摘要:
Systems and methods for providing online games, including various means of providing computer-implemented games using standard and non-standard tokens, and that operate in coordination with an online social network. Examples of standard tokens may include tokens associated with each card of a standard 52 card deck, units in a real-time strategy game, and the like. Non-standard tokens may represent digital tokens with specified attributes and associated digital rights management for use by specified users, such as users purchasing rights to a particular non-standard token. Non-standard tokens may also include tokens with different functionality across a number of different computer-implemented games.
摘要:
Systems and methods for providing online games, including trading card games played on a computer, and other mobile devices, are described using combinations of standard and non-standard digital tokens. The systems and methods provide the capability for games to allow users to acquire rights to digital tokens that have different functionality across a spectrum of computer-implemented games, and for computer-implemented games to combine variable-use digital tokens with other standard gaming tools and constructs, such as a standard 52 card deck.
摘要:
Systems and methods for providing online games, including various means of providing computer-implemented games using standard and non-standard tokens, and that operate in coordination with an online social network. Examples of standard tokens may include tokens associated with each card of a standard 52 card deck, units in a real-time strategy game, and the like. Non-standard tokens may represent digital tokens with specified attributes and associated digital rights management for use by specified users, such as users purchasing rights to a particular non-standard token. Non-standard tokens may also include tokens with different functionality across a number of different computer-implemented games.
摘要:
Systems and methods for providing online games, including trading card games played on a computer, and other mobile devices, are described using combinations of standard and non-standard digital tokens. The systems and methods provide the capability for games to allow users to acquire rights to digital tokens that have different functionality across a spectrum of computer-implemented games, and for computer-implemented games to combine variable-use digital tokens with other standard gaming tools and constructs, such as a standard 52 card deck.