Managing access to digital assets

文档序号:1957958 发布日期:2021-12-10 浏览:21次 中文

阅读说明:本技术 管理对数字资产的访问 (Managing access to digital assets ) 是由 T·萨克森 B·斯帕尔 于 2020-05-08 设计创作,主要内容包括:在与移动设备通信的服务器系统处管理对数字内容的访问,包括:从移动设备接收用户账户标识符和表现信息;访问存储可收集记录的可收集数据库;将接收的表现信息与可收集记录中的表现信息进行比较;访问存储用户账户记录的用户账户数据库;将所检索的可收集标识符添加到所识别的用户账户记录中;从所识别的可收集记录中检索音乐相关资产标识符;和向所述移动设备发送确认,所述确认指示可收集资产已经被收集,并且指示检索到的音乐相关资产标识符。(Managing access to digital content at a server system in communication with a mobile device, comprising: receiving a user account identifier and performance information from a mobile device; accessing a collectible database storing collectible records; comparing the received performance information with performance information in the collectible records; accessing a user account database storing user account records; adding the retrieved collectible identifier to the identified user account record; retrieving a music-related asset identifier from the identified collectible recording; and sending an acknowledgement to the mobile device indicating that a collectible asset has been collected and indicating the retrieved music-related asset identifier.)

1. A system for managing access to digital content, the system comprising:

a music database storing music assets as music data and a music asset identifier for each music asset, wherein the music assets include music-related assets;

a collectible database storing collectible records of the collectible assets, wherein the collectible records include data indicating a collectible identifier, a collectible type, a musical asset identifier of a musical asset associated with the collectible asset, a representation of the collectible asset, and performance information associated with the collectible asset;

a user account database storing user account records for a user, wherein the user account records include data indicative of an identifier of the user and a list of collectible identifiers of collectible assets collected by the user; and

a processor configured to receive a user account identifier and performance information from a mobile device, compare the received performance information to performance information in a collectible record, identify a collectible record having performance information that matches the received performance information, retrieve a collectible identifier of the identified collectible record, identify a user account record that matches the received user account identifier, and add the retrieved collectible identifier to the identified user account record.

2. The system of claim 1, wherein the performance information associated with the collectible asset includes a location of the collectible asset.

3. The system of claim 1, wherein the performance information associated with the collectible asset comprises at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions, and physically or digitally performing an action at a geographic location.

4. The system of claim 1, wherein the music related assets comprise: songs, albums, playlists, videos, programs, movies, games, and Virtual Reality (VR) experiences.

5. The system of claim 1, wherein the collectible identifier comprises an image file.

6. The system of claim 1, wherein the identifier of the user comprises at least one of an email address and a mobile device number.

7. A method for managing access to digital content at a server system in communication with a mobile device, the method comprising:

receiving a user account identifier and performance information from a mobile device;

accessing a collectible database storing collectible records including performance information of collectible assets and music-related asset identifiers of music-related assets;

comparing the received performance information with performance information in the collectible records;

identifying a collectible record having performance information that matches the received performance information;

retrieving a collectible identifier of the identified collectible record;

accessing a user account database storing user account records including user account identifiers and collectible identifiers indicating collectible assets collected by a user account;

identifying a user account record that matches the received user account identifier;

adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected a collectible asset associated with the retrieved collectible identifier;

accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to the respective music-related assets;

retrieving a music-related asset identifier from the identified collectible recording; and

sending a confirmation to the mobile device indicating that the collectible asset has been collected and indicating the retrieved music-related asset identifier.

8. The method of claim 7, wherein the music-related assets include songs, albums, playlists, videos, programs, movies, games, and VR experiences.

9. The method of claim 7, further comprising:

a request is received from a mobile device to access a song represented by a music-related asset, where the request includes the retrieved music-related asset identifier.

10. The method as recited in claim 9, further comprising:

music related assets in the music database corresponding to the retrieved music asset identifier are identified.

11. The method as recited in claim 10, further comprising:

digital data corresponding to the identified music-related assets is transmitted to a mobile device for playback of the song by processing the transmitted digital data on the mobile device.

12. The method of claim 7, wherein the performance information of the collectible asset comprises location information of the collectible asset.

13. The method of claim 7, wherein the performance information of the collectible asset comprises at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions, and physically or digitally performing an action at a geographic location.

14. The method of claim 7, further comprising:

enabling the mobile device to access the music-related asset when the confirmation is received by the mobile device.

15. The method of claim 7, further comprising:

an image representation of the collectible asset is created.

16. The method of claim 7, further comprising:

enabling the mobile device to share information about collectible assets.

17. The method of claim 16, wherein sharing information about the collectible assets comprises:

sending images or information about the experience of collecting collectible assets.

18. The method of claim 7, further comprising:

send collection points or environment currency for collecting collectible assets, and associated titles or other environment privileges.

19. The method of claim 7, wherein the collectible assets comprise interactive representations with animated objects or characters.

20. A non-transitory computer-readable storage medium storing a computer program to manage access to digital content at a server system in communication with a mobile device, the computer program comprising executable instructions that cause a computer to:

receiving a user account identifier and performance information from a mobile device;

accessing a collectible database storing collectible records including performance information of collectible assets and music-related asset identifiers of music-related assets;

comparing the received performance information with performance information in the collectible records;

identifying a collectible record having performance information that matches the received performance information;

retrieving a collectible identifier of the identified collectible record;

accessing a user account database storing user account records including user account identifiers and collectible identifiers indicating collectible assets collected by a user account;

identifying a user account record that matches the received user account identifier;

adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected a collectible asset associated with the retrieved collectible identifier;

accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to the respective music-related assets;

retrieving a music-related asset identifier from the identified collectible recording; and

sending a confirmation to the mobile device indicating that the collectible asset has been collected and indicating the retrieved music-related asset identifier.

Technical Field

The present disclosure relates to managing digital assets, and more particularly to managing digital assets for a music-themed digital asset collection game.

Background

Computer-implemented games, such as mobile device-based games, are becoming increasingly popular and new uses for this technology are continually being discovered. The software may be closely related to certain real-world geographic locations.

Disclosure of Invention

The present disclosure provides for managing and collecting digital assets using "performance information" and using the assets to access additional assets.

In one implementation, a system for managing access to digital content is disclosed. The system comprises: a music database storing music assets as music data and a music asset identifier of each music asset, wherein the music assets include: a music-related asset; a collectible database storing collectible records of the collectible assets, wherein the collectible records include data indicating a collectible identifier, a collectible type, a musical asset identifier of a musical asset associated with the collectible asset, a representation of the collectible asset, and performance information associated with the collectible asset; a user account database storing user account records for a user, wherein the user account records include data indicative of an identifier of the user and a list of collectible identifiers of collectible assets collected by the user; and a processor configured to receive a user account identifier and performance information from a mobile device, compare the received performance information to performance information in a collectible record, identify a collectible record having performance information that matches the received performance information, retrieve a collectible identifier of the identified collectible record, identify a user account record that matches the received user account identifier, and add the retrieved collectible identifier to the identified user account record.

In one implementation, performance information associated with a collectible asset includes a location of the collectible asset. In one implementation, the performance information associated with the collectible asset includes at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions, and physically or digitally performing an action at a geographic location. In one implementation, the music-related assets include songs, albums, playlists, videos, programs, movies, games, and Virtual Reality (VR) experiences. In one implementation, the collectible identifier includes an image file. In one implementation, the identifier of the user includes at least one of an email address and a mobile device number.

In another implementation, a method for managing access to digital content at a server system in communication with a mobile device is disclosed. The method comprises the following steps: receiving a user account identifier and performance information from a mobile device; accessing a collectible database storing collectible records including performance information of collectible assets and music-related asset identifiers of music-related assets; comparing the received performance information with performance information in the collectible records; identifying a collectible record having performance information that matches the received performance information; retrieving a collectible identifier of the identified collectible record; accessing a user account database storing user account records including user account identifiers and collectible identifiers indicating collectible assets collected by a user account; identifying a user account record that matches the received user account identifier; adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected a collectible asset associated with the retrieved collectible identifier; accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to the respective music-related assets; retrieving a music-related asset identifier from the identified collectible recording; and sending an acknowledgement to the mobile device indicating that the collectible asset has been collected and indicating the retrieved music-related asset identifier.

In one implementation, the music-related assets include songs, albums, playlists, videos, programs, movies, games, and VR experiences. In one implementation, the method further includes receiving a request from the mobile device to access a song represented by the music-related asset, where the request includes the retrieved music-related asset identifier. In one implementation, the method further includes identifying a music related asset in the music database corresponding to the retrieved music asset identifier. In one implementation, the method further includes transmitting digital data corresponding to the identified music-related asset to a mobile device for playback of the song by processing the transmitted digital data at the mobile device. In one implementation, performance information for a collectible asset includes location information for the collectible asset. In one implementation, performance information for the collectible asset includes at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions, and physically or digitally performing an action at a geographic location. In one implementation, the method further includes enabling the mobile device to access the music-related asset when the confirmation is received by the mobile device. In one implementation, the method further includes creating an image representation of the collectible asset. In one implementation, the method includes enabling the mobile device to share information about collectible assets. In one implementation, sharing information about the collectible assets includes sending images or information about the experience of collecting the collectible assets. In one implementation, the method further includes sending collection points or environment currency for collecting the collectible assets, and associated titles or other environment privileges. In one implementation, the collectible assets include interactive representations with animated objects or characters.

In another implementation, a non-transitory computer-readable storage medium storing a computer program to manage access to digital content at a server system in communication with a mobile device is disclosed. The computer program includes executable instructions that cause a computer to: receiving a user account identifier and performance information from a mobile device; accessing a collectible database storing collectible records including performance information of collectible assets and music-related asset identifiers of music-related assets; comparing the received performance information with performance information in the collectible records; identifying a collectible record having performance information that matches the received performance information; retrieving a collectible identifier of the identified collectible record; accessing a user account database storing user account records including user account identifiers and collectible identifiers indicating collectible assets collected by a user account; identifying a user account record that matches the received user account identifier; adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected a collectible asset associated with the retrieved collectible identifier; accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to the respective music-related assets; retrieving a music-related asset identifier from the identified collectible recording; and sending an acknowledgement to the mobile device indicating that the collectible asset has been collected and indicating the retrieved music-related asset identifier.

Other features and advantages should be apparent from this description, which illustrates various aspects of the present disclosure.

Drawings

The details of the present disclosure, both as to its structure and operation, can be understood in part by study of the accompanying drawings, in which like reference numerals refer to like parts, and in which:

FIG. 1 is a block diagram of a system for managing access to digital content in accordance with one implementation of the present disclosure;

2A, 2B, and 2C form a flow diagram of a method for managing access to digital content at a server system in accordance with one implementation of the present disclosure;

FIG. 3A is a representation of a computer system and a user according to one implementation of the present disclosure;

fig. 3B is a functional block diagram illustrating a computer system hosting an asset management application according to one implementation of the present disclosure.

Detailed Description

As mentioned above, computer-implemented games, such as mobile device-based games, are becoming increasingly popular and new uses for this technology are continually being discovered. The software may be closely related to certain real-world geographic locations. Further, for example, if the software is a video game, the participant may use such real-world geographic location to compete with other participants in the game, which may include managing and collecting digital assets.

Some implementations of the present disclosure provide for managing and collecting digital assets using location information and using the assets to access additional assets. In one implementation, a computer system implements a music-themed "treasure hunt" game that allows users to discover, track, and capture limited and unlimited supplies of digital music assets and digital non-music assets in the real world with location-based services that are applied to a simplified real-world map of a display of a mobile device presented to the user. Once captured by the user, these digital assets or collectibles may be stored, enhanced (powered up), traded, gifted, ported to another gaming platform, or otherwise disposed of by the user.

Features provided in implementations may include, but are not limited to, one or more of the following: (a) associating digital assets with other assets, such as associating collectible assets with music assets; (b) associating digital assets with location information, such as associating collectible assets with physical locations (e.g., GPS coordinates); (c) managing a status of the digital assets based on the location information, such as marking collectible assets as collected assets of the user account when a location of a mobile device registered to the user account matches the location information of the collectible assets; and (d) access the content asset based on the status of the collectible asset, such as when the collectible asset associated with the music asset is marked as a collected asset for the user account, allowing the user account to access the music asset (e.g., play a song). Thus, in the new system, computer systems interact to provide access to digital assets, such as music, based on user actions, such as going to a particular physical location.

In one example, a user may listen to a song by accessing a physical location. A network server system includes a music database storing music assets. A music asset comprises a song stored as digital data or file and has an associated identifier. The server system also includes a collectible database storing collectible assets. The collectible asset is in a database record that includes information indicating an identifier and a type of the collectible asset, a music asset associated with the collectible asset, a representation of the collectible asset (e.g., in the form of an image file), and a location of the collectible asset (e.g., GPS data for a geographic location in a real-world geography). The server system also includes a user account database that stores user account information for users of the system. The user account information for the user indicates an identifier of the user (e.g., an email address or mobile device number) and a list of identifiers of collectible assets collected by the user.

In one implementation, as a user carrying a mobile device moves (e.g., walks along a street), an application on the mobile device contacts a server system and provides user information and user location information to the server system. The server system checks the collectible database to determine whether a collectible asset is present at or near the user's location by comparing the location information of the collectible asset with the user location information. If at least one collectible asset is present at or near the user location, the application causes the mobile device to display an indication of the collectible asset by displaying a type and representation of the collectible asset. If the user indicates to the application to collect the collectible asset (e.g., by selecting the asset in a user interface of the mobile device, such as by tapping on the representation), the application sends a collection request to the server system.

In one implementation, the server system updates the user record to add the collectible asset identifier to a list of collected assets of the user record. The application indicates to the user the music assets associated with the collectible assets. If the user selects a music asset and requests access to the music asset through the application, the application sends an access request to the server system. The server system accesses data for the music asset and provides access to the data to the application and the mobile device (e.g., by streaming the data to the mobile device for audio playback by the application and the mobile device).

The above implementation is only one example of a server system providing access to content items. Additional variations and implementations are also possible. Examples include, alone or in combination: (a) content assets, including assets such as music, songs, albums, song playlists, videos, programs, movies, games, Virtual Reality (VR) experiences, digital items in other systems (such as clothing or furniture in a virtual environment or game); (b) collectible assets having representations related to content assets, such as album art or artist images, or images, video or audio captured and imported by a user (e.g., using a mobile device camera); (c) a plurality of collectible assets associated with the same content asset, and one collectible asset may be associated with a plurality of content assets; (d) assets collected in various ways or combinations of ways (e.g., completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions (e.g., time, weather, or temperature), physically or digitally acting (e.g., playing a game), viewing or listening to content or advertisements at a geographic location); (e) accessing a collection asset that requires an action, condition, or fee (e.g., real currency, digital currency, points, or other environmental or game parameters); (f) creating a representation of the collected assets, such as an image representation of a shelf or box of a album containing the collected songs; (g) sharing information about the collection with other users, such as sending images or information about the user's collection or experience to other systems (e.g., social media or communication platforms) (screenshots or environmental image captures, such as "selfies"); (h) sharing content with other users, such as lending or renting songs or albums to other users, or allowing other users to play songs collected by the user while they access the user's virtual location (e.g., virtual room or home); (i) communicate with other users, e.g., based on common aspects of the collection; (j) using Augmented Reality (AR) for representations of content assets, collectible assets, or other indicators of the system (e.g., AR arrows in a mobile UI indicating a direction to find a collectible asset); (k) collectible assets are also used in other applications or systems, such as in VR environments, gaming, or shopping experiences; (l) Combining the collectible assets and the content assets into a collection (collection), package (package) or playlist, for example, and sharing (optionally with a condition); (m) trading, exchanging, converting, lending, leasing, or selling collectible assets and content assets in exchange for other assets or privileges; (n) the user collects points or context currency from the accumulated points, and associated titles or other context privileges; (o) a map user interface that displays locations of collectible assets, such as displaying images or icons at various locations on a map (e.g., album art is displayed at a map location of collectible assets that can collect corresponding music assets in a displayed album), or interactive indicators that are accessed to obtain additional information such as where collectible assets can be found; (p) the collectible asset representations and images are still or animated, displaying fixed, moving, or changing objects, such as images of persons or faces, or animated icons of moving persons (e.g., animated heads of singing artists corresponding to collectible songs, such as actual artist images or generalized types, drummers, heavy metal singers, punk's guitars, etc.); (q) collectible assets are interactive representations or operations, such as animated characters that ask questions and answer questions, animated guitars that play notes based on user input, animated objects that ask the user for something and receive the item in animation (e.g., virtual currency or items such as items representing music contracts, first shows, broker introductions, money, reputation), animated objects that must be captured by tapping in the UI or pursued by changing location. An example of one implementation of a digital asset collection and management system is discussed below.

In one exemplary implementation, a music-themed "treasure hunt" game is disclosed. The game is a proprietary, cost-effective, robust, secure, adaptable, scalable, entertaining game that allows users to discover, track, and capture limited and unlimited supplies of digital music assets and digital non-music assets in the real world. The game utilizes a location-based service that simplifies real-world maps applied to the display of the mobile device presented to the user. Once captured by the user, these digital collectibles may be stored, enhanced, traded, gifted, and/or ported to another gaming platform, or otherwise disposed of by the user.

In one implementation, a music-themed mobile game collects music-related digital artifacts, including virtualized songs (e.g., single songs) and albums (e.g., collections of songs). In a game, the collection occurs in a map of geographic locations accessible from the mobile device. The user walks around to find hidden collectible songs and albums, and once found, tracks and captures digital asset items on the mobile device. In addition, the user collects digitized assets of a song or album by simply tapping on an image of the song or album displayed on the display of the mobile device, or by tapping on an image of the song or album and performing additional tasks (e.g., skill-based, luck-based tasks), such as answering one or more knowledge question and answer questions, performing a physical task (e.g., throwing an object) on the display of the mobile device, solving a visual puzzle, or some other similar task. If the completed task is completed satisfactorily, the digital collectible asset is "captured" by the user and added to the user's collection. The process of storing collections includes storing song or album assets in one or more virtual structures (e.g., vault, music listening room, etc.).

In one implementation, the collected (or "captured") items are stored in the user's own personal record store, which the user can visit at any time to enjoy the personal collection. Record stores are also a place of aggregation for game players (all or a subset of players, such as players within a predetermined geo-fenced area of about 10 miles of the user), where such other players may aggregate around certain albums arranged by genre (e.g., rock music, pop music, hip-hop music, jazz music, country music) and interact with other players having similar musical interests and tastes.

In one implementation, in addition to songs and albums, the game supports the collection of other music and non-music themed digital asset collections, including: (a) volume capture of the artist singing the song; (b) specific artist work, album artwork, artist interviews; (c) 2-D video of songs (e.g., MTV classic); (d) a digital representation of a physical object (e.g., clothing, car, artwork) associated with the artist; and (d) any other digital assets (e.g., sports, television, movies, history, merchandise themed assets), which may or may not be music themed, but which will be related to the players in the game and worth gathering. In addition, some collectibles can only be found at a particular time and place. For example, some collectibles appear in cities where artists have ever lived; the week that occurs at a large concert occurs in and around the concert venue; occurs only when the location where the game is being played plays certain music in the background to alert of the presence of certain music-themed assets.

In one implementation, digital assets collected in a mobile game can also be ported to other related games (e.g., placed on a display in a VR music world game associated with a scavenger hunt mobile game). In another implementation, songs and albums are played in the game (for such playing, the user is charged a fee for each play). In another implementation, songs collected by a user are deposited into a "mixed music cartridge" for play in a music-themed "treasure hunt" game, as well as within any associated platform (e.g., ported to a VR music world game). In another implementation, a music-themed "treasure hunt" game allows users who have collected the same song or album to communicate with each other (e.g., social discovery) if the parties agree in advance to make such an interaction. In another implementation, during normal game play, some of the collected digital assets are aggregated and exchanged for more rare assets (e.g., 12 songs by one album). In another implementation, some of the collected digital assets are exchanged for physical goods (e.g., real-world concert shirts) or services (e.g., real-world concert tickets). In another implementation, some of the collected digital assets may be traded or exchanged with others in the game, and in the process, the administrator of the music-themed "treasure hunt" game may collect valuable user data about tastes and preferences, which may be monetized elsewhere. In another implementation, a music-themed "treasure hunt" game presents advertisements to users during the course of the game and rewards users with additional points, digital collectibles, capabilities, or similar items of value. In another implementation, users accumulate points that can be used to assess their performance with other peers playing the game. In another implementation, photos of tracked and/or collected digital assets are forwarded from the game to the user's external social media or other communication channel. In another implementation, a music-themed "treasure hunt" game is enabled to take photographs and/or photogrammetry using a mobile device camera to scan items such as music art, artists and song souvenirs, and other real-world items and convert these items into a 3-D artistic model of user-generated content assets that can be imported into the game for other players.

In another implementation, a music-themed "treasure hunt" game that leverages market enthusiasm for music and laboriousness for digital collectibles, including: organize endless "treasure hunt" game themes weekends, festivals, activities with music themes, wherein certain songs, bands, genres are more readily available in a short time or in certain locations; and creatively capture and store metaphors (metaphors) borrowed from the music industry (pull song assets into a virtual MP3 player, capture (lasso) a virtual vinyl with headphones and cord, store captured music assets in a playlist that can be shared or exported to Spotify, etc.). In another implementation, a music-themed "treasure hunt" game utilizes verified real treasure hunt game participation skills, including: casting a virtual bait (admission ticket, vermicelli, live performance) with music as a theme; sharing or exporting captured music assets to third party playlists, social media (e.g., AR enhanced); a global team that has integrated rock, hip-hop, classical, country, gospel and/or popularity; and enabling the addition, evolution, and/or augmentation of a user's collection of music assets that can be presented to others (asset collection cases, sets of badges, collection of 12 single songs and evolving into complete albums, capture of rare mixed music, etc.).

In another implementation, a music-themed "treasure hunt" game incorporates an Augmented Reality (AR) participation mechanism, which includes: location-based collection of music assets that are closely related to music history metadata. In another implementation, the mobile device includes special attributes to enhance mobile gaming product offerings (improving the relationship with both the mobile user and the operator).

In another implementation, a music-themed "treasure hunt" game incorporates a neural reward participation mechanism, including: (a) integration of adult content in a more universally friendly manner through collection of songs; (b) successfully collect music assets by collecting the items needed to capture them and "upgrade" the music assets (making it more powerful/more rare), providing endorphin loop (endorphin loop) for music collection; and (c) enabling songs collected by one user to "spell" with another song based on predefined rules regarding chord structure, song length, historical bulletin board (Billboard) ranking, etc.

After reading the above description, it will become apparent how to implement the disclosure in various implementations and applications. While various implementations of the present disclosure will be described herein, it should be understood that these implementations are presented by way of example only, and not limitation. Thus, the detailed description of various implementations should not be construed to limit the scope or breadth of the present disclosure.

Fig. 1 is a block diagram of a system 100 for managing access to digital content in accordance with one implementation of the present disclosure. In the example implementation of fig. 1, the system 100 includes a processor 120, a collectible database 130, a user accounts database 140, and a music database 150. The processor 120 is in communication with the mobile device 110.

In one implementation, the collectible database 130 stores collectible records of collectible assets. The collectible record includes a musical asset identifier indicating a collectible identifier, a collectible type, a musical asset associated with the collectible asset, a representation of the collectible asset, and performance information of the collectible asset. In one implementation, the performance information is location information. In other implementations, the performance information includes at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions (e.g., time, weather, or temperature), and physically or digitally performing an action (e.g., playing a game) at a geographic location.

In one implementation, the user account database 140 stores user account records for users. The user account record includes data indicating an identifier of the user and a list of collectible identifiers of collectible assets collected by the user.

In one implementation, the music database 150 stores music assets that are music data representing songs and a music asset identifier for each music asset. In another implementation, the music database 150 also stores other media assets, including at least one asset related to the music asset, such as songs, albums, playlists, videos, programs, movies, games, and Virtual Reality (VR) experiences.

In one implementation, the processor 120 is in communication with the mobile device 110. Initially, the processor 120 receives an account identifier of the user and performance information of the collected collectible assets. The processor 120 then compares the received performance information with performance information of the collectible assets in the collectible records of the collectible database 130. The processor 120 identifies collectible records having performance information that matches the received performance information and retrieves collectible identifiers for the identified collectible records.

In one implementation, processor 120 also identifies a user account record (in user account database 140) that matches the user account identifier received from mobile device 110. The processor 120 then adds the retrieved collectible identifier (retrieved from the collectible database 130) to the identified user account record to indicate that the user account has collected the collectible asset associated with the retrieved collectible identifier. The processor 120 then retrieves a music asset identifier from the identified collectible recording (in the collectible database 130) and sends an acknowledgement to the mobile device 110 indicating that the collectible asset has been collected and indicating the retrieved music asset identifier. The processor 120 then receives a request from the mobile device 110 to access a song represented by the music asset, where the request includes the retrieved music asset identifier. The processor 120 identifies the music asset in the music database 150 that corresponds to the retrieved music asset identifier and transmits digital data for the identified music asset to the mobile device 110 for playback of the song as audio.

Fig. 2A, 2B, and 2C form a flow diagram of a method 200 for managing access to digital content at a server system in accordance with one implementation of the present disclosure. In the example implementation of fig. 2, the method 200 includes receiving, from a mobile device, a user account identifier and performance information for a collected collectible asset at block 210. In one implementation, the performance information is location information. In other implementations, the performance information includes at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions (e.g., time, weather, or temperature), and physically or digitally performing an action (e.g., playing a game) at a geographic location.

In the example implementation of FIG. 2, the method 200 also includes, at block 220, accessing a collectible database storing collectible records. The collectible records include performance information for the collectible assets and musical asset identifiers for musical assets corresponding to the respective collectible records. The received performance information is then compared to the performance information in the collectible records at block 222. At block 224, collectible records having performance information that matches the received performance information are identified. At block 226, a collectible identifier of the identified collectible record is retrieved.

In the example implementation of FIG. 2, the method 200 further includes, at block 230, accessing a user account database that stores user account records. The user account record includes a user account identifier and a collectible identifier indicating collectible assets collected by the user account. At block 232, a user account record matching the user account identifier received (from the mobile device) is identified. The retrieved collectible identifier (retrieved at block 226) is then added to the identified user account record (identified at block 232) at block 234 to indicate that the user account has collected the collectible asset associated with the retrieved collectible identifier.

In the example implementation of fig. 2, the method 200 further includes accessing a music database that stores music assets as digital data and music asset identifiers corresponding to the respective music assets at block 240. Then, at block 242, a musical asset identifier is retrieved from the identified collectible record (identified at block 224), and at block 244, an acknowledgement is sent to the mobile device indicating that the collectible asset has been collected and indicating the retrieved musical asset identifier. At block 246, a request from a mobile device to access a song represented by a music asset is received, where the music asset corresponds to the retrieved music asset identifier. At block 248, the musical asset corresponding to the retrieved musical asset identifier is identified in the musical database. The digital data for the identified music assets is then transmitted to the mobile device for playback of the song as audio by processing the transmitted digital data at the mobile device, block 250.

FIG. 3A is a representation of a computer system 300 and a user 302 according to one implementation of the present disclosure. The user 302 uses the computer system 300 to implement the asset management application 390 as shown and described with respect to the system 100 of the block diagram shown in FIG. 1 and the method 200 illustrated in FIGS. 2A, 2B, and 2C.

The computer system 300 stores and executes the asset management application 390 of FIG. 3B. Additionally, computer system 300 may communicate with software program 304. The software program 304 may include software code for an asset management application 390. The software program 304 may be loaded onto an external medium such as a CD, DVD, or storage drive, as described further below.

Further, computer system 300 may be connected to a network 380. The network 380 may be connected in a variety of different architectures, such as a client-server architecture, a peer-to-peer network architecture, or other types of architectures. For example, network 380 may communicate with server 385, server 385 coordinating engines and data used within asset management application 390. In addition, the network may be a different type of network. For example, the network 380 may be the Internet, a local area network or any variation of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.

Fig. 3B is a functional block diagram illustrating a computer system 300 hosting an asset management application 390 according to one implementation of the present disclosure. The controller 310 is a programmable processor and controls the operation of the computer system 300 and its components. The controller 310 loads instructions (e.g., in the form of a computer program) from the memory 320 or an embedded controller memory (not shown) and executes these instructions to control the system. In its execution, the controller 310 provides software systems to the asset management application 390, such as to enable the creation and configuration of engines and data extractors within the asset management application 390. Alternatively, such services may be implemented in the controller 310 or the computer system 300 as separate hardware components.

Memory 320 temporarily stores data for use by other components of computer system 300. In one implementation, memory 320 is implemented as RAM. In one implementation, memory 320 also includes long-term or permanent memory, such as flash memory and/or ROM.

Storage 330 stores data temporarily or long term for use by other components of computer system 300. For example, storage 330 stores data used by asset management application 390. In one implementation, storage 330 is a hard disk drive.

The media device 340 receives removable media and reads and/or writes data with respect to the inserted media. In one implementation, for example, the media device 340 is an optical disc drive.

User interface 350 includes components for accepting user input from a user of computer system 300 and presenting information to user 302. In one implementation, the user interface 350 includes a keyboard, a mouse, audio speakers, and a display. The controller 310 uses input from the user 302 to adjust the operation of the computer system 300.

I/O interface 360 includes one or more I/O ports to connect to corresponding I/O devices, such as external storage or supplemental devices (e.g., a printer or PDA). In one implementation, the ports of the I/O interface 360 include ports such as USB ports, PCMCIA ports, serial ports, and/or parallel ports. In another implementation, the I/O interface 360 includes a wireless interface for communicating wirelessly with external devices.

Network interface 370 includes a wired and/or wireless network connection such as an RJ-45 or "Wi-Fi" interface (including, but not limited to, 802.11) that supports an Ethernet connection.

The computer system 300 includes additional hardware and software specific to the computer system (e.g., power, cooling, operating system), although for simplicity these components are not specifically shown in fig. 3B. In other implementations, different configurations of the computer system may be used (e.g., different bus or storage configurations or a multi-processor configuration).

In one implementation, system 100 is an entirely hardware-based system including one or more Digital Signal Processors (DSPs), general purpose microprocessors, Application Specific Integrated Circuits (ASICs), field programmable gate arrays/logic arrays (FPGAs), or other equivalent integrated or discrete logic circuitry. In another implementation, system 100 is comprised of a combination of hardware and software.

The description of the disclosed implementations herein is provided to enable any person skilled in the art to make or use the present disclosure. Numerous modifications to these implementations will be readily apparent to those skilled in the art, and the principles defined herein may be applied to other implementations without departing from the spirit or scope of the disclosure. Thus, the present disclosure is not intended to be limited to the implementations shown herein but is to be accorded the widest scope consistent with the primary and novel features disclosed herein.

Various implementations of the disclosure are realized in electronic hardware, computer software, or combinations of these technologies. Some implementations include one or more computer programs executed by one or more computing devices. In general, the computing device includes one or more processors, one or more data storage components (e.g., volatile or non-volatile memory modules and persistent optical and magnetic storage devices such as hard and floppy disk drives, CD-ROM drives, and tape drives), one or more input devices (e.g., game controllers, mice, and keyboards), and one or more output devices (e.g., display devices).

The computer programs include executable code that is typically stored in a persistent storage medium and then copied into memory at runtime. The code is executed by at least one processor by retrieving program instructions from memory in a prescribed order. When executing program code, a computer receives data from input and/or storage devices, operates on the data, and then transmits the resulting data to output and/or storage devices.

Those of skill in the art will appreciate that the various illustrative modules and method steps described herein may be implemented as electronic hardware, software, firmware, or combinations of both. To clearly illustrate this interchangeability of hardware and software, various illustrative modules and method steps have been described herein generally in terms of their functionality. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the overall system. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present disclosure. In addition, the grouping of functions within modules or steps is for ease of description. Specific functions may be moved from one module or step to another without departing from this disclosure.

Not all features of each of the above examples are necessarily required in a particular implementation of the disclosure. Furthermore, it is to be understood that the description and drawings presented herein are representative of the subject matter which is broadly contemplated by the present disclosure. It should also be understood that the scope of the present disclosure fully encompasses other implementations that may become obvious to those skilled in the art and that the scope of the present disclosure is accordingly limited by nothing other than the appended claims.

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