or other entity requesting that the artist perform a concert at the venue and indicating the total number of requests that have been received from gamers. Alternatively, the server logic  33  may submit a request for a concert through a third party website that manages such requests, as described above. 
     The GUI  133  also has a graphical object  163  that is selectable by the gamer for initiating another play of the same song in the video game. In response to selection of this object  163 , the video game logic  15  begins playing the song in the video game. 
     As further shown by  FIG. 5 , the GUI  133  has a graphical object  166  that is selectable by the gamer for initiating a purchase of an unlimited number of plays of the song in the video game. In this regard, as described above, each song may have a limit on the number of times it can be played in the video game free of charge. In response to selection of the object  166 , the video game logic  15  initiates a process by which the gamer can remove such limit for a fee. As an example, the video game logic  15  may inform the server logic  33  of the selection of object  166 , and the server logic  33  may then communicate with the gamer via the network  22  and apparatus  12  or otherwise to solicit the payment of a fee for removing the song limit. Once payment of the fee is confirmed, the server logic  33  notifies the video game logic  15 , which then permits additional (e.g., unlimited) plays of the song in the video game. 
     The GUI  133  also has a graphical object  171  defining an image of an artist and the name of a song that is recommended for play as the next song in game play. Such song may be the next set of song data  152  in the playlist  99 , or the song may be selected by the video game logic  15  based on various factors, such as the number of times it has been played in the video game or its relation (e.g., same genre) as the song just played. 
     As shown by  FIG. 5 , the GUI  133  also has a graphical object  175  defining an image that indicates the gamer&#39;s score in playing the video game. In one embodiment, the score is based on the gamer&#39;s performance in playing the video game during the last song that was just played, and the gamer can submit a challenge to a friend for the same song. In this regard, the GUI  133  has a graphical object  177  that can be selected by the gamer for initiating a challenge to a friend. In response to selection of the object  177 , the video game logic  15  defines a message (referred to herein as a “challenge”) that includes the gamer&#39;s score indicated by image  175  and an identifier (e.g., artist name and song name) of the song, and the logic  15  sends the challenge to a gamer&#39;s friend via the network  22  or otherwise. 
     In this regard, data indicative of contact information (e.g., email address or address for a text message) is stored by the video game logic  15 , and this information is used to automatically send a challenge by email, text message (e.g., Short Message Service (SMS) or other types of protocols), or otherwise upon selection of the object  177 . In one embodiment, selection of the object  177  causes the video game logic  15  to display another GUI (not shown) for defining the challenge. Such GUI may permit the gamer to select the friend to receive the challenge or to define the contact information for the friend. In addition, such GUI may permit the gamer to personalize the challenge. In one exemplary embodiment, the challenge comprises predefined text that is automatically inserted into the challenge by the video game logic  15 . Such predefined text includes the name of the song, the gamer&#39;s score associated with the song in gameplay (i.e., the score earned by the gamer while the song is playing in the video game), and text that challenges the friend to try to beat the gamer&#39;s score. If desired, the gamer may add a personalized message. 
     Note that the challenge may include a graphical object (not shown) that the friend can select for accepting the challenge. If selected, video game logic  15  of the friend&#39;s apparatus  12  is configured to add the song to his or her playlist  99 . Similarly, if the gamer of the apparatus  12  depicted by  FIG. 3  receives a similar challenge, the gamer may accept the challenge by selecting a particular object in the challenge or otherwise. In response to acceptance of the challenge, the video game logic  15  is configured to add the identified song to the gamer&#39;s playlist  99  so that the song is played in the video game. 
     In addition, the GUI  133  has a graphical object  179  that can be selected by the gamer for initiating a message to a friend similar to the challenge described above. The video game logic  15  automatically inserts into such message the gamer&#39;s score and an identifier (e.g., song name and artist name) of the song just played. The message may be communicated to a friend via the same techniques described above for the challenge. As an example, after accepting a challenge from friend for a particular song, the gamer may use the graphical object  179  to send a message to that friend after playing the song at issue in the video game. 
     It should be noted that several of the actions initiated by the user through the GUI  133  are performed externally to the video game. As an example, when the gamer purchases a song via selection of the object  144 , a transaction for purchasing the song is initiated by the video game logic  15 , but the transaction itself is performed independently of the video game, including both the video game logic  15  and the gamer server  25 . In this regard, once the gamer is directed to the website of the server  28  for purchasing the song, the remainder of the transaction can occur using a web browser (not shown) of the apparatus  12  without using the video game logic  15  or the game server  25 . Further, when the song is purchased, it is purchased for play outside of the video game. As an example, it can be played via the apparatus  12  or another device without the use of the video game logic  15  or the game server  25 . In addition, websites or other destinations for receiving requests or messages initiated via selection of the objects  146 ,  152 ,  177 , and  179  are external to the video game and operate independently of the video game logic  15  and game server  25 .