Patent Publication Number: US-11376506-B2

Title: Leveraging online game goals and economy to drive off-line

Description:
CROSS-REFERENCE TO RELATED APPLICATION 
     This application claims the priority to United States (“U.S.”) utility patent application Ser. No. 15/009,773, filed Jan. 28, 2016 and entitled “LEVERAGING ONLINE GAME GOALS AND ECONOMY TO REWARD BETTER REAL WORLD BEHAVIORS,” which claimed the benefit of Provisional Patent Application Ser. No. 62/109,007, filed Jan. 28, 2015 the disclosures of which are incorporated by reference herein in their entirety. This application also claims the priority to U.S. utility patent application Ser. No. 15/008,447, filed Jan. 28, 2016 and entitled “LEVERAGING ONLINE GAME GOALS AND ECONOMY TO DRIVE OFF-LINE BEHAVIORS,” which claimed the benefit of Provisional Patent Application Ser. No. 62/108,603 filed Jan. 28, 2015 the disclosures of which are incorporated by reference herein in their entirety. 
    
    
     BACKGROUND 
     1. Field of the Disclosure 
     The present disclosure relates generally to a method and system to drive game player choices and actions in real world settings to achieve virtual world benefits. 
     2. Related Art 
     Online and mobile gaming in a virtual world is well now as our first person RPG (role playing games). In 2014 online gaming was estimated as a 40 Billion USD industry. AS such, online gaming contributes significantly to the US economy. Conversely, excessive immersion in an online gaming environment has, by some, been identified as a possible cause of fatigue, obesity and reclusion. Others note improvement in coordination, vision and problem solving may be associated with immersive gaming. 
     SUMMARY 
     Disclosed herein are systems and methods to encourage and/or direct actions and accomplishments in the non-virtual world visa via the goal of obtaining virtual world benefits, including but not limited to points, online game characters, accouterments, items, level-ups, advantages, prestige, fame, accolades, and collectables. 
     Aspect of the methods and systems disclosed herein include the support for and/or promotion by Gameco of real world (non-virtual) positive conduct. Online gaming and gaming in general has been vilified by many for the seemingly habitual nature of some game environments to some persons. A method whereby Gameco encourages non-virtual world activities, and in particular positive activities, is a powerful tool to combat misperceptions about online gaming. 
     Aspects of the methods and systems disclosed herein include support for and/or promotion of combining online or virtual world activities with engagement of the real (non-virtual) world. 
     Aspects of the methods and systems disclosed herein include support for and/or promotion of local brick and mortar businesses and the related economies by combining online or virtual world activities with engagement of the real (non-virtual) world. 
     Aspects of the methods and systems disclosed herein include leveraging a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world benefits, the method comprising: participant installs an application on smart phone; the participant may also set up an account on Gameco servers; application interacts with Gameco servers; Gameco servers provide participant opportunities to acquire virtual world benefits by visiting specific geographic locations which may include businesses; participants visits specified location; and, participant is provided a virtual reward by Gameco. 
     Aspects of the methods and systems disclosed herein include leveraging a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world benefits, the method comprising: a participant using a computing device logs on to an application or website which communicates with Gameco servers; from time to time Gameco servers contact the participant via the computing device to give notice of an opportunity to achieve virtual rewards in a gaming environment or virtual world via going to a location and performing some action in the real world; if the participant choses to meet the opportunity then he/she is identified at the location via location servers; Gameco servers then verify participant; and, Gameco servers determine if opportunity has been met and award virtual reward to participant. In some instances servers decisioning that additional opportunities exist for a specific participant at or near a specific location and Gameco notifies participant of the opportunity. In some instances Gameco servers contact client servers and request payment for virtual reward provided to participant. 
     Aspects of the methods and systems disclosed herein include leveraging a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world rewards or items of desire, the method includes a participant using a computing device receive a notice from Gameco servers of an opportunity to act and achieve a virtual reward or benefit through actions outside of interacting with his/her computing device; participant selects an opportunity and performs an action in the real world; the participants is verified or confirmed as performing the activity by at least one of participants computing device and computing devices at client locations; Gameco servers then verify participant; and, Gameco servers determine if opportunity has been fulfilled and award virtual reward to participant. In some instances the method further comprising Gameco servers decisioning that additional opportunities exist for a specific participant at or near a specific location and Gameco notifies participant of the opportunity. In some instances Gameco servers and request payment for virtual reward for participant&#39;s activity. In some instances participant via computing device confirms to Gameco servers that he/she will chose an opportunity to act and Gameco servers record the confirmation. In some instances Gameco servers offer participant an enhanced or increased reward for making the confirmation after the participant completes the activity. 
     Aspects of the methods and systems disclosed herein include leveraging a gaming infrastructure to encourage commercial purchases in a non-virtual environment, the method includes a client contacts Gameco and agrees on an offer of virtual world benefits or rewards to be awarded participants in an online game for performing activities in a real world; Gameco servers populate the offer via a notification to the computing devices of at least some of the participants in the online game; if a participant performs the activity at any threshold level required a reward in the virtual game world is provided; and client pays Gameco for providing the virtual reward. 
     Aspects of the methods and systems disclosed herein include leveraging a gaming infrastructure to encourage commercial purchases in a non-virtual environment, the method includes a client contacts Gameco and agrees on an offer of virtual world benefits or rewards to be awarded participants in an online game for performing activities in a real world; Gameco servers populate the offer via a notification to the computing devices of at least some of the participants in the online game; and client pays Gameco for providing the notification. 
     The computing devices/smart devices disclosed herein operate with memory and processors whereby code is executed during processes to transform data, the computing devices run on a processor (such as, for example, controller or other processor that is not shown) which may include a central processing unit (“CPU”), digital signal processor (“DSP”), application specific integrated circuit (“ASIC”), field programmable gate array (“FPGA”), microprocessor, etc. Alternatively, portions DCA devices may also be or include hardware devices such as logic circuitry, a CPU, a DSP, ASIC, FPGA, etc. and may include hardware and software capable of receiving and sending information. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
       The disclosure may be better understood by referring to the following figures. The components in the figures are not necessarily to scale, emphasis instead being placed upon illustrating the principles of the invention. In the figures, like reference numerals designate corresponding parts throughout the different views. 
         FIGS. 1A and 1B  are representational diagrams of aspects of methods and systems whereby an online gaming platform or environment is utilized or leveraged to at least one of promote, motivate and urge behavior which may earn a participant benefits and rewards in the virtual or online world or economy and interactions between Gameco servers and client servers; 
         FIG. 2  is an overview diagram of aspects of an exemplary method and system wherein participants interaction with Gameco servers and location servers as well as location server interactions with Gameco servers. 
         FIGS. 3A and 3B  are an overview diagram of aspects of an exemplary method and system wherein participants interaction with Gameco servers and location servers as well as location server interactions with Gameco servers. 
     
    
    
     In the Figures, like reference numerals designate corresponding parts throughout the different views. All callouts and annotations are hereby incorporated by this reference as if fully set forth herein. 
     DETAILED DESCRIPTION 
     A scenario is established between a Gameco and one or more participants via computing devices in signal communication and clients who seek to utilize the online system as a mechanism to drive off-line activity. 
     Real world actions are actions beyond touching a keyboard, or mouse or touch screen to “surf” or use a computing device or interface to interact with websites or apps. Real world actions mean going somewhere and doing something physical that is not simply interacting with a computing device. However, part of the real world action may include using the computing device to receive notices, to authenticate and verify the activity or a part thereof. 
     In some exemplary implementations the off-line activity includes commercial behaviors such as shopping, traveling to a particular location. Behavior or action may be required or desired within a particular time frame. In some instances the virtual world reward (or value) associated with a behavior by the participant may be fixed. In some instances the virtual world reward (or value) associated with a behavior by the participant may be dynamic and change as a function of supply, demand, subsidy, sponsorship and the like. The commercial value to Gameco can be a function of the demand of clients. The commercial value to Gameco may in some instances be generally approximated by the difference between the online purchases of upgrades by participants who do not participate in off-line behavior to ear virtual world benefits versus those who do. The commercial value to Gameco may in some instances be generally approximated by the difference between the online purchases of upgrades by participants who do not participate in off-line behavior to earn virtual world benefits versus those who do plus advertising/marketing fees paid to Gameco for leveraging its infrastructure to drive behavior for clients. The commercial value to Gameco may in some instances be generally approximated by the difference between the online purchases of upgrades by participants who do not participate in off-line behavior to earn virtual world benefits versus those who do plus subsidies paid by clients to Gameco for the virtual benefits it distributes to drive behavior for clients. 
     In some exemplary implementations the valuation methodology may also be part of an auction like system wherein clients compete, in some instances, for participant behaviors they desire by outbidding a different client for Gameco to motivate via the on line environment. 
     Off-line activities may also be dynamic such as real world actions. Real world actions refer generally to actions that a participant completes in a non-virtual world environment and without interacting directly with the Gameco servers. Participant actions while interacting with the Gameco servers even the result of physical acts by the participant are not the non-virtual world actions referred to herein. 
     The scenario is beneficial to the participant as she/he is motivated by the opportunity to obtain a virtual world reward by spending some time in the non-virtual world including but not limited to travel, supporting local businesses, purchases, service (such as helping a political party get out vote) and the like. 
     Gameco derives revenue by linking one or more funding sources or subsidizers to its servers wherein actions or goals obtained by participants which earn participants rewards are paid for by such sources. Additionally, when participants activities i.e. visiting ABC sandwich shop is via the opportunity presented by Gameco, Gameco may also receive a percentage of the revenue collected by the “ABC” sandwich shop visa vie authentication of the participant by Gameco servers and in some instances assigning benefit and reward to participant after receiving confirmation of purchases via client servers. In some instance the participant&#39;s computing device (such as a parent or guardian) may hold the master account for a child wherein the computing device for the parent interacts with the ecosystem but earns rewards for the child&#39;s identified, specified or linked account at Gameco servers. 
     Gameco also obtains a positive impressions in the society by actively offering opportunities to have participants spend some amount of time in a non-virtual world. 
     At a simplified level aspects of the system and method disclosed herein include utilizing hardware referred to as computing or smart devices which may include internet streaming systems, gaming system, desktop computers, laptops, tablets, smart phones, televisions to acquire, receive, measure or otherwise capture and then transmit via signal communication data associated with an participants. 
     It is appreciated by those of ordinary skill in the art that some of the circuits, components, modules, and/or devices of the system disclosed in the present application are described as being in signal communication with each other, where signal communication refers to any type of communication and/or connection between the circuits, components, modules, and/or devices that allows a circuit, component, module, and/or device to pass and/or receive signals and/or information from another circuit, component, module, and/or device. The communication and/or connection may be along any signal path between the circuits, components, modules, and/or devices that allows signals and/or information to pass from one circuit, component, module, and/or device to another and includes wireless or wired signal paths. The signal paths may be physical such as, for example, conductive wires, electromagnetic wave guides, attached and/or electromagnetic or mechanically coupled terminals, semi-conductive or dielectric materials or devices, or other similar physical connections or couplings. Additionally, signal paths may be non-physical such as free-space (in the case of electromagnetic propagation) or information paths through digital components where communication information is passed from one circuit, component, module, and/or device to another in varying analog and/or digital formats without passing through a direct electromagnetic connection. These information paths may also include analog-to-digital conversions (“ADC”), digital-to-analog (“DAC”) conversions, data transformations such as, for example, fast Fourier transforms (“FFTs”), time-to-frequency conversations, frequency-to-time conversions, database mapping, signal processing steps, coding, modulations, demodulations, etc. 
       FIG. 1A  shows a participant  10  who may use one or more computing devices  12  (computer system)  14  (smart phone/tablet/handheld internet connected device) and  16  (car navigator system) in communication with Gameco  20  and Gameco servers  25  via a network  30 . Gameco servers are shown connected to one or more databases  40  wherein information is stored. Participant sets up an account at Gameco servers or Gameco servers capture information from the Participant&#39;s computing device  12  (including but not limited to MAC address, IP address, serial number, geolocation, phone number, vehicle identification number, synthetic GPS, Cell ID, Wi-Fi, Terrestrial Transmitters) to identify the Participant which may include the location thereof and create records about the Participant. The communication may be intermittent and the Participant may utilize an application on the computing device and that application is in intermittent contact with Gameco servers. 
     In a simplified operation Gameco  20  communicates with at least one client  100 . The communication in some instances is client server  110  to Gameco servers  25  wherein Gameco rule and decision engines schedule parameters of client  100  desired participant behavior with Gameco which in turn determines what segment, if not all, of its population of participants to broadcast or push messaging to attempt to motivate behavior outside the virtual world or gaming world interaction whereby the participant  10  can achieve benefits in the virtual world for such real world actions. Client servers also may provide all or some of their stored data (in database(s)  225 ) on sales, customer traffic, inventory, demographic of their customers, zip codes, and traffic flow during time periods to Gameco servers  25  whereby Gameco servers determine identify opportunities to motivate participants to interact with client real world locations  300  in general and specific ways. Real world location  300  may be as large as a geographic region or as small as a store ( 302 ,  312 ,  322 ) and the location(s) have servers ( 304 ,  314  and  324 ) which are in signal communications with one or more of Client servers  110 , Gameco servers  25  and participants computing devices ( 12 ,  14  and  16 ). 
     Gameco servers act to inform, motivate, urge some population of participants to behave in a desired way in response to Gameco  20  activities on behalf of client  100 . The behavior may be travel to real world location ( 2 )  300  or purchases at real world locations. 
     In either instance Gameco servers require authentication of participant behavior to provide participant a virtual world benefit for the behavior. A non-exclusive list of authentication means include, voice recognition at client location via client server. Facial recognition via client server. Other biometric authentication via client severs. Geolocation via participant computing device. A changing image such as a clock, glyph, code or the like displayed at client and taken with participants computing device to compare the image and its encoded data (i.e. time, glyph code etc) with participant geolocation and computing device identity to validate. A specific code provide participant when he/she checks in at client location  300 . In other instances when a participant makes a purchase at client location  300  if the participants computing device (or the participant) can provide client servers authentication data whereby Gameco servers have a record of participant purchase and thereby can: 1. Assign benefit or reward offered to participant for the purchase; and 2. Collect subsidy or payment from client for participant behaving to purchase at location. 
     In  FIG. 1B  a MOTIVATOR may be the participant, a parent, friend, spouse, teacher, school, employer or the like who are promoting or supporting participants&#39; positive, good and/or healthy choices and actions. In some instances a MOTIVATOR may be a commercial entity, a medical or health entity, a governmental entity that is subsidizing or sponsoring good choice activities and healthy positive actions. MOTIVATORS may be robotic or autonomous programs or semi-autonomous carrying out instructions based on preferences. MOTIVATOR servers also may provide all or some of their stored data it has in its database  102  on participant such as records effecting choices or results a participant has made or achieved which may include grades, turning in homework, going to a gym, medical measurements, food choice, compliance with health or medical needs whereby Gameco servers receive, parse, develop or record threshold levels of real world activity or types of activity participant needs to accomplish to earn virtual rewards. The actives may be very specific and targeted to even a single participant based on the goals set. One or more of the participant, A funding source, which may utilize a computing device provides Gameco servers a for of payment such as crypto currency, bitcoin, currency, debit card, credit card or linked bank account to pay for or subsidize earned virtual reward. 
     Visa vie an application installed on the participants computing device, linked device or interaction of the participant via a computing device with Gameco website and servers, the participant receives notifications or reminders of activities he/she can perform in the real world to earn virtual world benefits. The activities may be geo-linked wherein if participant is at the gym, or a restaurant school he/she may receive a notification of activities he/she can act upon that are specific to the school, or home, or work environment. 
     The participant may also chose to check in via his/her computing device at a location such as school, work or gym wherein he/she is providing Gameco servers data on actions or requesting that the location servers provide the data whereby Gameco servers are advised of the identity of the participant engaged in the activity. At school, and for graded work or test results school computerized grade systems such as EDLINE™ and AERIES™ can be linked via parent to Gameco to compare result and threshold. If a threshold is met then a reward may be given. Parent can set account with funds to pay for reward if the servers/system establishes threshold met. In some instances funding may be subsidized by school or work or via advertiser. For children parents computing device may be a verification server/system. 
     The participant, when acting in the real world  210 , can meet threshold levels of activity or actions to earn benefits and virtual world rewards. Activities include exercise  212 , health food choices  214 , medication compliance  216 , chores  218 , the activities may be school related  230  and include grade or test or performance reports  232  at a threshold level, or kind acts (as reported or observed)  234 , or turning in home work on time  236  or things like reading a book  238 . Other actions or activities may be an employee at work  240 , wherein the employee (participant) is on time, or does a good job and instead of getting an employee of the week button he/she will receive a virtual reward which may also be subsidized or paid for by the employer. 
     Activities of the participant is reported to Gameco servers via a reporting server  300  via a network. If Gameco servers determine that participants activities have met the threshold level then Gameco can verify the funding/payment and notify participant of the obtainment of a virtual reward. 
     It is preferred that the participant is authenticated to Gameco servers when he/she acts to provide participant a virtual world benefit for the behavior. A non-exclusive list of authentication means include, voice recognition at a location via a server, facial recognition, other biometric authentication, and/or geolocation via participant computing device. 
     Data collection devices can verify participant actions to Gameco servers. 
       FIG. 1B  shows a participant  10  who may use one or more computing devices  12  (computer system)  14  (smart phone/tablet/handheld internet connected device)  16  (car navigator system) and  17  (wearable device) in signal communication with a computing device and/or Gameco  20  and Gameco servers  25  via a network  30 . Wearable device may be attached to any part of the body, or clothing and have sensors to monitor some health aspects such as steps, climb, heart rate, location Gameco servers are shown connected to one or more databases  40  wherein information is stored. Participant sets up an account at Gameco servers. 
     In a simplified operation Gameco  20  communicates with at least one MOTIVATOR  106  visa vie a computing device. Gameco rule and decision engines set-up, schedule, determine, suggest and the like the parameters of MOTIVATORS  106  desired participant  10  behavior to achieve benefits in the virtual world for real world actions. MOTIVATOR servers also may provide all or some of their stored data it has in its database  108  on participant such as grades, turning in homework, going to a gym, medical measurements, food choice, compliance with health or medical needs whereby Gameco servers develop or record threshold levels of real world activity or types of activity participant needs to accomplish to earn virtual rewards. The actives may be very specific and targeted to even a single participant based on the goals set. One or more of the participant, MOTIVATOR and Gameco determine the desired activities and thresholds. A funding source, which may utilize a funding computing device (CD)  135  provides Gameco servers a for of payment such as crypto currency or bitcoin, currency, debit card, credit card or linked bank account  145  to pay for or subsidize earned virtual reward. 
     Visa vie an application installed on the participants computing device, linked device or interaction of the participant via a computing device with Gameco website and servers, the participant receives notifications or reminders of activities he/she can perform in the real world to earn virtual world benefits. The activities may be geo-linked wherein if participant is at the gym, a restaurant, or school, he/she may receive a notification of activities he/she can act upon that are specific to the school, or home, or work environment. 
     The participant may also choose to check in via his/her computing device at a location such as school, work or gym wherein he/she is providing Gameco servers data on actions or requesting that the location servers provide the data whereby Gameco servers are advised of the identity of the participant engaged in the activity. At school, and for graded work or test results school computerized grade systems such as EDLINE™ and AERIES™ can be linked via parent to Gameco to compare result and threshold. If a threshold is met then a reward may be given. Parent can set account with funds to pay for reward if the servers/system establishes threshold met. In some instances funding may be subsidized by school or work or via advertiser. For children parents computing device may be a verification server/system. 
     The participant, when acting in the real world  250 , can meet threshold levels of activity or actions to earn benefits and virtual world rewards. Activities include exercise  252 , health food choices  254 , medication compliance  256 , chores  258 , the activities may be school related  270  and include grade or test or performance reports  272  at a threshold level, or kind acts (as reported or observed)  274 , or turning in home work on time  276  or things like reading a book  278 . Other actions or activities may be an employee at work  280 , wherein the employee (participant) is on time, or does a good job, get high customer satisfaction feedback, reaches high efficiency, high sales, low defects etc., and instead of getting an employee of the week button he/she will receive a virtual reward in the gaming environment which may also be subsidized or paid for by the employer. Motivation to achieve such benefits or rewards in the gaming world (virtual) are well defined for participants and by reinforcing this known behavior via preferred interactions act work or school the society benefits, brick and mortar retail may benefit and the opportunity for social interactions outside the virtual world are supported. 
     Activities of the participant is reported to Gameco servers via a reporting server  300  via a network. If Gameco servers determine that participants activities have met the threshold level then Gameco can verify the funding/payment and notify participant of the obtainment of a virtual reward. It is preferred that the participant is authenticated to Gameco servers when he/she acts to provide participant a virtual world benefit for the behavior. A non-exclusive list of authentication means include, voice recognition at a location via a server. Facial recognition. Other biometric authentication. Geolocation via participant computing device. Data collection devices can verify participant actions to Gameco servers. 
     In a less simple variation of the methods and aspects thereof illustrated in  FIG. 1A  Gameco  20  is in communication with at least a first clients  100  and a second client  200 . The second clients having servers  210  and database(s)  225 . In some instances both the first and the second client have Gameco working to drive participants to clients locations. In this example the second client real world location  350  may be as large as a geographic region or as small as a store ( 352 ,  362 ,  372 ) and the location(s) have servers ( 354 ,  364  and  374 ) which are in signal communications with one or more of Client servers  110  and Gameco and participants computing devices ( 12 ,  14  and  16 ). Online games may include online gambling as well as role pay and other games. 
     In an auction or competitive process wherein first and second clients are determined to be competing Gameco may direct a bidding or auction for time, date or location wherein Gameco may limit for which client during what time it will act to motivate behavior through its online game. 
       FIGS. 2 and 3A-3B  are diagrams showing aspects of several methods and systems disclosed herein including process steps, decisioning and modules for interaction, notification, identification, and verification. 
     Participant  10  interacts with Gameco servers via the interaction (or communication) module  500 . Via the interactions with Gameco servers  25 , participant visa vie a computing device will receive notifications (from the Notice module  600 ) of opportunities to earn virtual rewards via behavior in the real world. Gameco servers may chose to provide connected opportunities wherein the push notification may be shared with designated person, via there computing devices, in accordance with agreements to have their conduct in the real world help earn virtual world rewards to the participant. One non limiting example may be a friend, spouse or parent travelling to the location and/or making purchases wherein the virtual benefit or reward is distributed to the participant. 
     A participant will decide whether or not to act  700 . If the participant acts and goes to the specified location then via an identification (ID) module  800  the servers at the location (place) the participant travelled to agglomerate/capture or receive Identification information of participant. 
     The place servers then provide the identification to the Gameco servers which utilize a verification module  900  to determine if the participant is authenticated for the rewards sought. 
     Gameco servers thereafter decide, applying rule and decision engines, on whether the reward requirements (which may include thresholds) have been met and whether and other opportunities exist at that location at that time  925 . 
     If no other opportunities exist then Gameco servers assign reward. Gameco servers may also notify participant of the achievement. If additional opportunities for the identified and verified participant in or about the location, or on a route the participant is taking away from the location exist Gameco servers may notify participant and/or location servers of the opportunities. Additionally, opportunities may be purchasing goods or service at a client location. 
     In some exemplary implementations, aspects include a interaction module wherein a participant  10  becomes involved with the online game by one or more of installing or using an application on one of his/her computing devices  502  and using a network  30  to interact with Gameco servers or logging on, with a computing device via a network  30 , to Gameco website/servers  505 . 
     Once a participant has become involved with the online Gameco a database containing information about that participant is populated and updated by Gameco servers. Based on criteria set by Gameco servers, which may also be limited by participants assets, achievements while playing the online game(s), age, preference, physical location or other factors will receive one or more notifications from Gameco notification module  600  (from Gameco servers  25 ) regarding a physical real world location ( 300 / 350 ) to be at to obtain a virtual reward. For Gameco the locations ( 300 / 350 ) represents locations of clients ( 100 / 200 ) for who Gameco is leveraging its online community and infrastructure to drive real world traffic and or sales. 
     The notification module may be tailored to target specific participants based on criteria such as age, location, user preference, economic profile, virtual world activity or conduct, gender, habits, likes/dislikes, buddies, groupings and the like. The Gameco servers select and/or filter a population of participants and notify them of opportunities  605 . Optionally, participant may select an opportunity to advise Gameco servers he/she is going to attempt to achieve the reward. The optional notice back from participant is useful for Gameco servers to dynamically adjust the number of notification it sends out in a given time frame. Additional rewards may be assigned to participants who respond with a notice back and who actually complete the real world behavior. 
     Optionally, there may also be a requirement of a threshold level of participation for the participant to achieve a virtual reward for real world activity and notice of same may be given  610 . The threshold requirements may also be used as a criteria to filter out or identify participants who are more likely to be responsive to the notification and hence become a higher value participant for a particular response and/or for such a system and method. 
     Optionally, Gameco servers send or provide a virtual badge such as a specific or unique ID or code to a participant computing device for each opportunity  615  offered. The badge can be specific and used to track participant actions and therefore used to further expand Gameco database on each participant to better select responsive populations. 
     Optionally, Gameco servers may push or notify a map application or navigation system which participant has specified or provided access to Gameco to with the location or directions to the location(s)  620 . 
     Once notified a participant has the opportunity to make a decision  700  to act in the real world and go to a physical location ( 302 ,  312 ,  322 ,  352 ,  362 ,  372 ) and/or interact with servers ( 304 ,  314 ,  324 ,  354 ,  364 ,  374 ) at that location. Once a participant arrives at a location ( 302 ,  312 ,  322 ,  352 ,  362 ,  372 ) the participant (or designee) needs to be identified to meet the opportunity requirements to achieve virtual rewards for real world conduct. 
     The participant interaction with place servers ( 304 ,  314 ,  324 ,  354 ,  364 ,  374 ) to have participant or designee identified  805 . Means of identification include but are not limited to: Participant&#39;s computing device present an RFID tag, or a wireless short range identification code to place servers  810 . Participant presents a physical badge such as a bracelet or bracket with an RFID tag and/or a virtual badge containing specific information provided by Gameco servers to participant computing device that identifies participant with respect to the opportunity  815 . The participant may present his/her biometrics such as voice, image, breath, DNA, fingerprint, retinal scan and the like  820  to support identification. Alternatively, the participant may identify the location via a code or identifier provided at the location. Such codes may be communicated to the participants computing device via short range signal communication wirelessly, or it may be captured by user via camera in computing device or speakers. Location codes may be auditory or visual or RF, the location may set up a screen that displays images or codes which can be captured and via time comparison of capture time and code provided Gameco servers can decision if the participant is at the location at the designated time. Identification data from the participants computing device known to Gameco servers can also be part of the identification. 
     After the participant (or designee) has been identified at the location a verification procedure takes place wherein the Gameco servers one of receive the captured data associated with participant by place servers  905  or captured place (location) data is provided by participants computing device to Gameco servers  910 . Optionally, place servers may provide participant activity data including but not limited to time at location, geographic movements at location, and purchases at location to Gameco servers  915 . 
     In some instances participant  10  interacts with Gameco servers via the interaction (or communication) module  500 . Via the interactions with Gameco servers  25 , participant visa vie a computing device will receive notifications (from the Notice module  600 ) of opportunities to earn virtual rewards via behavior in the real world. Opportunities may be dynamic and changing based on a location of participant or a set of criteria regarding choices, actions and the like participant or MOTIVATOR seeks to encourage. A participant will then decide whether or not to act  700 . At this juncture, a participant may be identified via an ID module  800  or via a pre-verification module  835 . If identified without pre-verification then Gameco servers perform an additional step to verify the participant via a verification module  902 . 
     If the decision to act/choice is made and participant acts/chooses to agglomerate data of participant&#39;s actions or choices a Pre-verification module may be utilized  835 . For example health data collection devices either on participant or which can identify participant and agglomerate data about participant actions (for example heart rate, blood pressure, blood sugar, breath, excretion, breathing, food choices, exercise and the like) collects data and/or choices  840 . Third party servers may receive records from a teacher, employer, parent and the like which are a measure of performance  845 . Third party servers may collect data, such as food choices, exercise and the like  850 . The collected data about participant is transmitted  990  via computing device through a network to Gameco servers  25 . 
     In some instances Gameco servers after receiving the verification of participant connection with location data then decision if any necessary threshold(s) have been met  1000 . If not met then Gameco servers contact participant advising he/she of same. If threshold(s) met Gameco servers determine if additional rewards/benefits are available at or near the location  1010 . If no then Gameco servers award and/or notify participant of the virtual reward obtained  1015 . If other opportunities are available Gameco servers notify participant of such opportunities  1020 . Gameco servers may also notify participants of a multiplier effect for more actions in same location. A multiplier can, for a time or location or for a limited period, enhance or increase virtual rewards earned  1025 . For example, a participant at a location following a map through store aisles may complete a threshold action, other example are selecting goods A versus B at a location for purchase. 
     Turning back to  FIG. 1A, and 2  client(s) servers  110 / 210  are in communication with Gameco servers  25 . In a simplified exemplar client servers (or client  100 / 200 ) contact Gameco  20  (or Gameco servers  25 ) and request that a notice be distributed to all or some of the population of participants  10 . The notification includes at least one of location of opportunity, date of opportunity, and time of opportunity. The notice may further include threshold activity required. A threshold activity will change based on client needs and Gameco agreements. 
     A few non-limiting examples which in no way are intended to limit the scope of the inventions may include be at location for “X” minutes, or go to a specified department of a store at the location, or be at location between hours of “##:##” and “##:##”, or find the yellow troll doll and take a picture of it next to a clock, or buy the “XYZ” subway sandwich and a large soda, or open a checking account at “ABC” bank. 
     Gameco and clients may negotiate on the time(s) and location(s). Gameco and clients agree on a value of one or more of participant notification and participant activity. The value may be reflected in virtual rewards which are awarded the participant and paid for or subsidized by client(s). Data of participant identification from the notice module  600  can be used to provide a count of the number of participant contacted. Notice back from participants may also be used as a measure of the initial response of participants to a particular opportunity. The raw data of notice back can later be compared to the actual activities of participants (data from the identification module  800 ) to further determine the return on investment (ROI) for clients who pay Gameco for notification. The data may also be sued by Gameco to refine the opportunity notice to achieve higher actions on the part of participants. 
     The system may can be dynamic and versatile. For example, if client has an excess of inventory of sandwiches or t-shirts at a location a notification may be limited to participant acquiring those goods. Alternatively, if a client location has a lull in foot traffic during a particular time frame the location (for example a big box retailer, amusement park or a Mall) may offer rewards for the participant who traverses the location, which may be verified with GPS and/or by participant interacting with check-in areas to capture a digital image or sound or code and having Gameco servers verify participant activity. 
     If multiple clients ( 100 / 200 ) seek the same population for notice that may be used to create an auction or bidding process wherein the client offering to provide more revenue to Gameco for virtual rewards which will be awarded to participants can compete for the notice. Optionally, the client may offer a greater subsidy of virtual goods thereby offering participant a greater reward visa vie Gameco. 
     Additionally, a client may offer a percentage of sales made to participants who have been notified by Gameco and who make purchases at location. Verification of the sale or purchase may be via linking the sale to the participant via participant computing device (which can self authenticate to Gameco) and/or via client server which interfaces with at least one of participant and participant&#39;s computing device to provide Gameco server adequate data to assign virtual reward to proper participant. 
     The disclosure presented herein may be considered in view of the following clauses. 
     Clause A, a method to leverage a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world benefits, the method comprising: participant interacts with Gameco servers via smartphone; Gameco servers provide participant opportunities to acquire virtual world benefits by visiting specific geographic locations in the non-virtual environment, which may include businesses; participant visits the specified geographical location; Gameco servers determine if a threshold level of action has been met; and participant is provided a virtual reward by Gameco, wherein verifying that the participant is participating includes confirming that the participant is performing the activity by at least one of the computing device of the participant, a computing devices of a client at the specific geographical location, or both. 
     Clause B, a method to leverage a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world rewards or benefits, the method comprising: from time to time Gameco servers contact a participant, via participant&#39;s computing device, to notify the participant of an opportunity to achieve virtual rewards in a gaming environment or virtual world via visiting a specific geographical location in the non-virtual environment and performing some action in the non-virtual environment; participant is verified as participating; and Gameco servers determine if opportunity has been met and award virtual reward to participant, wherein verifying that the participant is participating includes confirming that the participant is performing the activity by at least one of the computing device of the participant, a computing devices of a client at the specific geographical location, or both. 
     Clause C, the example of clause B, wherein verifying that the participant is participating includes the participant is identified at the specific geographical location via location servers. 
     Clause D, a method to leverage a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world rewards or benefits, the method comprising: from time to time Gameco servers contact a participant, via the participant&#39;s computing device, to notify the participant of an opportunity to achieve virtual rewards in a gaming environment or virtual world via visiting a specific geographical location in the non-virtual environment and performing some action in the non-virtual environment; participant is verified as participating; Gameco servers determine if the opportunity has been met and award virtual reward to participant; Gameco servers determine that additional opportunities exist for a specific participant at or near the specific geographical location; and Gameco notifying participant of the opportunity. 
     Clause E, the example of clause D, further comprising Gameco servers contact client servers and request payment for virtual reward provided to participant. 
     Clause F, a method to leverage a gaming infrastructure to encourage actions in a non-virtual environment to achieve virtual world rewards or benefits, the method comprising: from time to time Gameco servers contact a participant via a computing device, to notify the participant of an opportunity to achieve virtual rewards in a gaming environment or virtual world via visiting a specific geographical location in the non-virtual environment and performing some action in the non-virtual environment; participant is verified as participating; Gameco servers determine if opportunity has been met and award virtual reward to participant; Gameco servers determining that additional opportunities exist for a specific participant at or near a specific geographical location; and Gameco notifies the specific participant of the opportunity. 
     Clause G, the example of clause F, further comprising Gameco servers verifies participant&#39;s additional opportunity activity. 
     Clause H, the example of clause G, further comprising Gameco servers contact client servers and request payment for virtual reward for participant&#39;s additional opportunity activity. 
     Clause I, the example of clause H, further comprising participant, via computing device, confirms to Gameco servers that participant will chose an opportunity to act, and Gameco servers record the confirmation. 
     Clause J, the example of clause I, wherein Gameco servers offer participant an enhanced or increased reward after the participant completes the activity, for confirming that the participant will chose an opportunity to act. 
     Clause K, a method to leverage a gaming infrastructure to encourage commercial purchases in a non-virtual environment, the method comprising: a client contacts Gameco and agrees on an offer of virtual world benefits or rewards to be awarded participants in an online game for performing activities in a real world; Gameco servers populate the offer via a notification to the computing devices of at least some of the participants in the online game, wherein the participant must perform the activity at a threshold level to obtain a reward in the virtual game world; client pays Gameco for providing the notification; and client subsidizes at least part of the costs of the virtual reward. 
     Clause L, the example of clause K, further comprising a Motivator in signal communication with Gameco servers identifies the activity and threshold level. 
     It will be understood that various aspects or details of the invention may be changed without departing from the scope of the invention. It is not exhaustive and does not limit the claimed inventions to the precise form disclosed. Furthermore, the foregoing description is for the purpose of illustration only, and not for the purpose of limitation. Modifications and variations are possible in light of the above description or may be acquired from practicing the invention. The claims and their equivalents define the scope of the invention.