WO2001069572A1 - Methods and apparatus for commercial transactions in an interactive toy environment - Google Patents

Methods and apparatus for commercial transactions in an interactive toy environment Download PDF

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Publication number
WO2001069572A1
WO2001069572A1 PCT/IL2001/000245 IL0100245W WO0169572A1 WO 2001069572 A1 WO2001069572 A1 WO 2001069572A1 IL 0100245 W IL0100245 W IL 0100245W WO 0169572 A1 WO0169572 A1 WO 0169572A1
Authority
WO
WIPO (PCT)
Prior art keywords
toy
user
interactive
value
marketing
Prior art date
Application number
PCT/IL2001/000245
Other languages
French (fr)
Inventor
Oz Gabai
Jacob Gabai
Nimrod Sandlerman
Nathan Weiss
Original Assignee
Creator Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority to AU4271201A priority Critical patent/AU4271201A/en
Application filed by Creator Ltd. filed Critical Creator Ltd.
Publication of WO2001069572A1 publication Critical patent/WO2001069572A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/28Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H2200/00Computerized interactive toys, e.g. dolls

Definitions

  • the present invention relates to toys, in general, and particularly to toys used in conjunction with a computer system. '
  • PCT/IL96/00157 (WO 97/18871); PCT/IL98/00223 (WO 98/53456); PCT/IL98/00224 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO 99/08762); PCT/IL98/00406 (WO99/10065); PCT/IL99/00202 (WO99/54015); PCT/IL99/00271 (WO 99/60358); PCT/IL99/00637 (WO 00/31613); PCT/IL00/00130 (WO 00/51697).
  • the present invention seeks to provide improved methods and apparatus for commercial transactions in an interactive toy environment.
  • an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a marketing methodology for maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
  • a marketing methodology wherein the at least one value account is associated with a user rather than with a toy.
  • the at least one value account is associated with a toy rather than with a user.
  • a marketing methodology also including transferring value between value accounts associated with different interactive toys.
  • transferring value between value accounts associated with different interactive toys also includes debiting value from a first value account, crediting the value to a second value account so as to enable debiting the second value account in connection with the commercial transaction, and thereafter, returning the value from the second value account to the first value account.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy. Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a noncommercial activity.
  • a marketing methodology wherein the non-commercial activity includes supplying electrical power to the toy.
  • a marketing methodology wherein the non-commercial activity includes undertaking an activity having an ameliorative effect on the toy. Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the value is based at least in part on a user interaction with the toy.
  • a marketing methodology including crediting value to a value account in connection with a user receiving advertising content.
  • a marketing methodology including crediting value to a value account in connection with a user making a purchase when accompanied by the toy.
  • a marketing methodology wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a physical commercial establishment.
  • a marketing methodology wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment.
  • a marketing methodology including crediting value to a value account in connection with a user's personal anniversary. Yet further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the value account includes multiple sub-accounts each restricted to a category of purchase.
  • a marketing methodology including at least one of crediting and debiting the at least one value account in connection with a noncommercial transaction.
  • a marketing methodology wherein the at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
  • a marketing methodology wherein the at least one of crediting and debiting the at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction.
  • the at least one value account includes an interest-bearing account.
  • a marketing methodology also including managing of the at least one value account utilizing multi-media functionality.
  • a marketing methodology also including user educational activities related to managing the value account.
  • a marketing methodology also including user play activities related to managing the value account.
  • a marketing methodology wherein the user educational activities include multi-media functionality. Further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the user play activities include multi-media functionality.
  • an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network
  • a marketing system including at least one interactive toy operative to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
  • an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network
  • a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
  • a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and an activity having a non-commercial purpose.
  • the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a physical commercial establishment.
  • the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
  • a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output containing a coupon. Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
  • a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
  • a marketing methodology wherein the multiplicity of interactive toys communicate via the computer network with another interactive toy located at a point of sale of a physical commercial establishment.
  • the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment.
  • a marketing methodology wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment.
  • a marketing methodology wherein the user is rewarded for bringing the at least one of the multiplicity of interactive toys to the physical establishment.
  • the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment.
  • the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment for facilitating commercial activity between the user and the physical establishment.
  • an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a self-marketing interactive toy operative to provide an output to a potential user urging the user to purchase the interactive toy.
  • an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network
  • an interactive toy operative to provide a benefit to a purchaser only when both the interactive toy and at least one designated user thereof are present at a physical commercial establishment.
  • an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network
  • a method of effecting sales using a toy including providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user.
  • the bidirectional communication includes at least one of audible communication, visual communication and tactile communication. Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the bidirectional communication includes at least one of voice communication and movement communication.
  • the bidirectional communication includes marketing communication via the toy to the user.
  • the bidirectional communication includes user response to the marketing communication.
  • the bidirectional communication includes verification of an authorization status of the user.
  • a method of effecting sales wherein the verification of an authorization status includes verification of a user's purchase entitlements.
  • a method of effecting sales wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
  • a method of effecting sales wherein the disparate factors include behavior of a user and predetermined behavior criteria. Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the disparate factors include monetary factors and non-monetary factors.
  • the coded authorization input to the toy includes a motion imparted to the toy by the user.
  • the coded authorization input to the toy includes a voice input to the toy by the user.
  • the coded authorization input to the toy includes a voice input to the toy by the user.
  • a method of effecting sales wherein the category of purchase is determined by at least one of multiple persons and multiple factors. Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the purchase decision is effected by a user not only via the toy but also via a computer.
  • a method of effecting sales also including making an alternative suggestion to the user in a situation where authorization status for a purchase is not forthcoming.
  • a method of effecting sales wherein the marketing communication via the toy to the user is based at least in part on the predetermined authorization status of the user.
  • the authorization status is a function at least in part of a past purchasing history of the user.
  • an auction methodology including operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network. Additionally, in accordance with a preferred embodiment of the present invention there is provided an auction methodology and also including operating the at least one interactive toy to provide non-auction interactive play activity with the at least one user.
  • an auction methodology wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing the at least one interactive toy as an intermediary between the user and an auction web site.
  • an auction methodology wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
  • an auction methodology wherein the employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
  • an auction methodology wherein the operating the at least one interactive toy enables the at least one user to function as an auctioneer in an auction conducted at least partially over the computer network.
  • an auction methodology wherein the at least one interactive toy functions as an auctioneer in an auction conducted at least partially over the computer network.
  • an auction methodology wherein the at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in the auction.
  • an auction methodology wherein the operating the at least one mteractive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user.
  • an auction methodology also including employing personal details supplied by the at least one interactive toy about at least one user to involve given users in given auctions.
  • an auction methodology wherein the personal details include details obtained from a user in a play environment.
  • an auction methodology wherein the functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user includes recommending specific auction activity to a user based on known user preferences.
  • an auction methodology also including limiting participation of the at least one user in the auction in terms of at least one of spending limits, lower price limits for the user's sale of an item, upper price limits for the user's purchase of an item, parental or legal guardian control of at least one aspect of participation, and investigation of auction history of buyers and sellers.
  • an auction methodology also including providing transactional functionality for a user acting as a seller or purchaser in the auction.
  • an auction methodology also including directing a user to participate in a particular auction based on the persona of the at least one interactive toy.
  • an auction methodology wherein the operating the at least one interactive toy enables the at least one user to participate in an auction conducted at least partially over the computer network using value in a user's value account maintained via the at least one interactive toy.
  • a volume purchase methodology including operating the multiplicity of interactive toys to employ information obtained by the multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of the multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
  • an auction methodology in an interactive toy environment including at least one interactive toy communicating via a computer network, including operating the at least one interactive toy to enable at least one user to participate in a barter transaction conducted at least partially over the computer network.
  • an auction methodology in an interactive toy environment including at least one interactive toy communicating via a computer network, including operating the at least one interactive toy to enable at least one user to participate in a commercial transaction conducted at least partially over the computer network.
  • an auction methodology wherein the at least one interactive toy operates as a proxy in the commercial transaction.
  • an auction methodology including operating the at least one interactive toy to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over the computer network, wherein potential buyers and sellers are matched.
  • a toy commerce methodology including sensing the involvement of a toy in a commercial activity, and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
  • a toy commerce methodology including sensing the involvement of a toy in a commercial activity, and transferring value from at least one entity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
  • sensing the involvement of the toy includes sensing the physical presence of the toy in a commercial establishment.
  • sensing the involvement of the toy includes sensing the virtual presence of the toy in a virtual commercial establishment.
  • sensing the involvement of the toy includes sensing the participation of the toy in a commercial transaction.
  • a toy commerce methodology wherein the transferring value includes transferring value to an entity which is a party to the commercial activity.
  • a toy commerce methodology wherein the transferring value includes transferring value to an entity which is not a party to the activity.
  • a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity.
  • a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a manufacturer of the toy.
  • a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a seller of the toy.
  • a toy commerce methodology wherein the sensing occurs at a time substantially in advance of the time of the activity.
  • a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a content provider providing at least content employed by the toy, which content is presumed to be involved in the activity.
  • the content provider is an advertising content provider.
  • a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a service provider providing at least a communication service employed by the toy.
  • a commerce methodology including sensing the involvement of a mobile communicator in a commercial transaction, and transferring value from at least one party in the commercial transaction to at least another entity in respect of the commercial transaction in response to the sensed involvement of the mobile communicator.
  • a toy commerce methodology including embodying at least one interactive toy with a given persona, and providing content to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona.
  • a toy commerce methodology wherein the content includes content urging a user to purchase the at least one commercial product or service.
  • the content includes entertainment content wherein the at least one interactive toy is identifiable with a character in the entertainment content.
  • a toy commerce methodology wherein the at least one interactive toy is operative to act out a role in an entertainment context defined by the entertainment content.
  • toy commerce methodology wherein the entertainment content is downloaded to the at. least one interactive toy via the Internet.
  • an interactive toy environment including at least one interactive toy communicating via a computer network
  • a content supply methodology including operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy, and operating at least one of the interactive toy and a node of the computer network to effect payment for the content.
  • a content supply methodology wherein the operating to effect payment employs the at least one interactive toy.
  • a content supply methodology also including effecting payment of a commission to an entity other than an entity supplying the content.
  • a content supply methodology wherein the entity other than an entity supplying the content includes an advertising content provider.
  • a content supply methodology wherein the entity other than an entity supplying the content includes a service provider providing at least a communication service employed by the toy.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy includes searching for suitable content among multiple content sources.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an interaction with the user.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal interaction with the user.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
  • a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
  • an interactive toy methodology including maintaining at least one value account via an at least one interactive toy, and accessing an at least one gambling functionality by the at least one interactive toy and interacting with the at least one value account.
  • an interactive toy methodology including interacting the at least one interactive toy with the at least one gambling functionality via a computer network.
  • an interactive toy methodology including operating the at least one value account by a user subject to at least one of a prepayment requirement and a pre- authorization requirement.
  • an interactive toy methodology including matching to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy, the at least one gambling functionality including gambling facilities.
  • an interactive toy methodology including limiting activity matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy with the at least one value account operable by a user subject to at least one activity limitation.
  • an interactive toy methodology including associating a gambling therapeutic functionality matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy to the at least one gambling functionality.
  • an interactive toy environment including a multiplicity of interactive toys communicating via a computer network, a marketing system including at least one interactive toy at least partially maintaining at least one value account, and a clearinghouse performing at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
  • a marketing system wherein the at least one value account is associated with a user rather than with a toy.
  • a marketing system wherein the at least one value account is associated with a toy rather than with a user. Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearinghouse is operative to transfer value between value accounts associated with different interactive toys.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
  • a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • a marketing system also including at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
  • a marketing system wherein the non-commercial activity includes supplying electrical power to the toy.
  • a marketing system wherein the non-commercial activity includes undertaking an activity having an ameliorative effect on the toy.
  • a marketing system wherein the value is based at least in part on a user interaction with the toy.
  • a marketing system wherein the non-commercial activity is playing a game.
  • a marketing system wherein the non-commercial activity is establishing a predetermined relationship with the toy.
  • a marketing system wherein the non-commercial activity is creating content. Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein including crediting value to a value account in connection with a user receiving advertising content.
  • a marketing system including crediting value to a value account in connection with a user making a purchase when accompanied by the toy.
  • a marketing system wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a physical commercial establishment.
  • a marketing system wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment.
  • a marketing system including crediting value to a value account in connection with a user's personal anniversary.
  • the value account includes multiple sub- accounts each restricted to a category of purchase.
  • a marketing system also including at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction.
  • a marketing system wherein the at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
  • a marketing system wherein the at least one of crediting and debiting the at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction. Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one value account includes an interest-bearing account.
  • a marketing system also including managing of the at least one value account utilizing multi-media functionality.
  • a marketing system also including user educational activities related to managing the value account.
  • a marketing system also including user play activities related to managing the value account.
  • a marketing system wherein the user educational activities include multi-media functionality.
  • a marketing system wherein the user play activities include multimedia functionality.
  • an interactive toy environment including a multiplicity of interactive toys communicating via a computer network a marketing system including at least one interactive toy operative to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
  • a marketing system wherein the at least one interactive toy provides an output to a user containing content which encourages the user to engage in activity having a commercial purpose and in an activity having a noncommercial purpose.
  • a marketing system wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a physical commercial establishment.
  • a marketing system wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
  • a marketing system wherein the at least one of the multiplicity of interactive toys provides an output containing a coupon.
  • a marketing system wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
  • a marketing system wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
  • a marketing system wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment.
  • a marketing system wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment.
  • a marketing system wherein the multiplicity of interactive toys communicate via the computer network with another interactive toy located at a point of sale of a physical commercial establishment.
  • a marketing system wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment.
  • a marketing system wherein the commercial establishment engages in a personalized interaction with the given user.
  • a marketing system wherein the aid personalized interaction takes place by means of at least one of the multiplicity of interactive toys. Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the commercial establishment is a physical establishment.
  • a marketing system wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment.
  • a marketing system wherein the user is rewarded for bringing the at least one of the multiplicity of interactive toys to the physical establishment.
  • a marketing system wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment.
  • a marketing system wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment for facilitating commercial activity between the user and the physical establishment.
  • a system of effecting sales using a toy including an interactive toy which has the capability of bidirectional communication with a user; and a purchase decision effecter enabling a user to effect a purchase decision in the course of the bidirectional communication between the toy and the user.
  • the bidirectional communication includes at least one of audible communication, visual communication and tactile communication.
  • a system of effecting sales wherein the bidirectional communication includes at least one of voice communication and movement communication. Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the bidirectional communication includes marketing communication via the toy to the user.
  • the bidirectional communication includes user response to the marketing communication.
  • the bidirectional communication includes verification of an authorization status of the user.
  • a system of effecting sales wherein the verification of an authorization status includes verification of a user's purchase entitlements.
  • a system of effecting sales wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
  • a system of effecting sales wherein the given category of purchase is defined by a class of goods or services.
  • the disparate factors include behavior of a user and predetermined behavior criteria.
  • a system of effecting sales wherein the verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
  • the coded authorization input to the toy includes a motion imparted to the toy by the user.
  • the coded authorization input to the toy includes a voice input to the toy by the user.
  • the coded authorization input to the toy includes a voice input to the toy by the user.
  • a system of effecting sales wherein the purchase decision is effected by a user selected input to the toy.
  • a system of effecting sales wherein the user selected input to the toy includes a voice input.
  • a system of effecting sales wherein the user selected input to the toy includes a non- voice input.
  • a system of effecting sales wherein the category of purchase is determined at least partially by a person other than the user.
  • a system of effecting sales wherein the purchase decision is effected by a user not only via the toy but also via a computer.
  • a system of effecting sales also including making an alternative suggestion to the user in a situation where authorization status for a purchase is not forthcoming.
  • a system of effecting sales wherein the marketing communication via the toy to the user is based at least in part on the predetermined authorization status of the user.
  • a system of effecting sales wherein the authorization status is a function at least in part of a past purchasing history of the user.
  • a system of effecting sales also including obtaining a confirmation of a purchase decision.
  • an auction system including at least one interactive toy operative to enable at least one user to participate in an auction conducted at least partially over the computer network.
  • an auction system also including operating the at least one interactive toy to provide non-auction interactive play activity with the at least one user. Additionally, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing the at least one interactive toy as an intermediary between the user and an auction web site.
  • an auction system wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
  • an auction system wherein the employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
  • an auction system wherein the operating the at least one interactive toy enables the at least one user to function as an auctioneer in an auction conducted at least partially over the computer network.
  • an auction system wherein the at least one interactive toy functions as an auctioneer in an auction conducted at least partially over the computer network.
  • an auction system wherein the at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in the auction.
  • an auction system wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user.
  • an auction system also including employing personal details supplied by the at least one interactive toy about at least one user to involve given users in given auctions. Further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the personal details include details obtained from a user in a play environment.
  • an auction system wherein the functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user includes recommending specific auction activity to a user based on known user preferences.
  • an auction system also including limiting participation of the at least one user in the auction in terms of at least one of: spending limits, lower price limits for the user's sale of an item, upper price limits for the user's purchase of an item, parental or legal guardian control of at least one aspect of participation, and investigation of auction history of buyers and sellers.
  • an auction system also including providing transactional functionality for a user acting as a seller or purchaser in the auction.
  • an auction system also including directing a user to participate in a particular auction based on the persona of the at least one interactive toy.
  • an auction system wherein the operating the at least one interactive toy enables the at least one user to participate in an auction conducted at least partially over the computer network using value in a user's value account maintained via the at least one interactive toy.
  • a volume purchase system including a multiplicity of interactive toys operative to employ information obtained by the multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of the multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
  • an auction system including at least one interactive toy operative to enable at least one user to participate in a barter transaction conducted at least partially over the computer network.
  • an auction system including at least one interactive toy operative to enable at least one user to participate in a commercial transaction conducted at least partially over the computer network.
  • an auction system wherein the at least one interactive toy operates as a proxy in the commercial transaction.
  • an auction system including at least one interactive toy operative to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over the computer network, wherein potential buyers and sellers are matched.
  • a toy commerce system including a sensor, sensing the involvement of a toy in a commercial activity; and a value clearinghouse, transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
  • sensing the involvement of the toy includes sensing the physical presence of the toy in a commercial establishment.
  • sensing the involvement of the toy includes sensing the virtual presence of the toy in a virtual commercial establishment.
  • sensing the involvement of the toy includes sensing the participation of the toy in a commercial transaction.
  • a toy commerce system wherein the transferring value includes transferring value to an entity which is a party to the commercial activity. Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value to an entity which is not a party to the activity.
  • a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity.
  • a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a user of the toy.
  • a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to manufacturer of the toy.
  • a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a seller of the toy.
  • a toy commerce system wherein the sensing occurs at a time substantially in advance of the time of the activity.
  • a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a content provider providing at least content employed by the toy, which content is presumed to be involved in the activity.
  • a toy commerce system wherein the content provider is an advertising content provider.
  • a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a service provider providing at least a communication service employed by the toy. Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the commercial activity is a commercial transaction.
  • a toy commerce system wherein the commercial activity is a visit to a commercial establishment.
  • a commerce system including a sensor, sensing the involvement of a mobile communicator in a commercial transaction; and a value clearinghouse, transferring value from at least one party in the commercial transaction to at least another entity in respect of the commercial transaction in response to the sensed involvement of the mobile communicator.
  • a toy commerce system including at least one interactive toy embodied with a given persona; and content supplied to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona.
  • a toy commerce wherein the content includes content urging a user to purchase the at least one commercial product or service.
  • a toy commerce system wherein the content includes entertainment content wherein the at least one interactive toy is identifiable with a character in the entertainment content.
  • a toy commerce system wherein the at least one interactive toy is operative to act out a role in an entertainment context defined by the entertainment content.
  • the entertainment content is downloaded to the at least one interactive toy via the Internet.
  • an interactive toy environment including at least one interactive toy communicating via a computer network, a content supply system including at least one interactive toy operative to enable at least one user to select content useful with the at least one interactive toy, and a payment effecter, operating at least one of the interactive toy and a node of the computer network to effect payment for the content.
  • a content supply system wherein the operating to effect payment employs the at least one interactive toy.
  • a content supply system also including effecting payment of a commission to an entity other than an entity supplying the content.
  • a content supply system wherein the entity other than an entity supplying the content includes an advertising content provider.
  • a content supply system wherein the entity other than an entity supplying the content includes a service provider providing at least a communication service employed by the toy.
  • a content supply system wherein operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy includes searching for suitable content among multiple content sources.
  • a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy.
  • a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an interaction with the user.
  • a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal mteraction with the user.
  • a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
  • a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
  • a content supply system wherein operating the at least one mteractive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
  • an interactive toy system including at least one interactive toy maintaining at least one value account, and at least one gambling functionality which is accessible by the at least one interactive toy and interacts with the at least one value account.
  • an interactive toy system wherein the at least one interactive toy interacts with the at least one gambling functionality via a computer network.
  • an interactive toy system wherein the at least one value account is operable by a user subject to at least one of a prepayment requirement and a pre- authorization requirement.
  • an interactive toy system wherein the at least one gambling functionality includes gambling facilities matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
  • an interactive toy system wherein the at least one value account is operable by a user subject to at least one activity limitation matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
  • an interactive toy system wherein the at least one gambling functionality is associated with a gambling therapeutic functionality matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
  • Figs. 1A and IB are simplified pictorial illustrations of a methodology and system for respectively crediting and debiting an interactive toy associated value account in accordance with a preferred embodiment of the present invention
  • Fig. 2 is a simplified flowchart illustrating the crediting functionality of Fig.
  • Fig. 3 is a simplified flowchart illustrating the debiting functionality of Fig. IB;
  • Figs. 4 and 5 are simplified illustrations of typical server records relating to value accounts associated respectively with a toy and a user in accordance with a preferred embodiment of the present invention
  • Fig. 6 is a simplified pictorial illustration of methodology and system for transferring value between value accounts in accordance with a preferred embodiment of the present invention
  • Fig. 7 is a simplified flowchart illustrating the functionality of Fig. 6;
  • Fig. 8 is a simplified pictorial illustration of methodology and system for respectively crediting and debiting an interactive toy associated value account taking into consideration an account status level in accordance with a preferred embodiment of the present invention
  • Fig. 9 is a simplified flowchart illustrating the functionality of Fig. 8.
  • Figs. ION and 10B are simplified pictorial illustration of methodology and system for debiting an interactive toy associated value account taking into consideration the identity of the interactive toy in accordance with a preferred embodiment of the present invention
  • FIGs. IOC and 10D are simplified pictorial illustration of methodology and system for crediting an interactive toy associated value account taking into consideration the identity of the interactive toy in accordance with a preferred embodiment of the present invention
  • Fig. 11 is a simplified flowchart illustrating the debiting functionality of Fig. ION and 1 OB
  • Fig. 12 is a simplified flowchart illustrating the crediting functionality of Fig. lOC and lOD;
  • Fig. 13 is a simplified pictorial illustration of methodology and system for debiting an interactive toy associated value account based on user-toy verbal mteraction in accordance with a preferred embodiment of the present invention
  • Fig. 14 is a simplified flowchart illustrating the debiting functionality of Fig. 13;
  • Fig. 15 is a simplified pictorial illustration of methodology and system for debiting an interactive toy associated value account based on non-commercial user- toy interaction in accordance with a preferred embodiment of the present invention
  • Fig. 16 is a simplified flowchart illustrating the debiting functionality of Fig. 15;
  • Fig. 17 is a simplified pictorial illustration of a methodology and system for crediting an interactive toy associated value account based on user-toy verbal interaction in accordance with a preferred embodiment of the present invention
  • Fig. 18 is a simplified flowchart illustrating the crediting functionality of Fig.
  • Fig. 19 is a simplified flowchart illustrating a debiting functionality of a toy associated value account in connection with a commercial transaction based on status- level of toy in accordance with a preferred embodiment of the present invention
  • Fig. 20 is a simplified flowchart illustrating the dependence of an established relationship between a user and a toy on effecting the user's credit point account in accordance with a preferred embodiment of the present invention
  • Fig. 21 is a simplified flowchart illustrating how the toy system grants credit points to a user for responding to an inquiry in accordance with a preferred embodiment of the present invention
  • Fig. 22 is a simplified flowchart illustrating how the toy system grants credit points to a user for creating content for interactive toys in accordance with a preferred embodiment of the present invention
  • Fig. 23 is a simplified flowchart illustrating how credit points are awarded for receiving advertising content in accordance with a preferred embodiment of the present invention.
  • Fig. 24N is simplified flowchart schematic illustration of a toy system comprising crediting a toy-associated value account in connection with effecting a purchase at a virtual commercial establishment in accordance with a preferred embodiment of the present invention
  • Fig. 24B is a simplified flowchart illustration of the purchase effecting and value crediting functionality of Fig. 24N;
  • Fig. 25 is a simplified pictorial illustration of a methodology and system for crediting value to a value account in connection with a user's personal anniversary in accordance with a preferred embodiment of the present invention
  • Fig. 26 is a simplified flowchart illustrating temporarily transferring a value between value accounts maintained via different interactive toys in accordance with a preferred embodiment of the present invention
  • Fig.. 27 is a simplified display of sub accounts each restricted to a category of purchase of a value account maintained via a, toy in accordance with a preferred embodiment of the present invention
  • Fig. 28 is a simplified flowchart illustrating a method of crediting the value account of Fig. 27;
  • Fig. 29 is another simplified flowchart further illustrating a method of crediting the value account of Fig. 27;
  • Fig. 30 is another simplified flowchart illustrating a method of set-up of the value account of Fig. 27;
  • Fig. 31 is another simplified flowchart illustrating the methodology and system of crediting sub-accounts of the value account of Fig. 27;
  • Fig. 32 is a simplified flowchart illustrating a method of maintaining a value account via a toy including an interest-bearing account in accordance with a preferred embodiment of the present invention
  • Fig. 33 is a simplified flowchart illustrating a methodology for teaching mathematics by managing a value account maintained via a toy in accordance with a preferred embodiment of the present invention
  • Fig. 34 is a simplified screen display further illustrating the methodology for teaching mathematics of Fig. 33;
  • Fig. 35 is a simplified pictorial illustration of methodology and system for effecting a purchase at a commercial establishment such as a virtual store using a toy in accordance with a preferred embodiment of the present invention
  • Fig. 36 is a simplified flowchart illustrating the methodology and system for effecting a purchase by a toy of Fig. 35;
  • Fig. 37 is a simplified pictorial illustration showing an interactive toy providing a coupon to a user in accordance with a preferred embodiment of the present invention;
  • Fig. 38 is a simplified flowchart illustrating the methodology and system of providing a coupon of Fig. 37;
  • Fig. 39 is a simplified flowchart illustrating another functionality of Fig. 37;
  • Fig. 40 is a simplified pictorial illustration for effecting a purchase at a commercial establishment wherein the user is rewarded for bringing a toy thereto in accordance with a preferred embodiment of the present invention
  • Fig. 41 is a simplified flowchart illustrating the functionality of the methodology and system for effecting a purchase illustrated in Fig. 40;
  • Fig. 42 is a flowchart elaborating the functionality of Fig. 76, described hereinbelow;
  • Fig. 43 is a simplified pictorial illustration demonstrating a marketing methodology and system including communication between an interactive toy a store computer in facilitating a purchase in accordance with a preferred embodiment of the present invention
  • Fig. 44 is a simplified flowchart illustrating the functionality of the marketing methodology and system of Fig. 43 ;
  • Fig. 45 is a simplified pictorial illustration of methodology and system for effecting a purchase at a store using a self promoting toy in accordance with a preferred embodiment of the present invention
  • Fig. 46 is a simplified flowchart illustrating the functionality of the methodology and system of Fig. 45;
  • Fig. 47 is a simplified pictorial illustration of a methodology and system for effecting a purchase at a store wherein an interactive toy is operative to provide benefit to a purchaser only when both the interactive toy and a user thereof are present at the store in accordance with a preferred embodiment of the present invention
  • Fig. 48 is a simplified flowchart illustrating the functionality of the methodology and system of Fig. 47;
  • Fig. 49 is a simplified pictorial illustration of methodology and system for effecting a purchase at a store using a toy in accordance with a preferred embodiment of the present invention
  • Figs. 50N and 50B is a simplified flowchart illustrating the functionality of the methodology and system for effecting a purchase at a store using a toy of Fig. 49;
  • Fig. 51 is a simplified pictorial illustration of methodology and system for effecting a purchase via a computer terminal using a toy in accordance with a preferred embodiment of the present invention
  • Fig. 52 is a simplified pictorial illustration in the context of Fig. 51, showing an authorization-based methodology and system for marketing cornmunication between a toy and a user in accordance with a preferred embodiment of the present invention
  • Fig. 53 is a simplified pictorial illustration in the context of Fig. 51, showing another authorization-based methodology and system for marketing communication between a toy and a user;
  • Fig. 54 is a simplified flowchart illustrating the functionality of the methodology and system for effecting a purchase via a computer terminal using a toy of Fig. 51;
  • Fig. 55 is a simplified flowchart illustrating the functionality of the authorization-based methodology for marketing communication of Fig. 52;
  • Fig. 56 is a simplified flowchart illustrating the functionality of the authorization-based methodology for marketing communication of Fig. 53;
  • Fig. 57 is a simplified pictorial illustration of methodology and system for effecting a purchase of a service using a toy in accordance with a preferred embodiment of the present invention
  • Fig. 58 is a simplified pictorial illustration in the context of Fig. 57 showing ancillary functionality of the toy;
  • Fig. 59 is a simplified pictorial illustration in the context of Fig. 57 showing authorization functionality of the toy;
  • Fig. 60 is a simplified pictorial illustration in the context of Fig. 57- showing another authorization functionality of the toy based on disparate inputs;
  • Figs. 6 IN and 6 IB is a simplified flowchart in the context of Fig. 57 showing authorization functionality of the toy;
  • Fig. 62 is a simplified flowchart in the context of Fig. 58 showing authorization functionality of the toy;
  • Fig. 63 is a simplified flowchart in the context of Fig. 59 showing authorization functionality of the toy;
  • Fig. 64 is a simplified flowchart in the context of Fig. 60 showing another authorization functionality of the toy;
  • Fig. 65 is a simplified pictorial illustration of methodology and system for effecting interactive communication with a toy using both visible and audible inputs from a user, particularly for effecting a commercial transaction;
  • Fig. 65 is a simplified flowchart in the context of Fig. 65 showing the effecting functionality of interactive communication with a toy;
  • Fig. 67 is a simplified pictorial illustration illustrating the use of a coded authorization input to a toy, in accordance with a preferred embodiment of the present invention.
  • Fig. 68 is a simplified flow chart showing the system functionality associated with Fig. 67;
  • Fig. 69 is a simplified pictorial illustration illustrating the use of input selected by a user, comprising voice and non- voice input, in order to effect a purchase decision in accordance with a preferred embodiment of the present invention
  • Fig. 70 is a simplified flowchart showing the system functionality associated with Fig. 69;
  • Fig. 71 is a simplified flowchart illustrating the functionality of authorization-based methodology for effecting a purchase using a toy of Fig. 53;
  • Fig. 72 is a simplified screen display illustrating the functionality of authorization-based methodology for effecting a purchase using a toy of Fig. 53;
  • Fig. 73 is a simplified pictorial illustration of methodology for sending a commercial suggestion to a user via a computer associated with an interactive toy in accordance with a preferred embodiment of the present invention
  • Fig. 74 is a simplified flowchart illustrating the functionality of the methodology for sending a commercial suggestion to a user via a computer of Fig. 73;
  • Fig. 75 is a simplified flowchart illustrating showing an authorization-based functionality in the context of Figs. 53, 71, and 72, where the authorization status of a user is based at least in part on the past purchasing history of the user; in accordance with a preferred embodiment of the present invention
  • Fig. 76 is a simplified pictorial illustration describing a methodology and system for purchase decisions being effected by a toy on an item to item basis in accordance with a preferred embodiment of the present invention
  • Fig. 77 is a simplified flowchart elaborating the functionality of the methodology of purchase decision of Fig. 76;
  • Fig. 78 is a simplified flowchart describing a method wherein a purchase decision is effected by a toy is effected for multiple -items together at a commercial establishment, flowchart in accordance with a preferred embodiment of the present invention
  • Fig. 79 is a simplified flowchart describing a procedure for obtaining a confirmation from a user before effecting a purchase decision in accordance with a preferred embodiment of the present invention
  • Fig. 80 is a simplified pictorial illustration illustrating a methodology and system for operating at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over a computer network in accordance with a preferred embodiment of the present invention
  • Fig. 81 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 in an auction methodology using a toy;
  • Fig. 82 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 showing a non-action play activity included in an auction methodology using a toy;
  • Fig. 83 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 showing how one interactive toy functions as an auctioneer;
  • Fig. 84 is a simplified pictorial illustration illustrating the functionality of the methodology and system of Fig. 80 showing how one interactive toy functions as an auctioneer at least partially over the computer network;
  • Fig. 85 is a simplified flowchart illustrating the functionality of the methodology of Fig. 84;
  • Fig. 86 is a simplified flowchart demonstrating the methodology which enables users to participate in an auction via a server whereby a toy operates both as a memory-enhanced and as a knowledge-enhanced adjunct to a user in accordance with a preferred embodiment of the present mvention;
  • Fig. 87A is a simplified flowchart further describing the auction methodology of Fig. 86 wherein the server makes inquiries concerning user behavior;
  • Fig. 87B is a simplified screen display of the functionality of the methodology of Fig. 86 illustrating a typical user's books record obtained through manipulating many users' records
  • Fig. 87C is another simplified screen display of the functionality of Fig. 87 A illustrating and another table describing a book record for a given user;
  • Fig. 88 is a simplified flowchart demonstrating a simple pattern matching procedure that generates a personalized book recommendation for a user of the methodology of Fig. 86;
  • Fig. 89 is a simplified flowchart describing the functionality of the methodology of Fig. 86 involving recommending to a user to initiate a reverse auction;
  • Fig. 90 is a simplified flowchart in the context of Fig. 80 showing an example of obtaining personal details about a user in a play environment and employing the personal details of the user in order to involve him in an auction;
  • Fig. 91 is a simplified screen display showing a table of a database record including parameters limiting the participation of a user in an auction of the methodology of Fig. 86;
  • Fig. 92 is a simplified flowchart demonstrating a toy directing a user to participate in an auction, based on the toy's persona, in accordance with a preferred embodiment of the present invention
  • Fig. 93 is a simplified flowchart describing a user using a value account, maintained through an interactive toy, as a payment means in an auction in accordance with a preferred embodiment of the present invention
  • Fig. 94 is a simplified flowchart describing a method of organizing users for volume purchase, based on their shared preferences as ⁇ obtained through their interactions with toys in accordance with a preferred embodiment of the present invention
  • Fig. 95 is a simplified flowchart describing a method for arranging a barter auction between users in accordance with a preferred embodiment of the present invention.
  • Figs. 96 and 97 are simplified flowcharts demonstrating a method for matching buyers and sellers in an auction wherein toys operate as proxies to the users in accordance with a preferred embodiment of the present invention
  • Fig. 98 is a simplified partly pictorial partly diagrammatic illustration of a commerce methodology and system for sensing toy involvement and transferring value from one party to another entity in accordance with a preferred embodiment of the present invention
  • Fig. 99 is a simplified partly-pictorial partly-schematic illustration of a commerce methodology and system comprising a sending commercial content functionality; sensing a toy's presence functionality; and a transferring value functionality in accordance with a preferred embodiment of the present invention
  • Fig. 100 is a simplified partly-pictorial partly-schematic illustration of a methodology and system whereby sensing an involvement of a toy in a commercial transaction results in transferring value to entities that are not parties to the transaction, in accordance with a preferred embodiment of the present invention
  • Fig. 101 is a simplified partly pictorial partly-schematic illustration of commerce methodology and system comprising transferring value from an entity which a party to a commercial activity to a service provider providing at least communication service employed by a toy in accordance with a preferred embodiment of the present invention
  • Fig. 102 is a simplified flowchart describing the sensing and transferring functionality of Fig. 98;
  • Fig. 103 is simplified screen display of a table describing a database record used in conjunction with the sensing and transferring functionality of Fig. 98;
  • Fig. 104 is a simplified flowchart illustration of the sending, sensing and transferring functionality of Figs. 98 and 99;
  • Fig. 105 is a simplified screen display of a table describing a database record used in conjunction with the sensing and transferring functionality of Figs. 98 and 99;
  • Fig. 106 is a simplified flowchart illustration of another sending, sensing and transferring functionality of Figs. 98 and 99;
  • Fig. 107 is a simplified flowchart illustration of the transferring functionality of Fig. 101;
  • Fig. 108 is a simplified flowchart illustration of another transferring functionality of Fig. 101;
  • Fig. 109 is a simplified flowchart illustrating a commerce methodology and system comprising sensing the virtual presence of a toy at a virtual commercial establishment and sensing the participation of a toy in a commercial transaction, and transferring value from a virtual commercial establishment to a toy server in accordance with a preferred embodiment of the present invention
  • Fig. 110 is a simplified flowchart describing the functionality of the commerce methodology for sensing toy involvement of Figs. 98 and 100;
  • Fig. I l l is a simplified pictorial illustration describing a method of transferring value to a user participating in a commercial activity due to a toy's involvement in the activity in accordance with a preferred embodiment of the present invention;
  • Fig. 112 is a simplified flowchart describing the functionality of the method of transferring value of Fig. I l l;
  • Fig. 113 is a simplified pictorial illustration describing a method of transferring value due to a toy's involvement in a commercial activity, such activity being a visit to a commercial establishment or a commercial inquiry, in accordance with a preferred embodiment of the present invention
  • Fig. 114 is a simplified flowchart elaborating the functionality of the method of transferring value due to a toy's involvement in a commercial activity of Fig. 113;
  • Figs. 115A and 115B are simplified pictorial illustrations of a commerce methodology and system comprising transferring value from a party in a commercial transaction to a mobile communicator involved in the commercial transaction, in accordance with a preferred embodiment of the present invention
  • Fig. 116 is a simplified flowchart illustrating the transferring functionality of Figs. 115A and ll5B;
  • Fig. 117 is a simplified pictorial illustration describing a toy delivering entertainment content methodology and system in conjunction with a computer monitor, such that toy acts out a role in the context of the monitor content in accordance with a preferred embodiment of the present invention
  • Fig. 118 is a simplified flowchart describing the functionality of the toy delivering entertainment content methodology of Fig. 117;
  • Fig. 119 is a simplified flowchart describing a method of using a toy for enabling a user to select content useful with the toy, and of effecting payment for the content by operating the toy and a computer in a network in accordance with a preferred embodiment of the present invention
  • Figs. 120 A and 120B are simplified flowcharts describing a method of transferring commission to an advertising content provider for providing an advertisement for content that was later purchased by a user in accordance with a preferred embodiment of the present invention
  • Figs. 121 A and 121B are tables providing a simplified illustration of typical database records which enable a toy to help a user search content among multiple content sources, in accordance with a preferred embodiment of the present invention
  • Fig. 122 is a simplified flowchart of an exemplary part of a search tree wherein each consecutive level results in a narrowing of the scope of a search, in accordance with a preferred embodiment of the present invention
  • Fig. 123 is a simplified flowchart illustrating a mood detection algorithm used in conjunction with a content supply methodology in accordance with a preferred embodiment of the present invention
  • Fig. 124 is a simplified flowchart describing a method in which a toy enables a user to select content based upon the initiative of the toy and on information received from the user regarding user preferences in accordance with a preferred embodiment of the present invention
  • Figs. 125 A and 125B are simplified tables illustrating parts of a user's record and of a content item record that are applied to the method of Fig. 124;
  • Fig. 126 is a simplified flowchart demonstrating the functionality of the method of Fig. 124 for selecting a user chosen to receive a suggestion to purchase a content item;
  • Fig. 127 is a simplified flowchart demonstrating a method whereby a toy initiates a suggestion to the user to select content in response to the physical location of the user, in accordance with a preferred embodiment of the present invention
  • Fig. 128 is a simplified flowchart demonstrating a toy mediating between a user and an existing gambling web site in accordance with a preferred embodiment of the present invention
  • Fig. 129 is a simplified table showing a typical user record in relation to his gambling, in accordance with a preferred embodiment of the present invention.
  • Fig. 130 is a simplified flowchart of a methodology of a gambling activity involving a toy being matched to a user in accordance with user characteristics in accordance with a preferred embodiment of the present invention
  • Fig. 131 is a simplified flowchart describing the functionality of determining the odds for abet of the gambling activity of Fig. 130;
  • Figs. 132A, 132B and 132C are tables providing a simplified illustration of typical database records used in conjunction with the methodology of Fig. 130;
  • Fig. 133 A is a simplified flowchart describing a methodology and system of a gambling game with non-real, play money in accordance with a preferred embodiment of the present invention;
  • Fig. 133B is a simplified flowchart describing further detail of the methodology of Fig. 133 A;
  • Fig. 134 is a simplified flowchart describing a gambling functionality of a toy associated with a gambling therapeutic functionality matched to a user in accordance with user characteristics in accordance with a preferred embodiment of the present invention
  • Fig. 135 is a simplified block diagram of a toy system in accordance with a preferred embodiment of the present invention.
  • Fig. 136 is a simplified block diagram showing some of the functional units included in a typical toy in accordance with a preferred embodiment of the present invention.
  • Fig. 137 is a simplified block diagram showing typical sources of input and typical destinations of output of a typical toy in accordance with a preferred embodiment of the present invention.
  • Fig. 138 is a simplified block diagram showing various electronic units typically included in a toy in accordance with a preferred embodiment of the present invention.
  • Fig. 139 is a simplified pictorial illustration of a child holding an interactive toy and visiting a store, in accordance with a preferred embodiment of the present invention.
  • Fig. 140 is a simplified pictorial illustration of a mobile toy which is operative to be aware of its location and of points of interest in its vicinity, in accordance with a preferred embodiment of the present invention
  • Fig. 141 and Fig. 142 are simplified flowcharts describing a methodology and system of sales promotion utilizing interactive toys, in accordance with a preferred embodiment of the present invention
  • Fig. 143 and Fig. 144 are simplified partly pictorial block diagrams describing the functionality of a sales promotion system toys, in accordance with a preferred embodiment of the present invention
  • Fig. 145 is a simplified partly-pictorial partly schematic illustration showing typical sensors and actuators that may be used on a typical interactive toy, in accordance with a preferred embodiment of the present invention.
  • Fig. 146 and Fig. 147 are simplified illustrations describing typical electronic components of an interactive toy toys in accordance with a preferred embodiment of the present invention.
  • Figs. 148-155 are simplified pictorial illustrations of a methodology and system of sales promotion with networked interactive toys, in accordance with a preferred embodiment of the present invention.
  • Fig. 156 is a simplified computer screen display showing a typical registration screen that may be used by interactive toy users to register their preferences with an interactive toy server;
  • Figs. 157-161 are simplified flowcharts describing methods of advertising products and services with networked interactive toys in accordance with a preferred embodiment of the present invention
  • Figs. 162-163 are simplified screen displays showing examples of database records that store information relevant to interactive toys and their user in accordance with a preferred embodiment of the present invention
  • Figs. 164 A, 164B and 164C are simplified block diagrams showing examples of database records that store information relevant to interactive toys and their user in accordance with a preferred embodiment of the present invention
  • Figs. 165 is a simplified screen display showing examples of database records that store information relevant to interactive toys and their user in accordance with a preferred embodiment of the present invention
  • Figs. 166-174 are simplified flow charts describing methodologies of authenticating users and determining the authorization status of the users regarding the purchase of products and services via networked interactive toys in accordance with a preferred embodiment of the present invention
  • Fig. 175 is a simplified screen display showing a database record which includes a list of items which the user of a networked interactive toy is authorized to purchase, in accordance with a preferred embodiment of the present invention
  • Fig. 176 is a simplified screen display showing a database record which may appear, for example, on the screen of a computer which shows spending limits which have been imposed on a user of a networked interactive toy, in accordance with a preferred embodiment of the present invention
  • Fig. 177 is a simplified partly pictorial block diagram describing a networked interactive toy system in accordance with a preferred embodiment of the present invention.
  • Fig. 178 is a simplified flowchart describing the functioning of an auction system utilizing networked interactive toys in accordance with a preferred embodiment of the present invention
  • Fig. 179 is a simplified block diagram describing a portion of a networked interactive toy system in accordance with a preferred embodiment of the present invention.
  • Fig. 180 is a simplified flowchart describing the use of a game as part of an auction activity carried out by an interactive toy and a user in accordance with a preferred embodiment of the present invention
  • Fig. 181 is a simplified flowchart describing a method of updating a database which includes an interactive toy user's preferences for items which the user is interested in purchasing in an auction in accordance with a preferred embodiment of the present invention
  • Figs. 182-183 are simplified flowcharts describing a reverse auction procedure in accordance with a preferred embodiment of the present invention.
  • Figs. 184 is a simplified block diagram describing a portion of a reverse auction procedure in accordance with a preferred embodiment of the present invention.
  • Figs. 185-188 are simplified flowcharts describing a reverse auction procedure in accordance with a preferred embodiment of the present invention.
  • Fig. 189 is a simplified pictorial illustration of a methodology and system of sales promotion, in accordance with a preferred embodiment of the present; invention.
  • Figs. 190-197 are simplified flowcharts describing methodologies of interactive advertising in a system of networked interactive toys, in accordance with a preferred embodiment of the present invention.
  • Figs. 198-200 are simplified flowcharts describing methodologies by which an interactive toy may help a user find and purchase items via a networked system of interactive toys, in accordance with a preferred embodiment of the present invention
  • Figs. 201-203 are simplified flowcharts describing the allocation and utilization of credit points as an alternative for cash and gifts in a commercial system including networked interactive toys, in accordance with a preferred embodiment of the present invention.
  • FIGs. 1A and IB are simplified pictorial illustrations of a methodology and a system for crediting and debiting an interactive toy associated value account in accordance with a preferred embodiment of the present invention.
  • an interactive toy 1000 suggests to a user that the user might wish to purchase a hamburger at a particular physical commercial establishment, named "Teddy's", designated by reference numeral 1002.
  • Interactive toy 1000 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • the interactive toy marketing system is exemplified in Fig. 1A in that the aforementioned commercial suggestion may be initiated by a suitable commercial suggestion server 1004, which communicates, typically via the Internet 1007, with a computer 1006, which in turn provides content input to the interactive toy 1000.
  • Server 1004 typically also communicates, as via the Internet 1007 with the physical commercial establishment 1002.
  • Toy 1000 which is typically in wireless communication with computer 1006, senses the proximity of the user.
  • Computer 1006 typically instructs toy 1000 to verbalize a commercial message to the user. The user may respond affirmatively to commercial message; as in the case described in Fig. 1 A, and he may communicate to toy 1000 that he plans to visit commercial establishment 1002.
  • Computer 1006 communicates to server 1004 the user's affirmative response.
  • Server 1004 alerts computer 1010 at the commercial establishment 1002 of the possible arrival of the user.
  • computer 1010 at the commercial establishment 1002 senses the proximity of user's toy 1000, and then accesses the user's database (as described in Figs. 4 and 5 hereinbelow).
  • This database may be located on the server 1004, on the computer 1010 or on any computer accessible to the computer 1010 via a computer network such as the Internet.
  • a computer network such as the Internet.
  • the user purchases a hamburger and subsequently the details of the sale are entered into the user's database (as described in Figs. 4 and 5 hereinbelow).
  • data regarding the user and the user's toy 1000 is entered into the user's database by using an input device such as RF communication with the user's toy 1000, bar-code identification of the user's toy 1000 or by manual data entry via computer 1010.
  • the purchase of the hamburger causes toy 1000 to update the user's database so that for example, credit points are added to the user's database, typically at a clearing house such as server 1004.
  • a clearinghouse is broadly defined to include any body which enables transactions to and or from an account associated with an interactive toy.
  • Server 1004 typically sends a message via computer 1010 at the commercial establishment 1002 to activate the establishment's logo toy 1008.
  • the message includes thanking the user for his purchase, generally responsive to using personalized data found in user's database at server 1004.
  • a typically life-sized logo character 1008 generally having a fanciful bear-like appearance, communicates verbally with the user and non- verbally with toy 1000, providing the toy with a 30 point credit and verbally so informing the user.
  • Logo character 1008 typically communicates based on instructions received from a computer 1010 which is located at physical commercial establishment 1002 and which is in communication, preferably via the Internet as noted above, with server 1004.
  • server 1004. it may be appreciated that the computer 1010 is alerted to expect the possible presence of toy 1000, which presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 1000 to the computer 1010 of a toy ID.
  • server 1004 typically sends instruction to computer 1010 at commercial establishment 1002 to send instructions to the user's toy 1000 to inform the user of his new credit point total.
  • Fig. 1 A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
  • Fig. 1 A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and an activity having a non-commercial purpose.
  • Fig. 1 A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the at least one of the interactive multiplicity of mteractive provides an output containing content which encourages the user to visit a physical commercial establishment.
  • Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment.
  • Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment.
  • Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment; and wherein the multiplicity of interactive toys communicate via the computer network with another interactive toy located at a point of sale of a physical commercial establishment. It is moreover appreciated that the functionality of Fig.
  • 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment.
  • Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment; and wherein the commercial establishment engages in a personalized interaction with the given user, and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys; and wherein the commercial establishment is a physical commercial establishment.
  • an interactive toy 1020 which may be identical to interactive toy 1000 (Fig. 1 A), suggests to a user that the user might wish to purchase a hamburger and receive a "free" cola for 20 credit points at a particular physical commercial establishment, named “Teddy's", designated by reference numeral 1022.
  • This commercial suggestion may be initiated by a suitable commercial suggestion server 1024, which may be identical to server 1004 (Fig. 1A), which communicates, typically via the Internet 1027, with a computer 1026, which may be identical to computer 1006 (Fig. 1A), which in turn provides content input to the interactive toy 1020.
  • Toy 1020 typically senses the proximity of the user.
  • Server 1024 typically also communicates, as via the Internet 1027, with the physical commercial establishment 1022.
  • Computer 1026 instructs toy 1020 to verbalize a commercial message to its user. The user may respond affirmatively to commercial message for example by saying that he plans to visit a commercial establishment 1022.
  • Computer 1026 communicates with server 1024 the user's affirmative response and then alerts a computer 1030 at the commercial establishment 1022 of possible arrival of user, and accesses the user's database, typically at server 1024 (as described in Figs. 4 and 5 hereinbelow).
  • the user arrives at the physical commercial establishment 1022, preferably accompanied by the interactive toy 1020.
  • computer 1030 at commercial establishment 1022 senses proximity of user's toy 1020.
  • the computer 1030 then activates a logo character 1028 located at the commercial establishment 1020 which verbalizes a message to the user offering him a "free" cola in exchange for 20 credit points.
  • the user accepts the offer of a "free" cola and, in addition, purchases a hamburger.
  • a salesman at establishment 1022 enters details of the transaction via the computer 1030 to the user's database, typically located at the server 1024.
  • Information regarding the user and the toy involved in the transaction may be obtained by means of a separate input device such as via RF communication with user's toy 1020, a bar-code on user's toy 1020, or by manual data entry via computer 1030.
  • the user's purchase of the cola in exchange for 20 credit points causes toy 1020 to update the user's database so that for example, credit points are added to the user's database, typically at server 1024.
  • Server 1024 typically sends a message via computer 1030 at the commercial establishment 1022 to activate the establishment's logo toy, a typically life sized logo character 1028.
  • the message includes thanking the user for his purchase, generally responsive to using personalized data found in user's database at server 1024.
  • Toy 1028 typically having a fanciful bear-like appearance, communicates verbally with the user and non-verbally with the toy 1020, debiting the value account of the toy by 20 points and verbally so informing the user.
  • the logo character 1028 typically communicates based on instructions received from computer 1030 which is located at the physical commercial establishment 1022 and which is in communication, preferably via the Internet 1027 as noted above, with server 1024.
  • computer 1030 is alerted to expect the possible presence of toy 1020, which presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by toy 1020 to computer 1030 of a toy ID.
  • server 1024 typically send instructions to computer 1030 at commercial establishment 1022 to activate the user's toy 1020 to inform the user of his new credit point total.
  • Figs. 1A and IB are particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and provide a marketing methodology including maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
  • the value account may be associated with either or both a user and a toy. personalizes
  • Server 1004 typically instructs a multiplicity of computers, such as computer 1006 to send a commercial message to users via interactive toys associated therewith, such as interactive toy 1000.
  • Computer 1006 sends a wireless message to interactive toy 1000 causing it to verbalize a personalized message to its user. The user goes with toy 1000 to a physical commercial establishment 1002.
  • the movement of toy 1000 from the user's home to a commercial establishment is relayed by wireless communication to the server 1004 possibly via a wireless public network such s a cellular telephone network.
  • the server 1004 may then relay the toy's movement to the computer 1010 at the commercial establishment 1002.
  • the computer 1010 typically detects the presence of the toy 1000 preferably via RF communication with the to which includes transmission of the identification code (Toy ID) of the toy 1000 to the computer 1010. Additionally or alternatively the presence and identity of the toy 1000 may be sensed by wireless communication with the server 1004 and/or by wireless communication with the computer 1010 located at the commercial establishment 1002. Alternatively, the user may provide the establishment 1002 with a verbal identification (ID) of the toy 1000 which is then relayed to the computer 1010 or to the server 1004 by wireless, verbal or other means including via a network connection between the computer 1010 and the server 1004.
  • ID verbal identification
  • the computer 1010 identifies the toy 1000 by infra-red technology known in the art. Additionally or alternatively the computer 1010 employ voice recognition functionality via toy 1000 and possibly also via server 1004. Additionally or alternatively a user ID or user voice recognition may be verified via the logo character 1008 and/or via the computer 1010.
  • the purchase transaction is typically performed by the user paying for an item at the commercial establishment 1002.
  • the transaction at the commercial establishment 1002 is then typically authorized by the server 1004.
  • Information concerning the transaction is transferred from the server 1004 to the computer 1010 and to the logo character 1008, and the logo character conveys a verbal message to the user, such as the number of credit points that the user is to receive. Additionally or alternatively, information concerning the transaction is transferred from server 1004 to toy 1000 via wireless communication. Toy 1000 may be activated by server 1004 to deliver another verbal message to the user. Server 1004 then credits the credit value account of toy 1000. Non-verbal communication is typically relayed from server 1004 to toy 1000, and provides the user with an update concerning the credit value account of toy 1000. Additionally or alternatively, the update may be provided as a record at a user's home computer 1006 for example as shown in detail in Fig. 4 hereinbelow.
  • Server 1024 typically instructs a multiplicity of computers, such as computer 1026 to send a commercial message to the users through interactive toys associated therewith, such as interactive toy 1020.
  • Computer 1030 sends a wireless message to interactive toy 1020 causing it to verbalize a personalized message to its user.
  • the movement of toy 1020 may be relayed by wireless communication to server 1024.
  • the server 1024 may then relay the toy's movement to the computer 1030 at the commercial establishment 1022.
  • the user performs a transaction when present at establishment 1022.
  • the toy may be sensed by wireless communication with server 1024 and/or computer 1030.
  • the user may provide establishment 1022 with a verbal ID which is then relayed to the computer 1030 or to the server 1024 by wireless, verbal or other means.
  • the user enters establishment 1022 with toy 1020.
  • Computer 1030 typically identifies toy 1020 as one of the toys listed on a list of "possible arrivals".
  • a purchase transaction is typically performed by a cash or credit card transaction, but may also be performed in exchange for credit points.
  • the identity of a user and/or a toy ay be verified via a user or a toy ID typically transmitted to the computer 1030 by a wireless RF connection. Additionally or alternatively voice recognition may be used either via the toy 1020 or via the logo character 1028 and may be verified with the aid of the computer 1030, the server 1024 or any other computer accessible on a computer network such as the Internet
  • the transaction at the commercial establishment 1022 may then typically be authorized by the server 1024.
  • Information concerning the transaction is typically transferred from the server 1024 to the computer 1030 and to the logo character 1028 which may then convey a verbal message to the user. Additionally or alternatively information concerning the transaction is transferred from server 1024 to toy 1020 via wireless communication. Toy 1020 is activated by server 1024 to deliver another verbal message to the user. Server 1024 then debits the debit value account of toy 1020. Non-verbal communication is typically relayed from server 1024 to toy 1020, and provides the user with an update concerning the debit value account of toy 1020. Additionally or alternatively, the update may be provided as a record at a user's home computer 1026 for example as shown in detail in Fig. 4 hereinbelow.
  • FIGs. 4 and 5 are illustrations of typical server records relating to value accounts associated respectively with a toy 1000, or toy 1020 and a user in accordance with a preferred embodiment of the present invention.
  • Fig. 4 shows a typical record 1 32 in a database of value accounts, whereby accounts are associated with toys.
  • the record is identified by a unique ID code of toy 1040. It includes the type of toy 1042. It further shows a current credit point status of toy 1040.
  • Toy 1040 in Fig. 4 is used by two different users.
  • the second and third columns of Fig. 4 show an account ID for each user, designated 1054 and 1056.
  • the account status for each user is displayed according to one or more types of points 1046, 1048, 1050. respectively.
  • Each user accumulates, via one or more toys, various amounts of credit points, some of which are limited to a specific types of usage 1046, 1048 and some of which are free-use points 1050,
  • the fourth column shows the total amounts of points 1052 accumulated via toy 1040 by each of its users 1054, 1056, and a sum total of points 1058 for all its users in the various points' categories.
  • Fig. 4 shows a typical record which may be displayed on a screen of computer.
  • Record 1032 typically shows the balance of credit points in a list of different specific commercial fields with respect to one or more specific toys 1000, 1020. Additionally or alternatively, record 1032 may be displayed with respect to one or more users as is shown in Fig. 5 hereinbelow.
  • Server 1004 or 1024 typically generates records relating to a value account associated with a toy 1000 or 1020.
  • Fig. 4 shows a record 1032 which is typically displayed typically at the toy user's computer such as 1010 and 1030. It preferably displays a toy's 1040 identification code, a toy type code 1042, and a list of toy users 1044.
  • record 1032 shows a balance of food credit points 1046; a balance of music download points 1048; and a balance of free-use points 1050.
  • a sum of available credit points 1052 per toy ID 1040 is calculated by server 1004 or 1024 and displayed as the sum of all the balances of credit points 1046, 1048, 1050.
  • Balances 1046, 1048, and 1050, and sum 1052 are typically provided with respect to one or more user identification codes 1054, 1056.
  • the total of sum 1052 for one or more user IDS 1054, 1056 yields the sum total of credit point 1058 relating toy ID 1040.
  • Server 1004 or 1024 can generate similar types of records for debiting or other transactions associated with one or more toys and one or more user.
  • Fig. 4 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; wherein the value account is associated with a user rather than with a toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
  • a record 1060 may be generated by server 1004 (Fig. 1A) or 1024 (Fig. IB) as relating to a value account associated with a user in accordance with a preferred embodiment of the present invention.
  • Fig. 5 shows a typical record in a database of value accounts of two or more toys such as toy 1040, and toy 1000 listed in a list 1070, whereby accounts 1054 and 1056 are associated with one or more users.
  • Record 1032 (Fig. 4) is identified by the unique ID code of the User 1054. Both User 1054 and a second User 1056 use toy 1040.
  • Record 1032 (Fig. 4) includes personal information regarding User 1054. Such information is either supplied by User 1054 or obtained through his use of toy 1040, such as personal likes, preferences and dislikes of the user. These can be defined by his purchase preferences recorded in server 1004 (Fig. 1A) or by user responses to recurrent questions or requests stored in a user database such as in server 1004 (Fig. 1A) which are typically conveyed from a toy such as toy 1040 or toy 1000 to server 1004 (Fig. 1 A).
  • User 1054 has two toys, toy 1040 and toy 1000.
  • the record shows his current credit points account status associated with each of the toys and the total amount of credit points for all of his toys.
  • Record 1060 typically shows the balance of credit points in a list of different specific commercial fields with respect to one or more toys 1040.
  • a user defined by his user ID code 1054 or 1056 performs transactions via one or more toys 1040, 1000.
  • Balances 1046, 1048,and 1050 are displayed with respect to one or more toy 1040, and one or more balances of credit points with respect to the user ID 1054 as in Fig. 5.
  • Other data typically displayed includes, but is not limited to, toy type 1042 (Fig. 4), a list of users 1070, a user name 1072, and user age 1074, a user birthday 1076, a user city of residence 1078, a user list of languages spoken 1080, a list of user likes 1082, and list of user friends 1084. Such data typically appears as header information.
  • the sum of credit points 1066 per toy 1040 is preferably displayed with respect to the user ID 1054. This is identical to the sum 1052 of Fig.4 when one user transacts using one toy 1000. However, when a user performs transactions via more than one toy 1000,1040, then a sum total for a user using one or more toys 1068 (Fig. 5) is equal to the sum 1052 (Fig. 4) of types of points 1044, 1046, and 1050 used by user ID 1054.
  • Fig. 5 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; wherein the value account is associated with a toy user rather than with a toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
  • Fig. 6 is a simplified pictorial illustration of methodology for transferring value between value accounts in accordance with a preferred embodiment of the present invention.
  • a commercial suggestion may be initiated by a suitable interactive toy server 1108.
  • Interactive toy 1100 makes a proposal to its user to transfer value between value accounts, for example.
  • Toy 1100 communicates typically wireless links with a computer 1104, which in turn typically communicates via the Internet 1006 to server 1108.
  • Fig. 7 is a simplified flowchart illustrating the functionality of Fig. 6.
  • the transfer of value is suggested by toy 1100 to the user as a birthday present to be transferred to the account of a user's friend, and is authorized by the user, as is shown in Fig. 7.
  • the server 1108 finds, in a database, the identification codes of all users who have a birthday on a specific day, among them is a user named Bill.
  • Server 1108 finds all of Bill's friends who are listed in Bill's personal database record or, alternatively, server 1108 finds all user records in which Bill appears in the field of listed friends (as in Fig. 5), among them a user named Kenny.
  • Server 1108 sends a message to all of Bill's listed friends suggesting that they send Bill a birthday present.
  • the server 1108 checks Kenny's account status, and suggests a gift of credit points which suits the account status.
  • the server 1108, typically provides content input to Kenny's interactive toy 1100.
  • the server 1108 typically also communicates, as via the Internet 1106, with another computer 1110, which in turn communicates with another (second) interactive toy 1114 belonging to Bill.
  • toy 1100 communicates verbally with the user and suggests to him to give some credit points as a gift to a user (Bill) of a second toy, and non- verbally with computer 1104.
  • the user gives verbal authorization responsive to suggestion of toy 1100 preferably using speech recognition functionality present on the toy 1100, on the computer 1104, on the server 1108 or on any other computer or combination of computers accessible via a computer network such as the Internet.
  • the verbal authorization is verified by server 1108.
  • Server 1108 debits toy's 1100 account for 50 credit points according to the user's verbal authorization. Simultaneously or thereafter, the server 1108 credits the account of toy 1114.
  • Server 1108 sends a message to Bill's toy 1114. Toy 1114 sings "Happy Birthday" and notifies Bill of the present from Kenny, as is shown in Fig. 7.
  • toy 1114 typically communicates based on instructions received from computer 1110 which is typically located at the home of the second user and which is in communication, preferably via the Internet as noted above, with server 1108.
  • computer 1110 is activated to transfer a verbal message via toy 1114 to the second user.
  • Figs. 6 and 7 are particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising transferring value between value accounts associated with different interactive toys.
  • Fig. 8 is a simplified pictorial illustration of methodology for respectively crediting and debiting an interactive toy associated value account taking into consideration an account status level in accordance with a preferred embodiment of the present invention.
  • a status level can be modified, for example, according to a user's behavior. For example if the user accrues a certain number of points via a toy, then the toy's status may be up-graded.
  • An upgraded toy status may have several consequences including, but not limited to, receiving toy accessories such as a new headband for the toy, or receiving extra credit points for some or all future purchases relative to the number of credit points which would have been received with the previous toy status.
  • Fig. 8 is a simplified pictorial illustration of methodology for respectively crediting and debiting an interactive toy associated value account taking into consideration an account status level in accordance with a preferred embodiment of the present invention.
  • Such a status level can be modified, for example, according to a user's behavior. For example if the user accrues a certain
  • Interactive toy 1120 suggests to a user that the user might wish to purchase a hamburger at a particular physical commercial establishment, named "Teddy's", designated by reference numeral 1121.
  • Interactive toy 1120 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • This commercial suggestion may be initiated by a suitable commercial suggestion server 1122, which communicates, typically via the Internet 1124, with a computer 1126, at a physical commercial establishment 1121.
  • a suitable commercial suggestion server 1122 which communicates, typically via the Internet 1124, with a computer 1126, at a physical commercial establishment 1121.
  • a typically life sized logo character 1130 typically having a fanciful bear-like appearance, communicates verbally with the user and non- verbally with the toy 1120, and with computer 1126, crediting the toy's value account with a 20 point credit and verbally so informing the user.
  • the logo character 1130 typically communicates based on instructions received from a computer 1126 which is located at the physical commercial establishment 1121 and which is in communication, preferably via the Internet 1124 as noted above, with server 1122.
  • computer 1126 is alerted to expect the possible presence of the toy 1120, which presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 1120 to computer 1126 ofa toy lD.
  • server the 1122 communicates, typically via the Internet 1124, with another computer 1144, typically at the home of the user.
  • Computer 1144 typically communicates via a wireless communication with a toy 1120.
  • the toy's 1120 database record on the server 1122 indicates that the user needs only 10 more credit points to reach "Gold Status" (which is typically reached by accumulating a predetermined number of credit points).
  • Toy 1120 subsequently suggests to the user that he may wish to purchase a song by downloading it from the Internet 1124 to his computer 1144, and by so doing toy 1120 will have sufficient number of credit points so that his status will be upgraded to "Gold Status".
  • the user agrees to download the song and this is communicated from the user to the toy 1120 then to the computer 1144 and then, in turn, to the server 1122.
  • the server 1122 arranges for the download of the song and for required payment by the user for the song for example via a preautorized credit card account.
  • the server 1122 then credits 10 points to the toy's account and upgrades the toy's status to "Gold Status".
  • the server 1122 communicates via computer the 1144 to the toy 1120 that the toy 1120 has now attained gold status, and that the toy 1120 is entitled to receive a free head-band at a point of sale, such as physical commercial establishment 1121.
  • the user takes his toy 1120 to some of many establishments 1121, 1134 or 1150.
  • Toy 1120 communicates with server 1122 upon entering establishment 1121, for example.
  • a point of sale logo character 1130 is typically in wireless contact with an establishment computer 1126, in turn via Internet 1124 with server 1122.
  • Server 1122 typically conveys another commercial message via point of sale logo character 1130 to the user as is shown in Fig. 8.
  • Toy 1120 typically provides the user with another commercial suggestion, such as to provide the user with a larger number if credit points per purchase, with respect to prior purchases at a level below gold status.
  • the commercial suggestion may be initiated by a suitable commercial suggestion server 1122, which communicates, typically via the Intemet, with a computer 1126, which in turn provides content input to the interactive toy 1120.
  • the server 1124 typically also communicates, as via the Internet, with the physical commercial establishment 1121.
  • Toy 1120 then receives a head-band 1154 from the commercial establishment 1121 and the status of the toy 1120 is upgraded to "Gold Status".
  • Computer 1126 preferably conveys the status of toy 1120 to server 1122.
  • the toy-associated value account is credited with 30 value points as toy 1120 now has gold status, and the user is informed typically verbally by toy 1120 of the 30 value points which have been credited to its account.
  • Fig. 9 is a simplified flowchart illustrating the functionality of Fig. 8.
  • a user buys a burger in store 1126 (Fig. 8).
  • Computer 1126 in store 1121 for example identifies user's toy 1120.
  • Computer 1126 notifies server 1122 (Fig. 8) of the purchase.
  • Server 1122 credits toy 1120 account with 20 points.
  • the server then notifies computer 1126 in store 1121 of the crediting transaction.
  • Toy 1120 notifies user of the crediting.
  • Server 1122 notifies user's computer 1144 (Fig. 8) of the current account status.
  • the user approaches the lower limit for a higher status level of his toy 1120.
  • Toy 1120 notifies the user that if he downloads one more song, then the status level of toy 1120 will be raised to a higher status level. The user consequently downloads one more song.
  • Computer 1126 in store 1121 identifies toy 1120 and notifies presence of toy 1120 to server 1122.
  • Server 1122 checks account of toy 1120. The status level was up-graded to "Gold" status earlier.
  • Server 1122 sends a message to computer 1126 in store 1121 defining the status of toy 1120 as "gold" status.
  • Toy 1120 in store 1121 notifies user of his new status, preferably presents him with a gold headband and tells him that from now on he will get 30 credit points for each burger that he buys. It is appreciated that the "gold" headband or any other benefit received for reaching "Gold Status" may preferably be obtained not only at the original commercial establishment 1121 but at other establishments such as the commercial establishment 1134 shown in Fig. 8.
  • Figs. 8 and 9 are particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
  • Figs. 10A and 10B are simplified pictorial illustrations of a methodology for debiting an interactive toy associated value account taking into consideration the identity of the interactive toy in accordance with a preferred embodiment of the present invention.
  • a user requests a certain product via his interactive toy 1200.
  • the interactive toy makes a commercial suggestion that the user purchase the requested product in exchange for credit points, which are associated with toy 1200.
  • the number of credit points required for the purchase varies according to the physical identity of the toy 1200.
  • a user communicates verbally with a toy 1200 named "Teddy Bear", requesting a new toy racing car.
  • a computer 1204 which is preferably in wireless communication with the toy, receives the user's request via the toy 1200.
  • the computer 1204 typically communicates via the Internet 1206 with a commercial server 1208.
  • the server 1208 registers the user's request and toy type.
  • the server 1208 finds a product called an "zxoom racing car" which is available for purchase and which satisfies the user's requested criteria.
  • the server 1208 checks if the found product is associated with the toy type of toy 1200. In the example of Fig. 10A the "xzoom racing car" is not associated with a toy of type "Teddy Bear”.
  • the server 1208 sends a commercial message to the user via the computer 1204.
  • the computer 1204 personalizes the message to the user of the toy 1200 suggesting that the user might wish to purchase the product for 100 credit points.
  • the toy 1200 verbalizes the message to the user.
  • a user communicates verbally with a toy named "Action Toy" 1214, requesting the same product as in Fig. 10A namely a new toy racing car.
  • a computer 1210 which may be identical to the computer 1204 of Fig.lOA receives the user's request via the toy 1214.
  • the computer 1210 communicates, typically via the Internet 1206, with a commercial server 1208 reporting the user's request and the toy's toy type.
  • the server 1208 finds a product called an "xzoom racing car" which is available for purchase and which satisfies the user's requested criteria.
  • the server 1208 checks if the found product is associated with the toy type of toy 1214.
  • the xzoom racing car is found to be associated with a toy of type "Action Toy" which is the toy type of the toy 1214.
  • the server 1208 sends a commercial message to the user via the computer 1210.
  • the computer 1210 personalizes the message to the user, and suggests that the user might wish to purchase the product for 50 credit points.
  • the toy 1214 verbalizes this message to the user of toy 1214.
  • the user of the action toy 1214 is able to purchase a product associated with an action toy for fewer credit points than required by the user of the Teddy Bear 1200.
  • Fig. 11 is a simplified flowchart illustration of the debiting functionality of Figs. ION and 10B.
  • the user of toy 1214 can purchase the product in exchange for less points than that of user of toy 1200 (Fig. ION), as the particular product concerned is associated with the particular type of toy 1214.
  • the particular product was not associated with the particular type of toy 1200 of Fig. ION, and user of toy 1200 therefore had to expend 100 points in order to purchase the same product.
  • Figs. IOC and 10D are simplified pictorial illustrations of a methodology for crediting an interactive toy associated value account taking into consideration the identity of the mteractive toy in accordance with a preferred embodiment of the present invention.
  • FIG. IOC an interactive toy 1300 which is a Teddy Bear offers a user an xzoom racing car for the price of $30. And offers to credit the user's account with 20 credit points upon purchase of the toy car.
  • Fig. 10D shows an interactive toy 1314 which is an action toy named "Supertoy” which offers a user the same xzoom racing car for the same price of $30 but in this case offers to credit the user's account with 100 credit points of this purchase.
  • the aforementioned commercial suggestion preferably originates from a server 1308 which takes into account both the toy type and the type of item offered for sale when offering to credit the user's account for the purchase.
  • Fig. 12 is a simplified flowchart describing the functionality of Figs.10C and 10D.
  • a Server 1308 suggests a product named "xzoom racer" for sale to a user.
  • the server 1308 first checks to see if the user's toy is of a type associated with an xzoom racer. In the case in which the toy is an action toy such as the "Supertoy" 1314 of Fig. 10D, the server 1308 instructs, for example, the user's computer 1310 to offer the user, via the toy 1314, that he purchase the xzoom racer for $30 and receive 100 credit points.
  • the user's toy is a Teddy Bear such as the toy 1300 of Fig.
  • the server 1308, instructs the user's computer 1304 to offer the user, via the toy 1300, that he purchase the xzoom racer for $30 and receive only 20 credit points. It is thus seen that a user may receive a different number of credit points for a given purchase depending on the physical identity of his toy.
  • the system described in Figs. 10C, 10D, and Fig. 12 is preferably operative to credit a toy-associated account on server 1308 and arrange for shipment of requested product to the user in accordance with the envisaged commercial transaction.
  • Figs. 10 A, 10B, 10C, 10D, 11 and 12 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
  • Fig. 13 is a simplified pictorial illustration of methodology for debiting an interactive toy associated value account based on user-toy verbal interaction in accordance with a preferred embodiment of the present invention
  • Fig. 14 is a simplified flowchart illustrating the debiting functionality of Fig. 13.
  • Figs. 13 and 14 illustrate an example of a purchase of a product by a user via a toy in exchange for credit points, where the quantity of credit points is based partially on a user interaction with an interactive toy.
  • An interactive toy 1400 is in communication with a computer 1402, which, in turn, is connected via the Internet 1404, to an interactive toy server 1406.
  • a user says to his interactive toy 1400 "I'm sad today!.
  • the toy 1400 recognizes this statement preferably as one of many statements to which it is programmed to respond.
  • the user's statement is preferably recognized using speech recognition methodology residing preferably on the toy 1400, on the computer 1402, on the server 1406 or on any other computer of electronic device capable of speech recognition which is accessible to the toy 1400 via a network such as the Internet 1404.
  • the toy 1400 In response to the user being sad, the toy 1400, preferably after communicating with the toy server 1406, offers the user a new toy car in exchange for 100 credit points which the user has in his account.
  • the server being aware of the fact that the toy 1400 is a toy of a type known as an "action toy" sends a message to the computer 1402 suggesting a product appropriate to an action toy - namely a toy car.
  • the product suggested for purchase is preferably personalized in a manner based not only on characteristics of the user but also on characteristics of the user's toy.
  • the message typically passed to computer 1202 from the server 1406 via the Internet 1404, includes a quantity of points, such as 100 points, which is the initial offer to be suggested to the user, as well as a minimum amount of points, such as 60 points, in exchange for which a particular product may be purchased based upon an interaction between the toy 1400 and its user.
  • Toy 1400 verbalizes the message to the user offering the toy car for 100 points. In the example of Fig. 13 the user rejects the toy's offer but suggests that he purchase the product for a lesser number of points, say 70 points.
  • computer 1402 determines whether to modify the commercial suggestion according to the user's requests.
  • computer 1402 personalizes a modified suggestion according to the user's request, as is shown in Fig. 14. If the number of points the user proposed were less than the minimum defined by server 1406, then computer 1402 provides another message to the user conveying that the product could not be purchased for that number of points.
  • Figs. 13 and 14 are particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and further comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • Fig. 15 is a simplified pictorial illustration of methodology for debiting an interactive toy associated value account based on non-commercial user-toy interaction in accordance with a preferred embodiment of the present invention
  • Fig. 16 is a simplified flowchart illustrating the debiting functionality of Fig. 15.
  • An interactive toy 1500 is in communication with a computer 1502, which, in turn, is connected via the Internet 1506, to an interactive toy server 1508.
  • Interactive toy 1500 includes a low-battery-power detector and one or more rechargeable batteries, typically on board the toy. The low battery power detector is operative to sense when the battery power on the toy 1500 is low.
  • a typically wireless communication between the toy 1500 and the computer 1502 includes a transmission by the toy 1500 to the computer 1502 of a low-battery signal.
  • the computer 1502 personalizes a message to the toy user via the toy 1500 suggesting a battery recharge operation.
  • the toy 1500 personalizes a message to its user.
  • the computer 1502 preferably registers the user's affirmative response received via the toy 1500.
  • the computer After a predetermined time, two days in Fig. 16's example, the computer checks for a low battery signal on the toy 1500. If such a signal is received from the detector, the computer 1502 personalizes a message to the user that the user's account will be debited a specific number of points (10 points, for example) if the user does not recharge the toy's batteries (Fig. 16).
  • the toy 1500 verbalizes the message to the user.
  • the computer 1502 debits a toy associated value account on server 1508, and personalizes a message to the user informing the user thereof.
  • 15 and 16 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial fransaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
  • This may also comprise the aforementioned marketing methodology wherein the non-commercial activity comprises supplying electrical power to the toy.
  • Fig. 17 is a simplified pictorial illustration of a methodology for crediting an interactive toy associated value account based on a user-toy verbal interaction in accordance with a preferred embodiment of the present invention
  • Fig. 18 is a simplified flowchart illustrating the crediting functionality of Fig. 17.
  • Figs. 17 and 18 illustrate a case of crediting a toy associated value account based on playing a game.
  • An interactive toy 1700 is in communication with a computer 1702, which, in turn, is connected via the Internet 1706, to an interactive toy server 1708.
  • the server 1708 downloads a trivia game script to multiplicity of computers 1702.
  • the computer 1702 presents a trivia question to a user via the toy 1700, suggesting a 10 point reward for the correct answer.
  • the toy 1700 verbalizes the question and possibly a suitable hint to the user.
  • the user's answer is received by the computer 1702 via the toy 1700. If the user's answer is incorrect, the computer 1702 personalizes a message to the user, explaining why his answer is incorrect and encouraging the user to try again, proposing a 7 point reward for a correct answer.
  • the user's answer is received via the toy 1700. If the user's answer is correct, the computers credits the value account, associated with the toy 1700, in accordance with the last made suggestion and personalizes a message to the user, informing the user thereof. The toy verbalizes the message to the user.
  • Figs. 17 and 18 are particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial fransaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
  • the aforementioned marketing methodology may comprise the value being based at least in part on a user interaction with the toy, or may comprise the non-commercial activity being playing a game.
  • Fig. 19 is a simplified flowchart illustrating a debiting functionality of a toy associated value account in connection with a commercial fransaction based on the status-level of a toy in accordance with a preferred embodiment of the present invention.
  • Fig. 19 illustrates a case of debiting a toy associated value account in connection with a commercial transaction based on status-level of toy, physical identity of toy, user interaction with toy and also involving transferring value between value accounts associated with different toy.
  • An interactive toy 1900 is in communication with a computer 1902, which, in turn, is connected via the Internet 1906, to an interactive toy server 1908.
  • a computer 1902 which, in turn, is connected via the Internet 1906, to an interactive toy server 1908.
  • another interactive toy 1920 is connected to another computer 1922 which, in turn, is connected via the Internet 1906, to interactive toy server 1908.
  • the computer 1902 personalizes a message to User 1 via the toy 1900 informing user that he has 150 points in his value account.
  • User 1 communicates with toy 1900 requesting with a request for purchase of a toy racing car.
  • the computer 1902 receives the request of User 1 via the toy 1900 and communicates the request to the server 1908 via the Internet 1906-
  • the server 1908 finds a racing car which it is authorized to offer to users in exchange for an amount of points ranging from 100 to 200 points.
  • the server 1908 checks the status level of the toy 1900. If the toy 1900 has reached "Gold Status", the server instructs the computer 1902 to personalize a message to User 1 via the toy 1900, suggesting that the user might wish to purchase the racing car in exchange for 100 points.
  • the server checks the type of the toy 1900. If the toy 1900 is of a type known as "action toy” then the server instructs the computer 1902 to personalize a message to User 1 via the toy 1900 suggesting that the user the racing car in exchange for 100 points.
  • the server 1908 instructs the computer 1902 to personalize a message to User 1, informing User 1 that he cannot purchase the racing car unless he receives additional points, as for example from a friend.
  • the server 1908 typically also informs the computer 1902 of a minimum amount of points that User 1 must receive in order to purchase the product, such as, for example,20 points.
  • Toy 1900 verbalizes the message User 1.
  • User 1 provides details of User 2 who is typically a friend of User 1 and who also is the user of another toy 1920 and who may be willing to give 30 points to User 1.0
  • the computer 1902 sends the user's suggestion to the server 1908 via the Internet 1906.
  • the server 1908 instructs the computer 1922 to personalize a message to User 2 via toy 1920, suggesting that User 2 might wish to give 30 points to User 1.
  • user 2 agrees.
  • the consent of User 2, received via toy 1920, is communicated to the server by computer 1902 via the Internet.
  • the server 1908 transfers 30 points from a value account associated with the toy 1920 to a value account associated with the toy 1900.
  • the server debits the value account associated with toy 1900 by 180 points, arranges shipment of the toy car to User 1 and instructs the computer 1902 to personalize a message to User 1 via the toy 1900 informing User 1 thereof.
  • Fig. 19 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy, and also comprising transferring value between value accounts associated with different interactive toys.
  • the aforementioned methodology may also include at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy, or at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
  • the methodology may further comprise at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy, or at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in. part on a user interaction with the toy.
  • Fig. 20 is a simplified flowchart illustrating the dependence of an established relationship between a user and a toy on effecting the user's credit point account in accordance with a preferred embodiment of the present invention.
  • a user buys a hamburger at a store 1002 (see Fig. 1 A).
  • the computer 1010 at the store 1002 notifies a server 1004 of the.
  • the server 1004 checks how many of the user's friends are listed in the user's personal record. In this example, if there are 10 or more friends listed friends in the record, the server 1004 rewards the user with 30 credit points; otherwise it rewards him with only 20 credit points.
  • the assumption is that the more friends that the toy 1000 knows about, the deeper is the relationship between the toy and its user.
  • Other measures for defining the depth of such an established relationship include but are not limited to one or more of the following: a user giving a name to the toy 1000, a user spending a lot of time with the toy 1000, and a user taking the toy 1000 to many places.
  • Fig. 20 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys cornmunicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
  • the marketing methodology typically also comprises a non-commercial activity which is established by a predetermined relationship with a toy.
  • Fig. 21 is a simplified flowchart illustrating how the toy system grants credit points to a user for responding to an inquiry in accordance with a preferred embodiment of the present invention.
  • such inquiries may help the system in many different ways such as, but not limited to, testing new content for toys, testing efficiency of advertising, and receiving more personal information regarding users.
  • server 1004 tests a joke that was added recently to its joke bank. It sends a certain joke to 100 toys.
  • a toy such as toy 1000, that receives the joke asks its user whether he would like to hear it. After telling the joke, the toy asks its user for his opinion of it. The user's answer is then sent back to the server.
  • Server 1004 grants 50 credit points to the user's account as a prize for rating the joke, and adds the user's rating to the joke's record on the server's database of jokes. Results from many users will allow the server to decide how often to send any given joke and to which users to send such a joke. Thus, for example, if 10 year old boys were the only category of users who rated a given joke highly, then that joke might only be sent to 10 year old boys and not to other users. A joke which received a low rating consistently may be dropped from usage entirely.
  • Fig. 21 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
  • the marketing methodology typically also comprises a non-commercial activity which comprises responding to an inquiry.
  • Fig. 22 is a simplified flowchart illustrating how the toy system illustrated in Fig. 1 A hereinabove grants credit points to a user for creating content for interactive toys in accordance with a preferred embodiment of the present invention.
  • Creating content for interactive toys typically comprises standard writing tools which enable a user to create scripts which combine movement, sound and speech of a toy, such as toy 1000. These scripts may be activated interactively, according to responses from a user.
  • a typical interactive toy system such as that described in Fig. 1A above, one or more users receive a script-writing tool.
  • users who upload content, such as, for example, interactive scripts, to a server 1004 for public use receive credit points for making the scripts publicly available. It is appreciated that at least some of the content is checked before being put into use and that at least some tests are preferably performed automatically. Such tests may include tests for appropriateness of content, for integrity of the script, and for entertainment value.
  • Fig. 21 provides an example in which a joke, embedded in a script, is tested by providing it to many users for their comments.
  • a user writes a script for an interactive toy, such as toy 1000 on his computer 1006.
  • the computer checks the validity of the scripts in terms of its logical interactive structure as well as possibly performing other tests as described above.
  • the toy asks the user whether he would like to send the script to server 1004 for public use. If the user agrees, the script is sent to the server, and server 1004 adds 50 credit points to the account of the user of toy 1000.
  • Fig. 22 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
  • the marketing methodology typically also comprises a non-commercial activity which comprises creating content.
  • Fig. 23 is a simplified flowchart illustrating how credit points are awarded for receiving advertising content in accordance with a preferred embodiment of the present invention.
  • N commercial suggestion may be initiated in a toy system such as that illustrated in Fig. IN by a suitable commercial suggestion server 1004, which communicates, typically via the Internet 1007, with a computer 1006, which in turn provides content input to an interactive toy 1000.
  • the server 1004 typically also communicates, as via the Internet 1007 with a physical commercial establishment 1002.
  • Fig. 23 illustrates how credit points are awarded for receiving advertising content.
  • N toy 1000 recognizes the phrase "I'm hungry" from an utterance of the user, which may be addressed either to toy 1000 or to someone else.
  • the toy 1000 sends the server 1004 a request for an appropriate advertisement.
  • the server selects advertising content responsive to the phrase uttered by its user, such as "I'm hungry".
  • the advertising content also typically matches information regarding the user of toy 1000, such as the fact that, he likes hamburgers and that he has not heard a certain advertisement before.
  • Advertising content is preferably sent from server 1004 via the Internet 1007 to the toy 1000. Additionally or alternatively, the content may be sent to the computer 1006 to the toy 1000 or to the user.
  • the toy 1000 asks the user whether he would like to hear about a new hamburger at Teddy's 1002. Nfter delivering the advertising content, the toy 1000 checks that it was actually received by the user, by asking a question regarding the advertisement. If the user responds to the question, then this information is communicated from toy 1000 to server 1004, typically via Internet 1007. As a reward for answering the question, the server 1004 credits the user's account associated with the toy 1000 with 50 credit points. Toy 1000 receives verbal content from the server 1004 and the toy 1000 communicates this content to the user informing him of the crediting of the 50 credit points.
  • the server 1004 may pass information concerning the crediting of the 50 credit points via the Internet 1007 or by other means to the computer 1006, such that user of toy 1000 has an electronic copy and/or paper copy of the information comprising the crediting of the 50 credit points.
  • the toy 1000 can convey information to the server 1004 so as to determine whether the user has actually listened to the advertising content. For example: the word “there” in the question refers to Teddy's 1002 in the advertising content. If the user responds with a question such as "go where?" server 1004 may infer that the user didn't listen to the advertising content communicated to him by toy 1000.
  • server 1004 may send further content via toy 1000 to its user in an iterative way until server 1004 verifies that the user of toy 1000 has understood the advertising content, and receives the 50 credit points to the account associated with toy 1000.
  • Fig. 23 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and further comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising crediting value to a value account in connection with a user receiving advertising content.
  • Fig. 24A is simplified schematic illustration of a toy system which includes the functionality of crediting a toy-associated value account in connection with effecting a purchase at a virtual commercial establishment in accordance with a preferred embodiment of the present invention.
  • Fig. 24B is a simplified flowchart illustrating the functionality of Fig. 24A in accordance with a preferred embodiment of the present invention.
  • FIG. 24 A it is seen that a toy 1930 suggests to a user that the user might wish to look at a particular book named "Three Bears" at a particular virtual commercial establishment named www.bookstore.com.
  • This commercial suggestion may be initiated in a toy system by a suitable commercial suggestion server 1936, which communicates, typically via the Internet 1934, with a computer 1932, which in turn provides content input to the interactive toy 1930.
  • the server 1936 typically also communicates, as via the Internet 1934 with a web server 1938 providing services to virtual commercial establishments such as, for example, the website www.bookstore.com. '
  • Fig. 24B illustrates how a user's account is credited when making a purchase at a virtual commercial establishment when accompanied by a toy 1930.
  • server 1936 sends a message regarding a new illustrated version of the Three Bears story to all users who have previously shown interest in items related to the "Three Bears".
  • the toy 1930 personalizes and verbalizes such a message to its user, offering him the opportunity to purchase the new book at the virtual bookstore located at the web-site address www.bookstore.com and to receive 50 credit points for purchasing the book.
  • the computer 1932 opens a browser window on the monitor of the computer 1932 at the web page www.bookstore.com.
  • the computer After opening the web page, the computer sends the server 1936 a confirmation that the page was opened, implying that the user visited the website accompanied by the toy 1930.
  • the server 1936 registers this event. If the user of toy 1930 subsequently buys this specific book at the virtual establishment www.bookstore.com, he will 50 credit points added to the account associated with his toy 1930. Typically the user verbally authorizes the purchase, and the toy 1930 communicates this via the Internet 1934 to the server 1936.
  • the server 1004 credits 50 points to the account associated with the toy 1930 and typically relays this information via the Internet 1934 to the toy 1930 and/or to the computer 1932 concerning the crediting of the 50 points so as to inform the user of toy 1930.
  • Figs, 24A and 24B are particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment, and comprising crediting value to a value account in connection with a user making a purchase when accompanied by ⁇ he toy.
  • Fig. 25 is a simplified pictorial illustration of a methodology for crediting value to a value account in connection with a user's personal anniversary in accordance with a preferred embodiment of the present invention.
  • a toy 1950 communicates with a computer 1952 which is connected via the Internet 1956 with a suitable commercial suggestion server 1958.
  • the toy 1950 may also communicate with the server 1958 or with another computer on the Internet 1956 directly as, for example, via a public wireless RF link such as provided by a phone service provider.
  • the computer 1952 provides content input to the interactive toy 1950.
  • another toy 1954 communicates with another computer 1955, which, in turn, is connected to the Internet 1956 and thus to the server 1958.
  • a toy 1950 is in wireless communication with a computer 1952 which is connected to the server 1958 via the Internet 1956.
  • Information regarding a user of the toy 1950 such as the user's birthday is preferably kept either on the user's computer 1952 or on the server 1958.
  • an email is sent, preferably by the server 1958 to the user's parents, for example, informing them that the toy 1950 will be giving the user a gift of 50 credit points and recommending that the parents purchase an additional physical gift for the user.
  • the parents are preferably asked for the date and time of the user's birthday party.
  • the toy 1950 may deliver a message to the user during his birthday party informing him that, for example, 50 credit points have been credited to his account and, if appropriate, describing the gift which his parents bought for him
  • a user gets 50 credit points for his birthday.
  • the act of granting such points may be in done in conjunction with a user's birthday party.
  • Points may be granted together with a physical present that the organizers of the party, typically the user's parents, buy on behalf of the user.
  • Fig.. 25 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and comprising crediting value to a value account in connection with a user's personal anniversary.
  • Fig. 26 is a simplified flowchart illustrating temporarily transferring a value between value accounts maintained via different interactive toys in accordance with a preferred embodiment of the present invention.
  • a toy 1950 communicates with a computer 1952 which is connected via the Internet 1956 with a suitable commercial suggestion server 1958. Toy 1950 may also communicate with the Internet 1956 directly. Computer 1952 provides content input to interactive toy 1952. Similarly, toy 1954 communicates with computer 1955, which, in turn, communicates with the Internet 1956 and to server 1958.
  • Fig. 26 illustrates a case of temporarily transferring value between value accounts maintained via different interactive toys 1952 and 1954 on the interactive toy system illustrated in Fig. 25.
  • the computer 1952 personalizes a message to User 1 via the toy 1950 informing the user that he has 150 points in the value account associated with his toy 1950.
  • User 1 communicates with toy 1950 requesting the purchase of a racing car.
  • the computer 1952 receives its user's request via toy 1950 and communicates the request to the server 1958 via the Internet 1956.
  • the server 1958 finds racing car that may be offered to users in exchange for 200 credit points.
  • the server 1958 instructs the computer 1958 to personalize a message to User 1, informing User 1 that he cannot purchase the racing car unless he borrows or receives an additional 50 points, for example, from a friend.
  • User 1 is provided with details of a friend, User 2 who has a sufficient number of points so that User 2 may be able to lend him 50 points.
  • the computer 1958 preferably sends User l 's suggestion to the server 1958 via the Internet 1956.
  • the server 1958 instructs the computer 1955 to. personalize a message to User 2 via toy 1954, suggesting that User 2 might wish to lend 50 points to User 1.
  • User 2 agrees.
  • the consent of User 2, received via the toy 1954 is communicated to the server 1958 by the computer 1955 via the Internet 1956.
  • the server 1958 transfers 50 points from the value account associated with the toy 1954 to the value account associated with the toy 1950 and registers the transfer in a special inter-toy database record preferably kept on the server.
  • Nfter a predetermined time lapse, such as, for example, two weeks, if the value account maintained via the toy 1950 has accumulated 50 points or more the server 1958 automatically transfers 50 points from the value account associated with the toy 1950 to the value account associated with the toy 1954.
  • the server 1958 instructs computers 1952 and 1955 to respectively personalize a message to users 1 and 2 via the toys 1950 and 1954 respectively, informing the users of the return transfer of the 50 points from the account associated with the toy 1950 to the account associated with the toy 1954.
  • Fig. 26 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network further comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and comprising transferring value between value accounts associated with different interactive toys also comprises debiting value from a first value account, crediting the value to a second value account so as to enable debiting the second value account in connection with the commercial transaction; and thereafter returning the value from the second value account to the first value account.
  • a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and comprising transferring value between value accounts associated with different interactive toys also comprises debiting value from a first value account, crediting the value to a second value account so as to enable debiting the second value account in connection with the commercial transaction; and thereafter returning the value from the second value
  • Fig. 27. is a simplified display 1975 of sub-accounts, each restricted to a category of purchase, of a value account maintained via a toy in accordance with a preferred embodiment of the present invention.
  • Figs. 27-31 taken together, illustrate a procedure of crediting a value account maintained via one or more toys which includes sub-accounts, each of which is restricted to a specific category of purchase in accordance with a preferred embodiment of the present invention.
  • Such sub-accounts are preferably maintained via one or more interactive toys 1952 and 1954 on the interactive toy system illustrated in Fig. 25.
  • the display 1975 illustrated in Fig. 27 may typically be displayed on the screen 1953 of a computer 1952 for the user of a toy 1950. Additionally or alternatively the information included in the display may be communicated directly, or by any other communication means known in the art, to the user of the toy 1950.
  • Fig. 27 is a representation of a value account associated with an interactive toy that is categorized into different sub-accounts.
  • a user typically a child, is not permitted to accumulate more than a predetermined amount of value (such as money or credit points) for any given sub- account.
  • a parent may wish to restrict the amount of money a child spends, via an interactive toy system, on food items so that there is a limit, preferably set by a child's parents, to the amount which the child may accumulate in the food sub-account of his account.
  • a parent may enter such data using a computer monitor 1953 and a keyboard 1957,.
  • the entered data is then communicated, typically via Internet 1956, to the server 1958.
  • a user's parents limit the amount of money which a child may spend in any given month by limiting the amount which may be accumulated in a given sub-account.
  • the parent may restrict music downloads to $20 per month so that even gifts or prizes for music downloads in excess of $20 are not accepted and are transferred to a default category.
  • there are two default categories namely educational content and entertainment content and the parent has assigned these in the proportion of 70% for educational content and 30% for entertainment content. No maximum amount is set for these categories. The use of such data is better appreciated by means of the examples illustrated in Figs. 28, 29 and 30.
  • Fig. 28 is a simplified flowchart illustrating a method of crediting the value account described in Fig. 27.
  • Fig. 28 shows an example of crediting a value account in accordance with a gift received from a relative of the user.
  • a relative of the user provides the toy I.D. of the toy 1950 (of Fig. 25) as well as the relative's credit card number, by means of the relative's personal computer 1957 via the Internet 1956 and to the server 1958.
  • the server 1958 checks to see if the relative is authorized to credit the value account maintained via the toy 1950.
  • the user's relative enters both the amount of the gift and the suggested category. For example the relative may suggest $50 for music downloads which is the sub-account 1984 of Fig. 27.
  • the server 1958 checks the amount which has already been spend in the current month as well as the value allocated to the subaccount 1984 for music downloads..
  • the server credits the sub-account 1984 without exceeding the value designated as maximum monthly allowable value. For example if the music downloads sub-account 1984 has already been credited with $170 during the current and if the maximum allowed is $200 then the sub-account 1984 is only credited with an additional $30.
  • the remaining amount, $20 in the present example, is distributed between the default sub-accounts 1980 and 1982 according to their predetermined percentage distribution so that $14 is credited to the educational content sub-account 1980 and $6 is credited to the entertainment content sub-account 1982.
  • Fig. 29 is another simplified flowchart further illustrating a method of crediting the value account of Fig. 27, employing a toy system illustrated in Fig. 25.
  • Fig. 29 shows an example of crediting a value account in accordance with winning a game.
  • N user wins $20 in a game which may, for example, be an interactive game played on the internet preferably with the user's toy and preferably with other toys and their users.
  • the game results are communicated by the computer 1952 to the server 1958 via the Internet 1956.
  • the server 1958 checks the cunent value of account associated with the toy 1950 as, for example, is displayed in the display 1975.
  • the server 1958 checks the maximum monthly limit associated with the sub-account "free use" 1988.
  • Fig. 30 is an example of crediting a value account in accordance with a prefened embodiment of the present invention in which a user receives a gift from a person such as a parent of the user who is authorized to override the predetermined allocation procedure such as that described hereinabove in Fig. 27.
  • the word parent is used broadly to refer to any responsible person who may be in charge of a child.
  • the word child is used broadly to define a primary user, who is typically young., and may require parental supervision.
  • a parent typically provides, via a networked computer, the toy I.D. number of the user's toy 1950 preferably by means of the keyboard 1957 of a computer 1952. Data is sent from the computer 1952 to the server 1958 via the Internet 1956.
  • the server 1958 instructs the computer 1952 to request confirmation by means of password.
  • the parent provides a password preferably by inputting it on the computer keyboard 1957 on the computer 1952.
  • the password is relayed via the Internet 1956 to the server 1958.
  • the server 1958 verifies the password.
  • the parent provides details of the amount and the sub-account to be credited.
  • Such information is typically communicated from the computer 1952 to the server 1958 via the Internet 1956. Additionally or alternatively, the parent could communicate this information via a phone or facsimile, or by other communication methods known in the art.
  • the parent may, for example, supply $200 for the "free use" category.
  • the server 1958 credits the "free -use" sub-account 1988 inespective of the predetermined crediting procedure described in Figs. 27-29 owing to the special authorization status of the user's parent.
  • Fig. 31 is another simplified flowchart illustrating the methodology of crediting sub-accounts of the value account of Fig. 27 in the toy system illustrated in Fig. IN. N commercial suggestion may be initiated by a suitable commercial suggestion server 1004, which communicates, typically via the Internet 1007, with computer 1006, which in turn provides content input to an interactive toy 1000.
  • the server 1004 typically also communicates, as via the Internet 1007 with a physical commercial establishment 1002.
  • Fig. 31 shows an example of crediting a value account maintained via the toy 1000 of Fig. 1A which may be identical to the toy 1950 of Fig. 25 as a gift from a commercial establishment for purchasing food products.
  • a user accompanied by the toy 1000 purchases a product at a commercial establishment 1002 which sells food products.
  • the user's account maintained via the toy 1000 such as the account displayed in Fig. 27, is credited by the commercial establishment 1002.
  • a report of this transaction is typically communicated from the commercial establishment 1002 to the server 1004 via the Internet 1007.
  • the commercial establishment 1002 credits the user's value account with the sum of $2. This amount is automatically allocated to the "food" subaccount since the gift was give to the user by a restaurant which servers food.
  • Figs. 27-31 may be embodied in a system where value accounts are maintained either as credit points or as actual monetary units or as a combination thereof wherein a credit point is equivalent to a predetermined monetary value.
  • Figs. 27-31 taken together is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the value account includes multiple sub-accounts each restricted to a category of purchase, and also comprising at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction, and wherein the at least one of crediting and debiting the at least one value account in connection with a noncommercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
  • Figs. 27 and 31 taken together is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the value account includes multiple sub-accounts each restricted to a category of purchase, and wherein the at least one of crediting and debiting the at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction.
  • Fig. 32 is a simplified flowchart illustrating a method of maintaining a value account via a toy including an interest-bearing account in accordance with a preferred embodiment of the present invention.
  • Fig. 32 illustrates an example where a value account, such as 1978 in Fig. 27, maintained via a toy, such as toy 1000 of Fig. 1A includes an interest-bearing account 1990.
  • a value account 1978 maintained via a toy 1000 has accrued more than 1000 points the server 1004 instructs a computer 1006 via the Internet 1007 to personalize a message to the user via the toy 1000 suggesting that the user might wish to "save" 1000 points for one month and "earn" 5 points in interest on the 1000 points he has saved.
  • the user may preferably indicate agreement verbally. This agreement is then communicated via the toy 1000 and the Internet 1007 to the server 1004.
  • the server opens an interest-bearing sub-account 1990 associated with the toy 1000 and credits this account with 1000 credit points.
  • the server 1004 instructs the computer 1006 to personalize a message to the user via the toy 1000.
  • This message informs the user that by making the purchase he will lose his interest bearing points, and suggests that the user might wish to postpone the purchase until after the end of the month. If the user requests that the purchase proceed the server 1004 deletes the interest-bearing sub-account 1990, transfers any remaining funds to her subaccounts and instructs the computer to personalize a message to the user, verbally informing the user thereof via the toy.
  • the account 1990 is credited with 5 points, and the computer 1004 is instructed to personalize a message to the user via toy 1000, informing the user of his profit.
  • Fig. 32 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the at least one value account comprises an interest-bearing account.
  • Fig. 33 is a simplified flowchart illustrating a methodology for teaching arithmetic by managing a value account maintained via a toy, such as toy 1000 in the system illustrated in Fig. 1A, in accordance with a prefened embodiment of the present invention.
  • a suggestion may be initiated by server 1004, which communicates, typically via the Internet 1007, with computer 1006, which in turn provides content input to the interactive toy 1000.
  • Figs. 33 and 34 taken together describe a multi-media game that may be used for teaching mathematics through reference to managing a value account, such as the value account 1978 of Fig. 27 maintained via a toy 1950, which may be identical to toy 1000 of Fig. IN
  • the computer 1006 initiates a multi-media demonstration aimed at helping users who may be children, manage their value accounts such as the value account 1978 shown in Fig. 27 which is associated with the toy 1000, which, for this example, is identical to the toy 1950 of Fig. 25.
  • the toy communicates with the user based on instruction by the computer 1006, suggesting that the user might wish to view the demonstration displayed on the computer screen 1007.
  • the demonstration may either take place in front of computer screen 1007, or may alternatively assume the form of a verbal game during which the toy 1000 presents questions to the user regarding the managing of a value account.
  • the toy 1000 provides the user with the total number of points that the user usually spends per month on various types of products. These sums may be derived from a database on board the computer 1006 or alternatively they may be provided by the server 1004 or by any other computer via the Internet 1007.
  • the toy 1000 also provides the user with the number of points currently in his account and the number of points with which his account is expected to be credited for example by the user's parents as part of the user's monthly allowance.
  • the toy 1000 then asks the user whether the expected number of credit points is sufficient for covering the expected expenses for the month in question.
  • toy 1000 when the user fails to provide a conect answer in the course of a verbal interaction with the toy 1000, the toy turns the user's attention to the computer screen 1007 of the computer 1006.
  • the toy interacts based on instructions received from the computer 1006, which are received, typically via the Internet 1007 from server 1004.
  • toy 1000 is operative to verbalize a message to the user that allows the user to understand a display on computer screen 1007.
  • Fig. 34 shows an example of a computer screen display 1998 used for educating a user regarding the managing of a value account in accordance with the play and/or education functionality of Fig. 33. It further illustrates a methodology for teaching arithmetic as described in Fig. 33.
  • the user of a toy 1000 has spent 150 points on music, 200 on food at Teddy's 1002 (Fig. 1A), and 220 points on games.
  • the user has a balance forward of 200 points and will receive 400 points from his mother as described in Fig. 33.
  • the toy 1000 then asks its user how many points he is expected to have left at the end of the month.
  • Figs. 33 and 34 taken together is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and also comprising managing of the at least one value account utilizing multi-media functionality.
  • the marketing methodology may also comprise one or more of the following: user educational activities related to managing the value account; user play activities related to managing the value account; user educational activities including multi-media functionality; and user play activities including multi-media functionality.
  • FIG. 35 is a simplified pictorial illustration of methodology for effecting a purchase at a commercial- establishment 2012, such as a virtual store, using a toy 2010.
  • a commercial suggestion may be initiated by a suitable commercial suggestion server 2014, which communicates, typically via the Internet 2018, with a computer 2019, one of a multiplicity of computers which in turn provides content input to the interactive toy 2010 which may be one of a multiplicity of interactive toys.
  • the computer 2019 typically also communicates, typically via the Internet 2018, with an interactive toy server 2014, which typically provides data storage associated with toy 2010 such as an account status.
  • a user such as a child, takes the toy 2010 with him as he browses at a virtual store 2012 on computer 2019.
  • the toy 2010 accompanies the user to the virtual store in the sense that the toy, via its link with the internet, is operative to transfer information from the web site to the user either verbally or by any other means and is also operative to transfer the user's requests, which are preferably heard by a microphone onboard the toy and processed using speech recognition functionality, to the website.
  • the toy 2010 may also be placed near a computer monitor which is preferably used to access the various web pages on the website of the virtual store 2012.
  • Toy 2010 is typically identical to the toy 1950 of Fig. 25 and to the toy 1000 of Fig. 1A).
  • the mteractive toy 2010 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • toy 2010 communicates both verbally and physically with the user and non- verbally with the computer 2019.
  • the server 2014 sends a commercial message to users encouraging them to visit the web site www.cindereala.net where they can purchase a new version of the Cinderella story.
  • the particular users who receive the message may be selected by various means including, for example, specific age groups, users who have shown interest in Cinderella and users who have purchased items related to the story or to related stories.
  • the computer 2019 delivers a message to the toy which then verbalizes the message to the user.
  • the user agrees to purchase a Cinderella story for $2.
  • the toy 2010 conveys this via the computer 2019 to the server 2014.
  • the server 2014 communicates via the Internet 2018 to the computer 2019 which opens a web browser and opens the site www.cindereala.net.
  • toy 2010 encourages its user to visit a commercial web site 2012, and communicates based on instructions received from computer 2019, which in turn communicates, typically via the Internet 2018, with server 2014.
  • computer 2019 is operative to debit an account of the user on the server 2014 based on the interaction between the user and toy 2010.
  • FIG. 36 is a simplified flowchart illustrating the methodology for effecting a purchase by a toy, such as toy 2010 of Fig. 35.
  • a toy such as toy 2010 of Fig. 35.
  • Fig. 36 illustrates a purchase methodology wherein an interactive toy encourages a user to visit a virtual commercial web site.
  • Figs. 35 and 36 taken together, is particularly appropriate to an interactive toy environment comprising a marketing methodology comprising operating at least one of a multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
  • FIG. 37 is a simplified pictorial illustration showing an interactive toy providing a coupon to a user in accordance with a prefened embodiment of the present invention.
  • a commercial message is provided to the user via an interactive toy suggesting that the user my wish to receive a coupon for a burger at a discounted price at a commercial establishment named "Teddy's”.
  • This commercial suggestion may be initiated by a suitable commercial server 2104, which communicates, typically via the Internet 2108 with a home computer 2102, which in turn provides content input to an interactive toy 2100, possibly equipped with a visible input device 2109.
  • the toy communicates verbally with the user and non- verbally with computer 2102 suggesting that the user may wish to be provided with a coupon to enable him to purchase, for example, a Burger at a commercial establishment named "Teddy's" for the discounted price of $1.50.
  • the user answers the toy affirmatively, preferably verbally, and the toy 2100 sends the user's response to the computer 2102 which may convey the user's response, via the Internet 2108, to the server 2104.
  • the server 2104 then sends a command via the Internet 2108 to the computer 2102 to provide the user with a coupon for the burger, making use of a printer 2105 which is connected to the computer 2101, and to provide a verbal message via the toy 2100 to inform the user that the coupon is to be printed.
  • the computer 2102 prints the coupon on the printer 2105 without a need for again communicating with the server 2104.
  • the commercial message is made via the computer 2102 possibly via a visual message on the computer's monitor 2106.
  • Fig. 38 is a simplified flowchart illustrating the functionality of Fig. 37.
  • Server 2104 typically checks all users who are potential customers of "Teddy's", such as, for example, those who live proximal to Teddy's, those who are known to like hamburgers and/or those who may have indicated, preferably via their toy, that they wish to buy a hamburger.
  • the server 2104 sends a commercial message to a multiplicity of such users.
  • the toy 2100 asks its user whether he is interested in receiving a coupon which is to be printed out on the printer 2105 of the computer 2102.
  • the toy 2100 stops pursuing the matter. If the user is interested, so that, for example, the toy, preferably with the aid of speech recognition functionality on the computer 2102, recognizes a word such as "sure" from the user's speech, then the toy communicates this to computer 2102, which prints out the coupon at its printer 2105. Alternatively, the toy may pass this information via the Internet 2108 to the server 2104, which may then relay back the instruction via the Intemet 2108 to the computer 2102 to enable the printer 2105 to print the coupon. The toy 2100 then verbalizes a message to the user instructing the user to receive the coupon from the computer's printer.
  • Figs. 37 and 38 taken together, is particularly appropriate to an interactive toy environment comprising a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose, wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment and wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
  • Server 2104 typically checks all users who are potential buyers of a new version of a Cinderella story. Server 2104 sends a commercial message to a multiplicity of such users.
  • Toy 2100 asks its user whether he is interested in a new version of the Cinderella story at www.cinderella.net. The user is offered a coupon for the purchase of a hamburger at a commercial establishment named "Teddy's" in exchange for visiting the "cinderella” webssite.
  • the coupon is preferably given to the user by printing it on the printer 2105 of the computer 2102. If the user is not interested in the toy's offer, the toy 2100 stops pursuing the issue.
  • the toy If the user is interested, so that, for example, the toy recognizes a word such as "sure” from the user's speech, then the toy communicates this to the computer 2102 which preferably opens a browser at the website www.cinderella.net and prints out the coupon at its printer 2105. Alternatively, the toy may pass this information via the Internet 2108 to the server 2104, which then relays back the instructions via the Internet 2108 to the computer 2102 to enable the printer 2105 to print the coupon.
  • the computer 2102 preferably opens a browser at the website www.cinderella.net and prints out the coupon at its printer 2105.
  • the toy may pass this information via the Internet 2108 to the server 2104, which then relays back the instructions via the Internet 2108 to the computer 2102 to enable the printer 2105 to print the coupon.
  • This example illustrates an interactive toy providing a user with a coupon in conjunction with the user's consent to visit a web site.
  • a server sends a commercial message to users.
  • the message contains content to be verbalized to the user and a coupon to be printed if a user agrees to visit a web site. If the user agrees, the computer opens a web browser at the specified web site and prints the coupon.
  • Fig. 39 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose, and wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
  • Fig. 40 is a simplified pictorial illustration for effecting a purchase at a commercial establishment 2122, wherein the user is rewarded for bringing a toy 2120 to the commercial establishment.
  • Fig. 41 is a simplified flowchart illustrating the functionality of the methodology illustrated in Fig. 40 according to a prefened embodiment of the present invention.
  • the user of an interactive toy 2120 may effect a purchase at a commercial establishment 2122, and be rewarded for bringing the toy 2120 to the commercial establishment.
  • the fact that a user brings a toy to a store improves the visibility of the toy and thus encourages others to purchase interactive toys especially if it is seen that discount prices on the purchase of goods and services may be associated with toy ownership.
  • a commercial suggestion may be initiated by a suitable commercial suggestion server 2124, which communicates, typically via the Internet 2128, with a computer 2126, which is one of a multiplicity of computers.
  • Computer 2126 in turn provides content input to an interactive toy 2120 which communicates with it preferably via a wireless RF link.
  • the server 2124 typically also communicates, as via the Internet 2128 with a computer at a commercial establishment such as a store.
  • the computer at the store typically also communicates, typically via the Internet 2128, with an interactive toy server which may be identical to the server 2124, which typically provides data storage associated with toy 2120 such as an account status.
  • a database record preferably onboard the server 2124 stores a personal anniversary of users including associated electronic or non-electronic mail addresses of persons to be notified thereof.
  • the server 2124 sends a message to a parent of the user by email suggesting that the parent might wish to take the user to a commercial establishment such as a shopping center in order to purchase a birthday present.
  • This commercial suggestion preferably includes multiple options from which to select.
  • the parent receives the electronic mail message, for example, by means of a computer 2127 at the parent's workplace.
  • the parent may select a particular commercial establishment such as a particular store within the shopping center and sends to the server via the Internet 2128 a return message comprising indication of the selected options.
  • the server 2124 instructs the computer 2126 to personalize a message to the user via the interactive toy 2120 asking the user what the user might wish to receive for his/her personal anniversary and informing the user that a parent of the user has already agreed to take the user to a shopping center.
  • the toy verbalizes the message to the user.
  • the user's response is received by the computer 2126 via the toy 2120 and communicated to the server preferably via the Internet 2218.
  • the server conducts a database search, verifying that the product requested by the user is available at the commercial establishment 2122 selected by the parent, and also, preferably, that it is available at a discounted price if the user brings his toy to the store.
  • the server 2124 then instructs the computer 2126 to personalize a message to the user via the interactive toy 2120, informing the user that the user will be able to purchase the requested product at a discount if he brings the toy to the commercial establishment 2122.
  • the toy verbalizes the message to the user.
  • the user's response is received by the computer 2120 via the toy 2122 and communicated to the server 2124 preferably via the Internet 2128.
  • the server informs the commercial establishment via the Internet of the possible arrival of the user accompanied by the toy 2120.
  • the local computer at the commercial establishment 2122 preferably receives from the server 2124 suitable data such as identifying details of the user, for example the user's name and or special password, and commercial details such as the discount offered to the user.
  • local computer senses the presence of the toy 2120 by means of RF communication therewith, which includes a transmission by the toy 2120 to the local computer of the toy's I.D. number.
  • This allows computer at the store to provide store personnel with data regarding the user, for example by means of a computer monitor 2127.
  • a cashier verifies the user's identity, for example, by comparing identifying details verbally provided by the user with details provided by the local computer at the store preferably by means of the computer's monitor 2127.
  • an identification mechanism such as scanning a bar code on board the toy 2120 may provides automated verification of the user's identity.
  • Figs. 40 and 41 taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising: operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment; wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment, and wherein the commercial establishment engages in a personalized interaction with the given user; and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys and the commercial establishment is a physical establishment, and wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment.
  • Figs. 40 and 41 taken together, is also particularly appropriate to the aforementioned marketing methodology and wherein the user is rewarded for bringing the at least one of the multiplicity of interactive toys to the physical establishment.
  • Fig. 42 is a flowchart elaborating the functionality of Fig. 1A described hereinabove in accordance with a prefened embodiment of the present invention.
  • This example describes an interactive toy 1000 communicating with a computer 1010 located at a store 1002 while entering the store 1002.
  • a user enters a store 1002.
  • a wireless RF connection is established between the user's toy 1000 and the computer 1010 in the store.
  • the toy 1000 transmits its unique identification code to the computer 1010.
  • the computer 1010 After receiving the code, the computer 1010 starts a procedure to identify toy 1000 and greet its user.
  • the computer 1010 first searches on the list of expected customers. If the toy's identification code is on the list, another toy 1008 in the store 1002 preferably greets the user accordingly.
  • the computer 1010 searches the list of users who have visited the store previously. If toy 1000 is on that list the toy 1008 in the store 1002 greets the user accordingly. Finally, if the toy 1000 is on neither of the lists, the computer 1010 sends the toy's identification code to the server 1004 and receives back details regarding the user that will allow the toy to greet the user (e.g. his name).
  • Fig. 42 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment; .wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment; and wherein the commercial establishment engages in a personalized interaction with the given user; and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys and the commercial establishment is a physical establishment, and wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment, and wherein the at least one of the multiplicity of mteractive toys communicates via the computer network while it is located at the physical establishment.
  • FIG. 43 is a simplified pictorial illustration demonstrating a marketing methodology including communication between an interactive toy located within a store and a computer located at the store which facilitates a purchase in accordance with a prefened embodiment of the present invention.
  • Fig. 44 is a simplified flowchart illustrating the functionality of Fig. 43.
  • a commercial suggestion may be initiated by a suitable commercial suggestion server 2136, which communicates, typically via the Internet 2134, with a computer 2132, one of a multiplicity of computers, which in rum provides content input to an interactive toy 2130 which is one of a multiplicity of interactive toys.
  • a user such as a child, takes a toy 2130 with him as he passes through the aisles of store 2131.
  • the presence of the toy 2130 at a given location in propinquity to a toy display 2133 may be sensed by any suitable technique, such as, for example, by infrared detection methods.
  • the detected propinquity is preferably communicated via the Internet 2134 to the server 2136.
  • the toy 2130 In response to the sensed presence of the toy 2130 near the product display 2133, the toy is actuated preferably via the computer 2132 possibly in response to commands from the server 2136 received preferably via the Internet 2134 to provide a verbal output suggesting to the child that he may wish to purchase a product 2135, such as the doll house located on the display 2133.
  • a special offer such as a discount on the purchase of the dolls house, may be communicated to the toy 2130.
  • the toy 2130 verbalizes this special offer to its user, typically a child.
  • the child is invited to indicate his intention to purchase the dolls house by carrying out an action on the toy 2130, such as shaking the toy's hand three times Sensors on the toy 2130 sense the handshake which is then conveyed to the computer 2132. Additionally or alternatively the user's indication of his intention to purchase may be communicated to the toy by verbal means preferably using speech recognition functionality on the computer 2132.
  • verbal means preferably using speech recognition functionality on the computer 2132.
  • a verbal response of the accompanying parent or guardian is preferably received by the toy 2130 and is typically transmitted wirelessly in real time to the computer 2132 in the store 2131 or possibly directly to the server 2136 either which preferably has voice recognition capabilities and preferably also speaker recognition capabilities in order to confirm the authority of the speaker.
  • the purchase of the doll house 2135 is charged to a value account such as possibly the account 1978 illustrated in Fig. 27 maintained by the toy 2130 (typically identical to the toy 1950 of Fig. 25 and to the toy 1000 of Fig. 1A.
  • payment for the doll house may be made in any other conventional manner.
  • the interactive toy 2130 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • Fig. 44 is a simplified flowchart illustrating the functionality of Fig. 43.
  • a commercial suggestion is preferably initiated by a suitable computer 2132 which is located at a commercial establishment, and which provides content input to an interactive toy 2130, whose presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 2130 to the computer 2132 of a toy I.D. number.
  • the computer 2132 typically also communicates, typically via the Internet 2134, with an interactive toy server 2136, which typically provides data storage associated with the toy 2130 such as an account status.
  • toy 2130 communicates both verbally and physically with the user and non- verbally with computer 2132, receiving user approval of a purchase, requesting parental confirmation, and upon receiving confirmation, debiting an account of the user, and verbally so informing the user.
  • the computer 2132 in the store 2131 identifies the user in the store by means of identifying the user's toy. It receives information regarding the user from the server 2136. Such information includes the account status of the user, products that the user has bought, products regarding which the user had expressed interest in the past etc.
  • the computer 2132 in the store 2131 detects that a user is in near a doll house 2135.
  • the computer 2132 checks if the doll house is suitable for marketing to the user. If it is indeed suitable (for example if the price is affordable relating given the user's account status) the computer 2132 sends the user's toy a commercial message offering to sell the doll house 2135 to the user for a reduced price.
  • Figs. 43 and 44 taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment, and wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment, and wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment and wherein the commercial establishment engages in a personalized interaction with the given user; and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys; wherein the commercial establishment is a physical establishment, and wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment and wherein the at least one of the multiplicity
  • Fig. 45 is a simplified pictorial illustration of methodology for effecting a purchase at a store 2 ⁇ 42 using a self-promoting toy 2140 that urges a potential customer to buy the toy itself, in accordance with a prefened embodiment of the present invention.
  • Fig.45 it is seen that at a commercial establishment an interactive toy 2140, communicating with a computer 2149, suggests to a user accompanied by an interactive toy 2141 that the user may wish to buy the toy 2140 itself or of an substantially identical or similar toy offered for sale in the commercial establishment.
  • Computer 2149 recognizes the presence of toy 2141 preferably by means of wireless communication therewith which includes a transmission by the toy 2141 to the computer 2149 of the toy's I.D. number.
  • the interaction between the toy 2140 and the user makes reference to the users toy 2141 and possibly to knowledge of its characteristics as well as the characteristics of the user.
  • the toy 2140 interacts, based on instructions received from computer 2149 which communicates, typically via the Internet 2148,
  • the example in Figs. 45 and 46 illustrates a self-promoting toy 2140 which urges a potential customer, such as user of the toy 2141, to buy the toy 2140 itself.
  • the toy 2140 promotes itself to the user who is holding the interactive toy 2141 which has been identified by the computer 2149 in store 2142.
  • the user's toy 2141 also participates in the promotion of the toy 2140.
  • Fig. 46 is a flowchart which elaborates the functionality of Fig. 45.
  • toy 2140 promotes itself to a potential customer who is located in the store 2142 without his own interactive toy.
  • Sensors such as, for example, weight or light sensors near the toy 2140 indicate that someone is in their vicinity. Such sensors may be operative to estimate the weight and height of the person and consequently provide an indication of whether the person is a child or an adult.
  • a video camera with automated recognition functionality it is possible to obtain information regarding the gender and the possible age of the person. If the toy 2140 is believed to be appropriate for marketing to the person then toy 2140 initiates a conversation with the person in order to get some more details about him. For example, the toy may ask the person for his name and age.
  • the person's voice may further be possible to utilize the person's voice in order to receive an indication of the age and of the person. If these further details confirm that the toy 2140 is appropriate for marketing to the person then the toy 2140 verbalizes a message to the user, preferably received via the computer2149, suggesting to the user that he purchase the toy 2140.
  • the computer 2149 in the store 2142 receives the identification code of the toy 2141 which has entered the store 2142 and whose presence has been detected by the computer 2149 preferably using wireless RF communication between the toy 2141 and the computer 2149.
  • the computer 2149 communicates this information to the server 2144.
  • the server 2144 supplies the computer 2149 with further information concerning the user of the toy 2141.
  • the location of the user within the toy is tracked, preferably making use of the computer 2149 and possibly using infrared transmitters and detectors in the store or using other tracking methods for tracking either the user or the toy.
  • the user is found to be in front of a shelf 2143 on which an interactive toy 2140 is offered for sale.
  • the computer 2149 checks data concerning the user of the toy 2141 and data concerning the toy 2140 to see whether toy 2140 is appropriate for the user. If it is found to be inappropriate then the computer 2149 continues to track the user. If the toy 2140, which is in the form of a soldier, is found to be appropriate for the user then the computer sends a self promotional message to the toy 2140 such as, for example, "Buy me! Please buy me! I will be your very best friend and your soldier's best friend too!”.
  • Figs. 45 and 46 taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a self- marketing interactive toy operative to provide an output to a potential user urging the user to purchase the interactive toy.
  • FIG. 47 is a simplified pictorial illustration of a methodology for effecting a purchase at a store 2242 wherein an interactive toy 2240 is operative to provide benefit to a purchaser only when both the interactive toy and a user thereof are present at the store, which is preferably a physical commercial establishment 2242, in accordance with a prefened embodiment of the present invention.
  • the computer 2249 recognizes a user's voice received via an interactive toy 2240 and determines that the user is crying. The computer 2249 then runs an interactive script responsive to a crying child and thus instructs the toy 2240 to communicate verbally with the user inquiring why the user is crying.
  • the computer 2249 recognizes the user's speech, received via the interactive toy 2240, preferably using speech recognition functionality, as implying that the user wishes to accompany the user's parents.
  • the computer 2249 then instructs the toy 2240 to communicate verbally with the user so as to. and ask the user for the proposed destination of the parents..
  • the computer 2249 recognizes the user's speech received via the interactive toy 2240 as implying that the user's parents are planning to go to a commercial establishment named "Mega Grocery Store" 2242.
  • the computer 2249 communicates, preferably via the Internet 2248 with a suitable toy server 2244 requesting information regarding the commercial establishment named "Mega Grocery Store".
  • a database record preferably located on the server, indicates that the commercial establishment 2242 cunently grants discounts to purchasers accompanied by toy users and their toys.
  • the server 2244 instructs the computer 2249 to personalize a message to the user via the toy 2240, suggesting that the user's parents might wish to take the user and the toy 2240 to the commercial establishment 2242 and purchase products and/or services at a discount.
  • the database record containing information regarding the commercial establishment is located on the computer 2249 and the database record is periodically updated by the server 2244 via the Internet 2248. In this case the aforementioned commercial suggestion may be initiated by the computer 2249 rather than by the server.
  • the toy 2240 verbalizes the commercial suggestion to the user.
  • the user acts in accordance with this suggestion and informs her parents that they can receive a discount at the commercial establishment "Mega Grocery Store” if they bring the user and the toy to the store with them.
  • the computer 2249 is informed via the toy 2240 whether the parents of the user act in response to the commercial suggestion.
  • the computer may recognize the user say to his toy: "Great, we're going too", such an utterance being received via the toy 2240.
  • the computer 2249 may detect that the toy 2240 has moved out of range of wireless communication indicating that the toy may have left home with her parents.
  • the server 2244 preferably alerts the commercial establishment of the possible arrival of a customer accompanied by a user and her toy 2240.
  • a local computer at the commercial establishment preferably receives, from the server, suitable data such as identifying details of the user such as, for example, the user's name and/or special password as well as commercial details such as the discount terms offered to the user.
  • a local computer 2250 senses the presence of the toy 2240 preferably by means of RF communication therewith which includes a transmission by the toy 2240 to the local computer of a toy I.D. number. This allows. the computer to provide personnel at the commercial establishment with data regarding the user, for example by means of a computer monitor.
  • the local computer preferably verifies the user's arrival, for example, by instructing the toy 2240 to initiate a conversation with the user, and recognizing the user's voice received via the toy 2240 preferably by means of a voiceprint received from the server.
  • a cashier Upon the user's parents making a purchase a cashier verifies the user's identity, for example by comparing identifying details verbally provided by the user with details provided by the local computer 2250 possibly by means of a computer monitor. Additionally or alternately an identification mechanism such as scanning a bar code on board the toy 2240 may provide automated verification of the toy's identity.
  • Figs. 47 and 48 taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising an interactive toy operative to provide a benefit to a purchaser only when both the interactive toy and at least one designated user thereof are present.
  • a system of interactive toys typically comprises a multiplicity of toys, used by a multiplicity of users, wherein each individual toy may be used by one or more users, and each user may have one or more toys, the toys communicating with a multiplicity of computers controlled by one or more servers.
  • a prefened embodiment might describe any one or more parts of the system in either the singular form or plural form, or use these forms interchangeably.
  • the word parent is defined here as a responsible adult, who may be any one or more of the following: a parent, guardian, teacher, relative, friend, other user and acquaintance.
  • the word child is broadly used to include any one or more of the following: - a child, teenager, person of diminished responsibility, or any other user who is interested in making use of an interactive toy environment.
  • FIG. 49 is a simplified pictorial illustration of methodology for effecting a purchase at a store 3012 using a toy 3010.
  • a commercial suggestion may be initiated by a suitable commercial suggestion server 3014 which communicates, typically via the Internet 3018, with a computer 3019, which in turn provides content input to an interactive toy 3010 which is one of a multiplicity of interactive toys.
  • the server 3014 typically also communicates, as via the Internet 3018, with a computer 3019 at a store 3012.
  • a user such as a child, takes a toy 3010 with him as he passes through the aisles of the store 3012.
  • the presence of the toy 3010 at a given location in propinquity to a toy display 3013 may be sensed by any suitable proximity detection technique such as, for example, by infrared detection methods. This detection is typically communicated via the Internet 3018 to the server 3014.
  • the toy may be actuated either from the server 3014 via the Internet 3018 or alternately from the computer 3019 directly, to provide a verbal output suggesting to the child that he may wish to purchase a product 3015, such as a doll house offered for sale on the display 3013.
  • a special offer such as a discount on the purchase of the dolls house, may be communicated from the server 3014 via the Internet 3018 preferably via the computer 3019, to the toy 3010.
  • the toy 3010 verbalizes the special offer to its user, typically a child.
  • the child is invited to indicate his intention to purchase the dolls house by carrying out a predetermined action on the toy 3010 such as shaking the toy's hand three times.
  • Sensors on the toy 3010 convey the sensed handshake via Internet 3018 to server 3014.
  • the child indicates its intention to purchase the doll house 3015, the approval of an accompanying parent or guardian is sought, typically via a verbal prompt from toy 3010 received from server 3014 via Internet 3018.
  • a verbal response of the accompanying parent or guardian may be received by the toy 3010 and is typically transmitted wirelessly in real time to the computer 3019 in the store 3012 or to the server 3014 which preferably has voice recognition capabilities and which preferably also has speaker recognition capabilities in order to confirm the identity and thus the authorization status of the speaker.
  • the purchase of the doll house 3015 is charged to a value account such as account 1978 such as that illustrated in Fig. 27 and maintained by the toy 3010 (typically identical to toy 1950 of Fig. 25 and to toy 1000 of Fig. 1A) or, alternately, the doll house may be paid for by any other conventional means.
  • the mteractive toy 3010 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • a prefened method for sensing a handshake is now described.
  • the rotational motion of a toy's arm in the socket connecting the arm to the toy's shoulder is sensed by a potentiometer whose electrical resistance depends on the precise location of the toy's arm.
  • the potentiometer is then connected to a controller onboard the toy which preferably continuously transmits the position of the toy's arm to a computer using, for example, wireless RF communication between the computer and the toy.
  • the computer may define a handshake as a raising of the toy's arm by a predetermined mi mum amount followed by a lowering of the toy's arm.
  • the commercial suggestion shown in Fig. 49 may be initiated by a suitable computer 3019 which is located at the commercial establishment and which provides content input to the interactive toy 3010 whose presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 3010 to the computer 3019 of a toy I.D. number.
  • the computer 3019 typically also communicates, typically via the Internet 3018, with an interactive toy server 3014, which typically provides data storage associated with toy 3010 such as an account status.
  • the toy 3010 communicates both verbally and physically with the user and non-verbally with computer 3019, receiving user approval of a purchase, requesting parental confirmation, and upon receiving confirmation, debiting an account of the user, and verbally so informing the user.
  • the toy 3010 communicates based on instructions received from computer 3019 which in turn communicates, typically via the Internet as noted above, with the server 3014.
  • computer 3019 is operative to debit an account of the user on server 3014 based on the interaction between the user and toy 3010.
  • Fig. 49 is particularly appropriate to a method of effecting sales using a toy comprising: providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user.
  • Fig. 49 is particularly appropriate to a method such as the aforementioned method of effecting sales using a toy and wherein the bidirectional commumcation comprises at least one of audible communication, visual communication and tactile communication.
  • Fig. 49 is particularly appropriate to a method such as the aforementioned method of effecting sales using a toy and wherein the bidirectional communication comprises at least one of voice communication and movement communication.
  • Fig. 49 is particularly appropriate to a method such as the aforementioned method of effecting sales using a toy and wherein the bidirectional communication includes marketing communication via the toy to the user.
  • Fig. 49 also illustrates a method of effecting a purchase using a toy comprising obtaining confirmation of a purchase decision wherein the confirmation of a purchase decision is provided by a person other than the user.
  • Figs. 50A and 50B is a simplified flowchart illustrating the methodology for effecting a purchase by a toy, such as toy 3010 of Fig. 49.
  • a toy such as toy 3010 of Fig. 49.
  • One or more user accompanied by the toy 3010 visit commercial establishments such as the store 3012.
  • Computer 3019 at the store senses the presence of the toy 3010 by means of typically wireless communication therewith, which includes a transmission by the toy 3010 to the computer 3019 of the toy's identification number.
  • the computer 3019 is in communication, typically via the Internet 3018, with the toy server 3014 which provides personalized data associated with the toy 3010 including the account and authorization status of the user.
  • a proximity sensor senses the proximity of the toy to the product.
  • a proximity sensor may include an infrared sensor onboard the toy 3010 which senses a transmission from an infrared transmitter on a shelf where the product 3015 is located.
  • the toy 3010 transmits to the sensed infrared signal to the computer 3019 which is operative to interpret this signal as implying that the user is facing the product 3015.
  • the computer 3019 determines whether to send a message to the user via the toy 3010 proposing the purchase of the product 3015.
  • the toy 3010 verbalizes a commercial message to the user suggesting that the user purchase the product 3015, typically at a specified discount, it provides a verbal description of an action, typically involving the motion of one or more body parts of the toy 3010, by which the user is to communicate to the computer, via the toy, a decision to effect the purchase.
  • the user responds by means of motion interaction with toy 3010 in accordance with the message provided via the toy 3010.
  • the computer 3019 Upon receiving a transmission by the toy 3010 of the conesponding set of sensor signals which had been interpreted as implying the user's decision to effect a purchase the computer 3019 checks the authorization status of the users which is typically provided via the Internet as noted above by the server 3014.
  • the computer 3019 Based on the authorization status of the users, the computer 3019 sends a message to the user via the toy 3010 requesting parental confirmation for effecting a purchase.
  • the toy 3010 verbalizes a message to the user and receives parental confirmation by means of verbal input by the parents of the users.
  • the computer 3019 verifies the identity of the parents preferably by means of a voiceprint, typically provided by the server 3014.
  • the computer 3019 sends a message, typically via computer monitor 3017, to one of the personnel at the store, informing him that a purchase of the product 3015 has been effected via the toy 3010.
  • the computer 3019 further communicates, typically via the Internet as noted above, with the server 3014 informing the server 3014 that the user purchased the product 3015 via the toy 3010 and accordingly debiting the user's account which is preferably kept on the server 3014.
  • the computer 3019 sends a message to the users via the toy 3010 informing the user that his account is debited in accordance with the effected purchase.
  • the toy 3010 verbalizes this message to the users.
  • FIG. 51 is a simplified pictorial illustration of methodology for effecting a purchase via an interactive toy with the aid of a computer in accordance with a prefened embodiment of the present invention.
  • an interactive toy 3100 suggests to a user that the user might wish to purchase an item that is displayed on a computer monitor 3103.
  • the interactive toy 3100 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • a suitable commercial server 3104 which communicates, typically via the Internet 3108, with a computer 3102 at the toy's home site, which in turn provides content input to the interactive toy 3100 and typically also provides visual content input to a computer monitor 3103.
  • the server 3104 typically also stores data associated with the toy 3100 such as an authorization status associated with the toy 3100 at the home site 3109.
  • toy 3100 communicates based on instructions received from the computer 3102 which is in communication, typically via the Internet as noted above, with the server 3104.
  • verification of authorization status is provided, typically by means of a password that a parent of the user enters into the computer 3102 preferably by means of a computer keyboard 3106.
  • Fig. 51 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes marketing communication via the toy to the user; and wherein the bidirectional communication includes user response to the marketing commumcation.
  • FIG. 52 is a simplified pictorial illustration, in the context of Fig. 1, showing an authorization-based methodology for marketing communication between a toy and a user in accordance with a prefened embodiment of the present invention.
  • Fig. 52 it is seen that in response to a user's request to purchase a certain product which, in the example shown, he cannot afford, an interactive toy 3110 suggests to the user that the user might wish to purchase a related product, that the user can afford and that is displayed on a computer monitor 311.
  • a suitable commercial server 3114 which communicates, typically via the Internet 3108, with a computer 3112, which in turn provides content input to the interactive toy 3110 and typically also provides visual content input to a computer monitor 3113.
  • a server 3114 typically also stores data associated with the toy 3110 such as an authorization status associated with the toy 3110.
  • the items described here may be identical with conesponding items in Fig. 51, for example toy 3110 may be identical with toy 3100 of Fig. 51.
  • the toy 3110 communicates with the user, proposing a product related to the one requested by the user, which the user is authorized to purchase.
  • the toy car requested by the user is too expensive for the user to purchase and the toy system proposes instead that the user purchase a toy train which costs $5.99 which is well within the authorized spending limit of $8.00 shown on the computer monitor 3113.
  • the toy 3110 communicates, based on instructions received from computer 3112, which is in communication, typically via the Internet 3108 as noted above, with the server 3114.
  • server 3114 initiates a commercial suggestion to be sent to a user via the toy 3110, which commercial suggestion is based on an authorization status that is associated with the toy 3110 and/or with the user.
  • FIG. 53 is simplified pictorial illustration in the context of Fig. 52, showing another authorization-based methodology for marketing communication between a toy and a user in accordance with a prefened embodiment of the present invention.
  • Fig. 53 it is seen that in response to a user's request to purchase a certain product, namely a toy car in the example of Fig. 53, an interactive toy 3120 suggests to the user that the user may purchase this product only after receiving further parental authorization since the cost of the toy car exceeds the user's authorization limit.
  • the toy system via the toy 3120, presents an alternative proposal to the user namely that he purchase instead related product, namely a toy train, which is also displayed on the computer monitor 3123.
  • the toy 3120 informs the user that he does not require further parental authorization to purchase the toy train since it's cost, namely $5.99, is within the authorized spending limit for the user.
  • Fig. 53 may be identical to conesponding items in Fig. 51 , for example toy 3120 may be identical with toy 3100 of Fig. 51.
  • the suggestion made by toy 3120 may be initiated by a suitable commercial server 3124, which communicates, typically via the Internet 3128, with a computer 3122, which in turn provides content input to the interactive toy 3120 and typically also provides visual content input to a computer monitor 3123.
  • the server 3124 typically also stores data associated with the toy 3120 such as an authorization status associated with the toy 3120 and/or with the user.
  • the toy 3120 communicates with the user informing the user that parental confirmation is required in order to effect a purchase of the requested product, and proposing a related product which is included in a category of purchase that the user is entitled to effect without further parental authorization.
  • the toy 3120 communicates, based on instructions received from computer 3122, which is in communication, typically via the Internet 3128 as noted above, with the server 3124 which may be identical to the server 3104 of Fig. 51.
  • server 3124 initiates a commercial suggestion to be sent to a user via the toy 3120, which commercial suggestion is at least partly based on an authorization status that is associated with the toy 3120 and/or with the user. It may be appreciated that the functionality of Figs.
  • Figs. 52 and 53 taken together, is particularly appropriate to a method such as the aforementioned one, and wherein the verification of an authorization status includes verification of a user's purchase entitlements.
  • Figs. 52 and 53 taken together, is particularly appropriate to a method such as the aforementioned one, and wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
  • Fig. 54 is a simplified flowchart illustrating the functionality of Fig. 51.
  • the server 3104 communicates, typically via the Internet, with a multiplicity of computers such as computer 3102, instructing computer 3102 to send a commercial message to user via an interactive toy such as the toy 3100 and also via a computer monitor such as the computer monitor 3103.
  • Such a commercial message is typically based at least in part on an account status associated with the toy 3100, with the user and preferably also with the specific persona of the toy 3100.
  • the computer 3102 is instructed to make a commercial suggestion via the toy 3100 which is categorized as an "action toy" to the user that he purchase a toy car.
  • the computer 3102 provides content input to the computer monitor 3103 as well as to the toy 3100 typically by means of wireless communication therewith.
  • the toy 3100 verbalizes a commercial message to the user, suggesting that he purchase a product that is displayed on the monitor 3103.
  • the user affirmatively responds to the commercial suggestion made by the toy 3100.
  • the toy 3100 receives the user's response by means of verbal input and transmits it to computer 3102, which in turn recognize the user response preferably using speech recognition functionality which preferably resides on the computer 3102.
  • the computer 3102 verifies the authorization status of the user.
  • the authorization status is defined by an entitlement of the user to effect a purchase which requires parental confirmation which may be provided by means of a password.
  • the computer 3102 provide suitable content input to the toy 3100 which in turn verbally communicate with the user requesting a parent's confirmation in order to effect the suggested purchase.
  • the toy verbally communicates with the parent informing the parent of the suggested transaction terms and requesting confirmation thereof.
  • a parent provides confirmation by means of a password entered via a computer keyboard 3106.
  • the computer 3102 then informs the server 3104 that a purchase has been effected via the toy 3100.
  • the server 3104 debits an account associated with the toy 3100 in accordance with the transaction terms.
  • the server 3104 also communicates with a commercial establishment merchandizing the product, ananging shipment and crediting an account associated with the commercial establishment.
  • FIG. 55 a simplified flowchart illustrating the functionality of Fig. 52.
  • a user verbally communicates with an interactive toy such as the toy 3110, requesting the purchase of a product, namely a toy car.
  • the toy 3110 communicates, typically wirelessly, with one or more computers such as the computer 3112 which recognizes the request made by the user.
  • the computer 3112 communicates, typically via the Internet 3118, with a suitable toy server 3114 informing the server 3114 of the request made by the user.
  • the computer 3112 also informs the server 3114 of any relevant authorization status of the user.
  • the computer 3112 relays an identification code of the toy 3110 to the server 3114 which typically stores an authorization status associated with each one of the toys 3110.
  • the computer 3112 relays the identification code of the user to the server 3114 which typically stores the authorization status associated with the user.
  • the server 3114 next initiates a search for a toy car for a price lower than $8.00 based on the request made by the user and the conesponding authorization status namely an $8.00 spending limit.
  • the server 3114 does not find a toy car for $8.00 or less so the server 3114 finds a related product namely a toy train related to the item requested by the user but which, in the example shown, costs $5.99 which is less than the $8.00 which has been authorized.
  • the server 3114 then instructs the computer 3112 to send a commercial message to the user via the toy 3110 and possibly via the computer monitor 3113.
  • the toy 3110 verbalizes a message to the user suggesting the purchase of a toy train whose price is within the user's authorization lime and which is displayed on the monitor 3113.
  • FIG. 56 is a simplified flowchart illustrating the functionality of Fig. 53.
  • a user verbally communicates with one or more interactive toys such as the toy 3120 requesting the purchase of a products such as a toy car.
  • the toy 3120 communicates, typically wirelessly, with a computer such as the computer 3122 which recognizes the request made by the user preferably using speech recognition functionality.
  • the computer 3122 communicates, typically via the Internet 3128, with a suitable toy server 3124 informing the server 3124 of the request made by the user.
  • the computer 3122 also informs the server 3124 of the relevant authorization status of the user.
  • the computer 3122 relays the identification code of the toy 3120 to the server 3124 which typically stores the authorization status associated with the toy 3120.
  • the computer 3122 relays an identification code for the user to the server 3124 which preferably stores an authorization status associated with the user.
  • the server 3124 performs a search for a toy car for less than $8.00 based on the request made by the user and based on the conesponding authorization status namely the spending limit of $8.00 which, in the present example, may be overridden by the user's parent by entering the parent's password to the computer.
  • the server 3124 does not find a toy car for a price below $8.00. Nonetheless the server 3124 selects a toy car as well as a related product - namely a toy train which costs less than $8.00.
  • the server 3124 instructs the computer 3122 to send a commercial message to the user via the toy 3120 and possibly via the computer monitor 3123.
  • the computer 3122 provides suitable content input to the toy 3120 and possibly to the monitor 3123.
  • the toy 3120 verbalizes a message to the user suggesting either the purchase of a toy car with a parent's authorization or the purchase of a toy train without any further parental authorization. In a prefened embodiment of the present invention both the toy train and the toy car are shown on the computer monitor.
  • Figs. 56 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, wherein the bidirectional communication includes marketing communication via the toy to the user wherein the marketing communication via the toy to the user is based at least in part on the predetermined authorization status of the user.
  • FIG. 57 is a simplified pictorial illustration of methodology for effecting a purchase of a product or a service using a toy in accordance with a prefened embodiment of the present invention.
  • toy 3200 suggests to the user that the user might wish to spend a given prepaid amount on services provided by the establishment.
  • the user or his parent or other authorized person pays the aforementioned prepaid amount when purchasing an entry ticket to the amusement area. This purchase can take place either at the amusement area itself or at another location authorized for selling such tickets.
  • Interactive toy 3200 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • a commercial suggestion may be initiated by a suitable computer 3209, which senses the presence of toy 3200 by means of wireless communication therewith and provides content input thereto.
  • Computer 3209 typically also communicates, typically via the Internet 3208, with a suitable toy server 3204, crediting with a prepaid amount an account associated with toy 3200 on server 3204, and instructing toy 3200 to verbally inform the user thereof.
  • the toy suggests to the user that the user might wish to purchase an amusement session provided by the device 3206.
  • the toy communicates verbally with the user and non-verbally with a computer 3209, receiving the user's decision to effect a purchase, debiting accordingly an account of the user, and verbally so informing the user.
  • toy 3200 communicates based on instructions received from a computer 3209 at the amusement device 3206, which in turn communicates, typically via the Internet 3208, with server 3204.
  • computer 3209 is operative to debit an account associated with toy 3200, whose presence it may sense by means of wireless communication therewith, which includes a transmission by toy 3200 to computer 3209 of a toy ID.
  • Fig. 57 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional commumcation between the toy and the user; and wherein the purchase decision comprises a decision to purchase a service.
  • FIG. 58 is a simplified pictorial illustration in the context of Fig. 57, showing ancillary functionality of the toy in accordance with a prefened embodiment of the present invention.
  • Fig. 58 it is seen that when in an amusement park a user, accompanied by a toy 3210, expresses distress, toy 3210 sends a message to a parent of the user, and allows for direct communication between the user and the parent.
  • This procedure may be handled by a suitable computer 3212 at the amusement park, which communicates, typically wirelessly, with roaming toys such as toy 3120 by means of a multiplicity of-RF transceivers 3213 located at the amusement park.
  • Computer 3212 is typically also in communication, typically via the Internet 3218, with a phone system 3129, preferably including a cellular phone system.
  • the toy communicates directly with the user and indirectly with a parent of the user, providing a franquilizing message to the user and an informative message to the parent, specifying the location of the user.
  • toy 3210 communicates based on instructions received from computer 3212, which is in communication, typically via the Internet 3218, with toy server 3214, which provides personalized data such as an emergency phone number associated with toys such as toy 3210.
  • computer 3212 is operative to provide a personalized message to a parent of the user, informing the parent of the location of the user, which is determined based on the RF transceiver whereby a transmission by toy 3210 is received.
  • FIG. 59 is a simplified pictorial illustration in the context of Fig. 57, showing an authorization functionality of the toy in accordance with a prefened embodiment of the present invention.
  • an interactive toy 3220 suggests to a user that the user might wish to purchase an amusement service provided by a related device named "Tea-cup”.
  • Server 3226 typically provides personalized data such as a user's authorization status associated with toys such as toy 3220.
  • toy 3220 communicates with the user, informing the user that the requested service is not included in a category of purchase that the user in entitled to effect, and suggesting an alternative service.
  • toy 3220 communicates based on instructions received from computer 3224, which is in communication, typically via the Internet as noted above, with server 3226.
  • computer 3224 is operative to verify an authorization status of the user and to instruct toy 3220 to accordingly inform the user and make commercial suggestions to the user.
  • Fig. 59 is particularly appropriate to a method of effecting sales using a toy comprising, providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of a user, and wherein the verification of an authorization status includes verification of a user's purchase entitlements, and wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the given category of purchase is defined by a class of goods or services.
  • FIG. 60 is a simplified pictorial illustration in the context of Fig. 57, showing another authorization functionality of the toy based on disparate inputs in accordance with a prefened embodiment of the present invention.
  • Fig. 60 it is seen that a commercial suggestion to the user is provided via a computer monitor 3236, that the user might wishi receive a "free" ticket to an amusement park, namely purchase that ticket based on a prepaid account, subject to a condition involving a school report of the user.
  • This commercial suggestion may be initiated by a suitable commercial server 3234, which communicates, typically via the Internet 3238 with a home computer 3232, which in turn provides content input to an interactive toy 3230 typically equipped with a visible input device 3239.
  • the commercial suggestion may be initiated by the user's parent or friend via a computer or other device connected to a computer network such as the Internet.
  • Fig. 60 when the user shows a school report card 3231 to toy 3230, the toy communicates verbally with the user and non-verbally with computer 3232, providing a ticket to an amusement park via a computer printer and verbally so informing the user.
  • the toy communicates based on instruction received from computer 3232, which is in communication, typically via the Internet 3238 as noted above, with server 3234.
  • computer is alerted to expect the possible providing of a visible input by the user via toy 3230, which visible input computer 3232 is operative to recognize, typically by means of suitable character recognition software.
  • Fig. 60 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of a user, and wherein the authorization status of the user is determined by a combination of disparate factors.
  • Figs. 61 A and 61B is a flowchart illustrating the functionality of Fig. 57.
  • Users accompanied by interactive toys such as toy 3200 visit commercial establishments of amusement devices such as an amusement park.
  • a computer 3202 at an entry gate to a commercial establishment senses the presence of toy 3200 by means of wireless communication therewith, which typically includes transmission by toy 3200 to computer 3202 of toy ID.
  • Computer 3202 communicates, typically via the Internet 3208, with a suitable toy server 3204, which typically stores personalized data associated with toy 3200.
  • Server 3204 provides to computer 3202 identification data associated with toy 3200, preferably comprising a user's name that is associated with toy 3200.
  • a parent such as parents of the user, pay a cashier at the entry gate, who enters the prepaid amount by means of computer 3202 into an account associated with toy 3200.
  • Computer 3202 communicates, typically via the Internet as noted above, with server 3204, crediting with the prepaid amount an account associated with toy 3200 on server 3204.
  • Computer 3202 also provides suitable content input to toy 3200, which in turn verbally inform the users of the prepaid amount available for them to spend.
  • a computer 3209 at the entrance into the amusement device 3206 senses the presence of toys 3200 by means of wireless communication therewith, which typically comprises a transmission by toy 3200 to computer 3209 of toy ID.
  • Computer 3209 communicates, typically via the Internet, with server 3204, which typically stores personalized data associated with toy 3200, and accordingly instructs computer 3209 to provide a commercial suggestion to the users via toy 3200.
  • Toys 3200 verbalize a commercial suggestion to the users, that the user might wish to purchase an amusement session provided by the device 3206. Users affirmatively respond to the commercial suggestion made by toy 3200.
  • the verbal response by the user is communicated, typically wirelessly, by toy 3200 to computer 3209, which is thus alerted to expect the entry into the device 3206 of users typically accompanied by toy 3200.
  • a proximity sensor typically onboard toy 3200, senses an infrared emitting object on the device 3206.
  • Toy 3200 communicate, typically wirelessly with computer 3209, transmitting the proximity sensor signal to computer 3209, which in turn registers the entrance of users accompanied by toys 3200 into the device 3206.
  • a human inspector at the entrance to the device 3206 enters into computer 3209 the entrance of the users accompanied by toy 3200 into the device 3206.
  • Computer 3209 in communication, typically via the Internet as noted above, with server 3204, informs server 3204 of a purchase of an amusement session by users via toy 3200, thereby accordingly debiting an account associated with toy 3200 on server 3204.
  • FIG. 62 is a simplified flowchart, illustrating the ancillary functionality of Fig. 58.
  • a user accompanied by toy 3210 visit a commercial establishment such as an amusement park.
  • Computer 3212 senses the presence of toy 3210 by means of wireless communication therewith via RF transceivers 3213 located at various points across the amusement park.
  • This wireless communication typically includes a transmission by toy 3210 to computer 3212 of toy ID.
  • toy 3210 Users in distress communicate with toy 3210 by means of both verbal and tactile interaction, making typically high voices and hugging toy 3210 in a typical way, sensed by a touch sensor onboard toy 3210.
  • the typically wireless communication between toy 3210 and computer 3212 includes transmission by toy 3210 to computer 3212 of the voice of the users at distress coupled with the touch sensor signal.
  • computer 3212 Upon receiving such a transmission from toy 3210, computer 3212 communicates, typically via Internet 3218, with toy server 3214, which typically provides personalized data associated with toy 3210 including an emergency phone number such as a mobile phone number of parents of the users.
  • toy server 3214 typically provides personalized data associated with toy 3210 including an emergency phone number such as a mobile phone number of parents of the users.
  • Computer 3212 provides via toy 3212 a personalized franquilizing message to the user, based on personalized data provided by server 3214.
  • Toy 3210 verbalizes the message to the users.
  • Computer 3214 determines the location of a user in distress based on the one or more RF transceivers whereby a transmission by toy 3210 is received. Thereafter, computer 3214 provides via the phone system an alert message to parents of the user, including direction to the location of the users, preferably provided by means of a graphical display unit onboard a cellular phone. Upon receiving acknowledgement from parents of the users, computer 3124 provides via toy 3212 a personalized message to the users. Toy 3210 verbalizes the message to the users, informing the users that toy 3210 "located" their parents.
  • a direct communication line is established between the users and the parents, by means of wireless communication from toy 3210 to computer 3212 and further to the phone system.
  • Fig. 63 is a simplified flowchart, illustrating the authorization functionality of Fig. 59.
  • Users accompanied by toys 3220 within a commercial establishment such as an amusement park approach an amusement device named "Centipede" designated by reference numeral 3222.
  • a computer 3224 at the entrance into the amusement device 3222 senses the presence of toys 3220 by means of wireless communication therewith, which typically comprises a transmission by toy 3220 to computer 3224 of toy ID.
  • Computer 3224 communicates, typically via the Internet 3228, with a server 3226, which typically stores personalized data associated with toy 3220, typically including an authorization status of the users.
  • Computer 3224 checks whether the amusement session provided by device 3222 is included in a category of purchase that the users accompanied by toy 3220 are entitled to effect. If so, computer 3224 instructs toys 3220 to provide a message to the users proposing a purchase of the service. If not, the computer awaits a transmission by toy 3220.
  • a user verbally communicates with toy 3220, requesting to purchase an amusement session provided by the amusement device 3222.
  • Toy 3220 communicates with computer 3224, transmitting the request of the user.
  • Computer 3224 selects an alternative service based on the request of the users and on their authorization status as provided by server 3226.
  • toy 3220 Based on instructions received from computer 3226, toy 3220 communicates with the user, informing the user that the service they requested is not included in a category of purchase that they are entitled to effect, and suggesting an alternative service.
  • Server 3234 typically instructs a multiplicity of computers such as computer 3232 to provide a commercial suggestion to users proposing a "free", prepaid visit to a commercial establishment such as an amusement park.
  • This commercial suggestion typically includes providing authorization-status of the users by their parents to effect the suggested purchase subject to condition such as involving a school report of the users.
  • Computer 3232 provides the commercial message to a user by means of a computer monitor 3233.
  • the parents may verbalize the condition to the user either directly of via the user's toy, and the user may verbally respond to the condition made by the parents.
  • Computer 3232 registers the user's response that is received by means of audible input via interactive toy 3230, which communicate, typically by means of wireless communication, with computer 3232.
  • the user interacts with interactive toy 3230 by means of both verbal and visual communication, showing toy 3230 a school report card and verbally informing toy 3230.
  • Toy 3230 typically equipped with a visual input device such a video camera, transmit to computer 3232 the audible and visible inputs received from the user.
  • Computer 3232 recognizes the visible input received from the user via toy 3230, typically by means of character recognition software, and compares it with the condition input previously entered by the parents. Depending on whether the visible input matches the condition input, computer 3232 effects a purchase of a visit to an amusement park, typically providing a ticket via a computer printer, debiting an account of the user on server 3234, and accordingly providing a message to the user via toy 3230. Toy 3230 verbalizes the message to the user, instructing the user to receive the ticket from the computer printer.
  • FIG. 65 is a simplified pictorial illustration of methodology for effecting interactive communication with a toy using both visible and audible inputs from a user, particularly for effecting a commercial transaction, in accordance with a prefened embodiment of the present invention.
  • a visual input device 3307 such as a video camera suggests to a user that the user might wish to purchase a certain particular product.
  • the video camera is operative to aid the interactive toy recognize the speech of the user in a noisy environment.
  • a commercial suggestion may be initiated by a suitable server 3304, which communicates, typically via the Internet 3308, with a multiplicity of computers such as computer 3306 located at a shopping center, and operative to provide content to visiting to toys such as toy 3300.
  • the server stores personalized data associated with toy 3300, which typically includes dates of personal significance to the users and confirmation procedures of the users.
  • the server may also communicate with toys located at outdoor sites such as on the street, in parks and in playgrounds via, for example, a public RF transceiver such as may be provided by a phone service provider.
  • toy 3300 communicates verbally with the user and non- verbally with computer 3306, verbalizing a commercial suggestion to the user, receiving a response from the user, requesting confirmation from the user and receiving such confirmation by means of both audible and visible inputs from the user.
  • toy 3300 communicates based on instructions received from computer 3306, which is in communication, typically via the Internet 3308 as noted above, with server 3304.
  • computer 3306 is provided with personalized visual data of the user, typically received from server 3304, and is thus operative to verify a user's password by means of visible input from the user via toy 3304.
  • Fig. 66 is a simplified flowchart illustrating the interactive communication functionality of Fig. 65.
  • Users accompanied by toys, such as toy 3300 visit a commercial establishment such as an amusement park.
  • Suitable computers such as computer 3306 are located at a commercial establishment and are operative to provide content input to the visiting toy 3300, whose presence they may sense by means of typically wireless communication therewith, which includes transmission by toy 3300 to computer 3306 of a toy I.D.
  • Computer 3306 also communicates, typically via the Internet 3308, with a suitable server 3304, which typically stores personalized data associated with toy 3300.
  • computer 3306 Upon sensing the presence of toy 3300, computer 3306 informs server 3304 thereof, which in turn instructs computer 3306 to provide a commercial suggestion to the users via toy 3300 based on a coming date of personal significance to the users and the products available at the location of computer 3306.
  • Toy 3300 communicate with the users, suggesting to the users that the user might wish to purchase a particular product in honor of a personal anniversary of parents of the users.
  • the users verbally respond to the commercial suggestion by toys 3300.
  • computer 3302 Based on the response of the users received via toy 3300, computer 3302 provide a message to the users via toy 3300.
  • Toy 3300 verbalize a message to the users requesting confirmation to effect the purchase.
  • the users provide confirmation, typically by means password.
  • Computer 3306 receive confirmation from the users as both audible and visible inputs via toy 3300, by means of a microphone and a visual input device, typically a digital video camera.
  • Computers such as computer 3306 are operative to respectively recognize the audible and visible inputs received from users via toys such as toy 3300 by means of speech and pattern recognition software as well as by means of conesponding personalized audible and visual data of users provided by server 3304.
  • Fig. 67 is a simplified pictorial illustration illustrating the use of a coded authorization input to a toy.
  • Fig. 68 is a simplified flowchart showing the system functionality associated therewith, in accordance with a prefened embodiment of the present invention.
  • a toy 3400 communicates based on instructions received from a computer 3402, which is in communication, with a server 3404, typically via the Internet 3408.
  • server 3404 initiates a commercial suggestion to be sent to a user via toy 3400, which commercial suggestion is based on an authorization status that is associated with toy 3400 and/or with the user.
  • Fig. 67 illustrates the use of a coded authorization input to toy 3400, comprising voice input and motion imparted to the toy by the user.
  • server 3402 sends a definition of an authorization code via Internet 3408 to computer 3402, which relays the message to toy 3400 and therefrom to the user.
  • the user generally provides an example of the authorization code to toy 3400, which is conveyed from toy 3400 to computer 3402 via Internet 3408 to server 3404.
  • server 3402 sends a commercial suggestion via Internet 3408 to computer 3402, which relays the message to toy 3400.
  • server 3404 may send the message by other means, besides via the computer, to toy 3400.
  • the message is personalized to the user typically by computer 3402, and the toy makes a suggestion to the user.
  • the toy suggest that the user purchases content, such as a story, for $2.00.
  • the user provides verbal consent to toy 3400, which is conveyed typically via computer 3402 via Internet 3408 to server 3404.
  • the server sends a message to the user via the toy employing typical routes, asking for a coded authorization, such as a verbal password, and/or an authorization involving physical contact with toy 3400, such as a handshake, which is typically matched with the authorization provided by the user previously as described hereinabove.
  • toy 3400 conveys this to computer 3402, which in turn conveys it via Internet 3408 to server 3404. If the code matches the pre-authorized code, then the server sends the content, such as the requested story via Internet 3408 to computer 3402 and to toy 3400 and debits the user's account accordingly. The toy then presents the story to the user.
  • Fig. 68 is simplified flowchart in the context of Fig. 67, showing the use of a coded authorization input to a. toy in accordance with a prefened embodiment of the present invention.
  • Fig. 68 is a flowchart demonstrating the functionality of Fig. 67.
  • Server 3404 sends selected users a suggestion to buy an item.
  • Toy 3400 verbalizes messages in personalized form. If a user accepts the suggestion, the toy asks him for an authentication code, comprising voice input and motion imparted to toy 3400. If an authentication code is validated, the toy sends server 3404 an order to complete processing the purchase (e.g. download content to the user's computer or ship a product to his address).
  • Figs. 67 and 68 are particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user and wherein the bidirectional communication includes verification of an authorization status of the user and wherein the authorization status of the user is determined by a combination of disparate factors, wherein the disparate factors include behavior of a user and predetermined behavior criteria. It is further appreciated that the functionality of Figs. 67 and 68 is particularly appropriate to the aforementioned method of effecting sales wherein the verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
  • Figs. 67 and 68 are particularly appropriate to the aforementioned method of effecting sales wherein the coded authorization input to the toy comprises a motion imparted to the toy by the user.
  • Figs. 67 and 68 are particularly appropriate to the aforementioned method of effecting sales wherein the coded authorization input to the toy comprises a voice input to the toy by the user.
  • Figs. 67 and 68 are particularly appropriate to the aforementioned method of effecting sales wherein the coded authorization input to the toy comprises a voice input to the toy by the user.
  • Fig. 69 is a simplified pictorial illustration illustrating the use of input selected by a user, comprising voice and non-voice input, in order to effect a purchase decision
  • Fig. 70 is a simplified flowchart showing the system functionality associated therewith, in accordance with a prefened embodiment of the present invention.
  • a toy 3450 communicates based on instructions received from a computer 3452, which is in communication, with a server 3454 typically via the Internet 3458.
  • server 3454 initiates a commercial suggestion to be sent to a user via toy 3450, which commercial suggestion is based on an authorization status that is associated with toy 3450 and/or with the user.
  • Fig. 69 illustrates the use of a coded authorization input to a toy, comprising voice input and motion imparted to the toy by the user.
  • server 3452 sends a definition of an authorization code via Internet 3458 to computer 3452, which relays the message to toy 3450 and therefrom to the user.
  • the user generally provides an example of the authorization code to toy 3450, which is conveyed from toy 3450 to computer 3452 via Internet 3458 to server 3454.
  • server 3452 sends a commercial suggestion via Internet 3458 to computer 3452, which relays the message to toy 3450.
  • server 3454 may send the message by other means, bar the computer, to toy 3450.
  • the message is personalized to the user typically by computer 3452, and the toy makes a suggestion to the user.
  • the toy suggest that the user purchases content, such as a story, for $2.00.
  • the user provides verbal consent to toy 3450, which is conveyed typically via computer 3452 via Internet 3458 to server 3454.
  • the server sends a message to the user via the toy employing typical routes, asking for a coded authorization, such as a verbal password, and/or an authorization involving physical contact with toy 3450, such as a handshake, which is typically matched with the authorization provided by the user previously as described hereinabove.
  • the authorization is used for effecting the purchase, and not for authentication purposes, so as to finalize the purchase decision.
  • it doesn't have to be secret, and can also be selected by a store or be a generic input.
  • toy 3450 conveys this to computer 3452, which in turn, conveys it via Internet 3458 to server 3454. If the code matches the pre-authorized code, then the server sends the content, such as the requested story via Internet 3458 to computer 3452 and to toy 3450. The toy then presents the story to the user.
  • Fig. 70 is simplified flowchart in the context of Fig. 69, showing the use of a coded authorization input to a toy in accordance with a prefened embodiment of the present invention.
  • Fig. 70 is a flowchart demonstrating the functionality of Fig. 69.
  • Server 3454 sends selected users a suggestion to buy an item.
  • Toy 3450 verbalizes messages in personalized form. If a user accepts the suggestion, the toy asks him for an authentication code, comprising voice input and motion imparted to toy 3450. If an authentication code is validated, the toy sends server 3454 an order to complete processing the purchase (e.g. download content to the user's computer or ship a product to his address).
  • Figs. 69 and 70 are particularly appropriate to a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the purchase decision is effected by a user selected input to the toy.
  • Figs. 69 and 70 are particularly appropriate to the aforementioned marketing methodology wherein the user-selected input to the toy comprises a voice input. It is appreciated that the functionality of Figs. 69 and 70 is particularly appropriate to the aforementioned marketing methodology wherein the user-selected input to the toy comprises a non- voice input.
  • Figs. 53, 71 and 72 taken together describe an example of an authorization- based methodology for effecting a purchase using a toy, where a person such as a parent of the user determines the user's authorization status, preferably defined as a function of multiple factors in accordance with a prefened embodiment of the present invention.
  • This methodology also includes providing an alternative suggestion when authorization status for a purchase is not satisfied.
  • Fig. 53 is a simplified pictorial illustration illustrating the authorization-based methodology for effecting a purchase using a toy, where a person such as a parent of the user determines the user's authorization status, preferably defined as a function of multiple factors.
  • Fig. 70 is a simplified flowchart showing the system functionality associated therewith, and Fig. 72 is a typical screen display associated therewith, in accordance with a prefened embodiment of the present invention.
  • a toy 3120 communicates based on instructions received from a computer 3122, having a monitor 3123; the computer is in communication with a server 3124 typically via the Internet 3128.
  • server 3124 initiates a commercial suggestion to be sent to a user via toy 3120, which commercial suggestion is based on an authorization status that is associated with toy 3120 and/or with the user.
  • a person such as a parent of a user determines by means of computer 3128 the authorization status of a user by determining the maximum value of payment for purchase that the user is entitled to effect.
  • the parent's input is sent, typically via the Internet 3128 to server 3124.
  • An example of database record of a user's purchase entitlement is shown in Fig. 72.
  • Fig. 53 illustrates server 3122 sending a commercial suggestion via Internet 3128 to computer 3122, which relays a verbal message to toy 3120 and a visual message to screen 3123.
  • server 3124 may send the message by other means known in the art to toy 3120.
  • the message is personalized to the user typically by computer 3122, and the toy makes a suggestion to the user.
  • the user of toy 3120 then makes a verbal request to purchase a product, which he sees on screen 3123.
  • the screen provides images of a car costing $9.99 and a train for $5.99.
  • the toy receives information from server 3124 via Internet 3128 and computer 3122 promoting the sale of the train, which does not require parental authorization, or the car, which does require parental authorization.
  • the user provides verbal consent stating that he wants to purchase the car, requiring parental authorization, to toy 3120, which is conveyed typically via computer 3122 via Internet 3128 to server 3124.
  • Toy 3120 receives content from computer 3122 to provide the user with a verbal prompt asking the user to provide it with a parental authorization. If this is not forthcoming, toy 3120 makes another purchase suggestion to the user. If parental authorization is forthcoming then toy 3120 relays parental authorization to computer 3122 and this is relayed via the Internet to server 3124. Consequently, the server sends a message to the user via toy 3120 employing typical routes, providing the details of the parental authorization.
  • the purchase transaction may be completed by, for example, physical contact of the user with toy 3120, such as a handshake, which is typically matched with the authorization provided by the user previously as described hereinabove.
  • the authorization is used for effecting the purchase, and not for authentication purposes, so as to finalize the purchase decision.
  • it doesn't have to be secret, and can also be selected by a store or be a generic input.
  • toy 3120 conveys this to computer 3122, which in um, conveys it via Internet 3128 to server 3124. If the code matches the pre-authorized code, then the server sends the details of the purchase transaction via Intemet 3128 to computer 3122 and to toy 3120. The toy then presents the details to the user.
  • Fig. 71 is simplified flowchart in the context of Fig. 53, showing the use of a coded authorization input to a toy in accordance with a prefened embodiment of the present invention.
  • Fig.. 71 is a flowchart demonstrating the functionality of Fig. 53.
  • Server 3124 sends selected users a suggestion to buy an item.
  • Toy 3120 verbalizes messages in personalized form. If a user accepts the suggestion, the toy asks him for an authentication code, comprising voice input and motion imparted to toy 3120. If an authentication code is validated, the toy sends server 3124 an order to complete processing the purchase such as to ship the product to the user's address.
  • server 3124 sends a message to the user via the computer suggesting that the user might either wish to purchase the related product, such as illustrated by the frain in Fig. 53. The user may then decide to purchase or not to purchase the train, as described in Fig. 71. If he purchases the train by means of one or more authorization mechanisms described hereinabove, then he typically receives a personalized message via toy 3120 and by means of a computer screen display 3123 of the one or more products concerned.
  • Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the given category of purchase is defined monetarily.
  • Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providmg an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the category of purchase is determined at least partially by a person other than the user.
  • Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, wherein the category of purchase is determined prior to effecting the purchase decision.
  • Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the category of purchase is determined by at least one of multiple persons and multiple factors.
  • Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user, the verification of an authorization status includes verification of a user's purchase entitlements making an alternative suggestion to the user in a situation where authorization status for a purchase is not forthcoming.
  • Fig. 72 is a table describing an example of a database record of a user's purchase entitlements in accordance with a prefened embodiment of the present invention.
  • a person such as a parent of a user determines by means of computer 3120 (Fig. 53) the authorization status of a user by determining the maximum value of payment for purchase that the user is entitled to effect.
  • a procedure of providing an authorization status, as exemplified in Fig. 71, of a user allows determining a different maximal payment for products or services included in different classes such as toys, educational content and food orders.
  • the parent determines the number of purchases per month that a user is entitled to effect, which number may once more differ according to the class of product. Thus, for example, a parent authorizes a child to purchase a toy for up to $8 and effect such a purchase for up to 4 times a month.
  • a parent can further allow an override function, where a toy suggests purchases of products that are not included in a category of purchase that the user is entitled to effect without parental confirmation.
  • a toy directs its user to call a parent in order to confirm a purchase.
  • a parent may determine, for example, that such an override function is allowed in the case of purchasing toys and educational content but not in the case of ordering food, as exemplified in Fig. 72.
  • Fig. 73 is a simplified pictorial illustration of methodology for sending a commercial suggestion to a user via a computer associated with an interactive toy in accordance with a prefened embodiment of the present invention.
  • Fig. 74 is a simplified flowchart illustrating the methodology for sending a commercial suggestion to a user and further illustrating the functionality of Fig. 73.
  • a commercial suggestion may be initiated by a suitable commercial suggestion server 3554, which communicates, typically via the Internet 3558, with a computer 3556, which in turn provides content input to the interactive toy 3550.
  • Server 3554 sends commercial message to the user via computer 3556, suggesting that the user might wish to purchase a product, such as a car for $9.99.
  • the computer personalizes the message to the user via toy 3550, and toy 3550 verbalizes the message to the user.
  • the computer provides the user with a screen display on monitor 3553 of computer 3556 of the product concerned..
  • the user's verbal response is received by the computer via the toy.
  • Computer 3556 personalizes a message to the user via toy 3550, requesting password.
  • the user provides his password via a computer keyboard 3557 of computer 3556, which is then communicated by computer 3556 to server 3554, typically via Internet 3558.
  • the server verifies the user's password, debits the user's accounts, informs a commercial establishment of shipment details, and sends a message to the user via computer 3556 to be personalized via toy 3550 informing the user that a purchase of the proposed product has been effected.
  • Figs. 73 and 74 taken together is particularly appropriate to a method of effectmg sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the purchase decision is effected by a user not only via the toy but also via a computer.
  • Fig. 75 is a simplified flowchart showing an example of an authorization- based functionality in the context of Figs. 53, 71, 72, where the authorization status of a user is based at least in part on the past purchasing history of the user.
  • a user's authorization status is submitted and/or updated, for example, by a user's parent and registered in a database record, preferably on a suitable server, such as server 3124 of Fig. 53.
  • an authorization status may include a maximum number of purchases per month for a given class of goods or services.
  • a user's purchase entitlement may also be determined by the number of occasions in the same month where the user effected a purchase of a product of a given class of goods or services.
  • a procedure of verification of authorization status of a user comprising checking the purchasing history of a user is shown in Fig. 75.
  • a user requests to purchase a particular type of product.
  • the user's request is communicated typically via the Internet 3128 (as shown in Fig. 53), to server 3124 (as shown in Fig. 53), which finds an example of the product requested by the user.
  • Server 3124 then checks whether the product found is included in a category of purchase that the user is included to effect, which category is defined monetarily. If the product is included is the category, server 3124 checks whether the user has already purchased products included in the same class of goods or services as the requested product.
  • server 3124 (as shown in Fig. 53) sends a message to the user suggesting that the user might to purchase the product. Otherwise, a parent's confirmation is required in order to effect the purchase of the requested product.
  • Fig. 75 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user, and wherein the authorization status is a function at least, in part, of a past purchasing history of the user.
  • Fig. 76 is a simplified pictorial illustration describing a method wherein a purchase decision is effected by a toy on an item by item basis.
  • a user is in a store 3601 in which he picks up a product 3604.
  • the toy 3600 scans the bar code 3603 of the product 3604, for example via a bar code scanner on board the toy.
  • Toy 3600 sends the code to a computer 3602 in the store 3601, for example via wireless RF communication, and receives details of the product 3604, including its price.
  • Toy 3600 verbalizes the details of the specific product 3604 to the user.
  • the user tells toy 3600 "Buy it" which is a predetermined code authorizing purchase of products such as product 3604.
  • Toy 3600 sends computer 3602 in store 3601 a purchase order for product 3604.
  • Computer 3602 sends proposed purchase details to a toy server 3606 which debits the user's account accordingly.
  • the purchase transaction is completed by server 3606 sending a confirmation of the purchase to computer 3602 in store 3601.
  • Computer 3602 receives confirmation from server 3606, and conveys it to toy 3600.
  • Toy 3600 informs the user of the purchase.
  • toy 3600 establishes communication with a computer 3605, and instructs it to print a receipt for all the items that the user has bought individually in store 3601.
  • Fig. 77 is a simplified flowchart elaborating the functionality of Fig. 76.
  • a user in store 360.1 picks up product 3604.
  • Toy 3600 scans product's bar code.
  • Toy 3600 sends the code to a computer 3602 in store 3601 and receives details of the product 3604, including its price.
  • Toy 3600 verbalizes the details to the user. The user tells toy 3600 "Buy it".
  • Toy 3600 sends computer in store 3601 a purchase order.
  • Computer 3602 sends purchase details to toy server 3606 which debits user's account accordingly.
  • Server 3606 sends confirmation of the purchase to computer 3602 in store 3601.
  • Computer 3602 receives confirmation from server 3606, and conveys it to toy 3600.
  • Toy 3600 informs the user of the purchase.
  • toy 3600 establishes communication with computer 3605, and instructs it to print a receipt for all the items that the user has bought in store 3601.
  • Figs. 76 and 77 taken together, is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the purchase decision is effected on an item by item basis.
  • Fig. 78 is a simplified flowchart describing a method wherein a purchase decision is effected by a toy is effected for multiple items at a commercial establishment, in accordance with a prefened embodiment of the present invention.
  • a user accompanied by a toy such as toy 1930 (see Fig. 24 A) visit a commercial establishment 1931, which, in this embodiment, is a virtual store 1931.
  • Fig. 24A it is seen that when viewing commercial establishment 1931 on monitor 1933 of computer 1932, interactive toy 1930, being equipped with a visual input device, such as a video camera or electronic eye, suggests to a user that the user might wish to purchase a certain particular product.
  • computer 1932 is in communication with an interactive toy server which is also in communication with the web site at the virtual store 1931.
  • Software running on the server for example, is operative to receive details of communications between computer 1932 and the web site, to process this information in a manner which is suitable for transmission to an interactive toy and then to transmit this information to computer 1932 for further transmission to toy 1930.
  • toy 1932 is able to communicate with its user in a way which gives the impression that the toy is aware of what the user sees on the web site as well as details of the communication between the user and the web site.
  • a commercial suggestion may be initiated by a suitable server 1936, which communicates, typically via the Internet 1934, with a multiplicity of computers, such as computer 1932 located at home, and operative to provide content to toy 1930.
  • Server 1936 stores personalized data associated with toy 1930, which typically includes dates of personal significance to the users and confirmation procedures of the user.
  • toy 1930 communicates verbally with the user and non-verbally with computer 1932, verbalizing a commercial suggestion to the user, recei ⁇ ving a response from the user, requesting confirmation from the user and receiving such confirmation by means of an audible and/or and visible response from the user.
  • Fig. 78 describes a method wherein a purchase decision is effected for multiple items together.
  • a user asks toy 1930 to check for new items of a certain Web server 1938 .
  • Computer 1932 requests server 1936 of Web server 1938 for items added since last contact with server 1936.
  • Server 1936 sends computer 1932 the names of items.
  • Toy 1930 verbalizes the names to the user.
  • the user selects items from among the new items.
  • Computer 1932 instructs Web server 1938 to effect a purchase of the item selected.
  • Web server 1938 instructs toy server 1936 to debit the user's account accordingly. Thereafter, the content items are downloaded from Web server 1938 via server 1936 and Internet 1934 to computer 1932.
  • Figs. 24A and 78 taken together, is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the purchase decision is effected for multiple items together.
  • Fig. 79 illustrates a procedure for taming a confirmation from a user before effecting a purchase decision.
  • a user browses a commercial web site, viewing a particular item sold at the web site.
  • a toy inquires whether he would like to buy the item.
  • User expresses his wish to buy the item, using a previously agreed upon verbal purchase order such as the expression "Buy it”.
  • Toy requests confirmation for the purchase, stating an identifying description of the item and its price.
  • a computer sends server a purchase order and the server processes the order. It debits the user's account and registers a shipment order to the user's address.
  • Fig. 79 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and also comprising obtaining a confirmation of a purchase decision.
  • Fig. 79 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the confirmation of a purchase decision is provided by the user.
  • Fig. 80 is a simplified pictorial illustration illustrating a methodology for operating at least one interactive toy 4000 to enable at least one user to participate in an auction conducted at least partially over a computer network, such as the Internet 4008, in accordance with a prefened embodiment of the present invention.
  • Fig. 81 is a flowchart illustrating the functionality of the auction methodology using the toy of Fig. 80.
  • interactive toy 4000 suggests to a user that the user might wish to purchase a compact disc (CD) at a particular auction at a certain virtual commercial establishment 4002 which may be a web site.
  • Interactive toy 4000 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • This commercial suggestion may be initiated by a suitable commercial suggestion server 4004, which communicates, typically via the Internet 4008, with a computer 4006, which in turn provides content input to the interactive toy 4000.
  • Server 4004 typically also communicates, as via the Internet 4008 with the virtual commercial establishment 4002.
  • Toy 4000 which is typically in wireless communication with computer 4006, senses the proximity of the user.
  • a search engine on server 4004 finds a virtual commercial establishment 4002 (an auction web site, for example,) where a particular product is offered for sale. This search may be conducted based on a request previously made or interest previously expressed by a user with regard to that certain product.
  • the request or interest received via interactive toy 4000 is communicated by computer 4006 to server 4004 typically via the Internet 4008.
  • server 4004 sends a message to the user via computer 4006 or via toy 4000, reminding the user of his/her previous interest in the specific product and suggesting that the user might wish to participate in an auction where the product is offered for sale.
  • the computer personalizes the message to the user via the toy, informing the user of the last bid, and suggesting to the user that the user might wish to make a higher bid.
  • computer 4006 typically instructs toy 4000 to verbalize a commercial message to the user.
  • the user may respond affirmatively to commercial message, as in the case described in Fig. 80, and communicates to toy 4000 that he plans to visit web-site 4002.
  • Computer 4006 communicates to server 4004 the user's affirmative response.
  • server 4004 Based on the user's verbal response received via toy 4000, computer 4006 communicates with server 4004, which communicates in rum with the auction web-site 4002, providing a bid on behalf of the user as well as means of credit such as a credit card number.
  • server 4004 In case of a user achieving a purchase at an auction, the server's credit account is debited, and the user's account on server 4004 is in turn debited accordingly.
  • server 4004 or computer 4006 communicates to the auction web-site 4002 an identification number of a pre- authorized credit-card associated with the user, thus allowing direct debiting of a user associated account in case of achieving a purchase at the auction.
  • server 4004 sends toy 4000 a message which toy 4000 conveys to the user that the purchase of the CD was performed by means of the bid.
  • the purchase of the CD causes toy 4000 to update the user's database, typically at server 4004.
  • Server 4004 typically sends a message via computer 4006 at the user's home. The message comprises thanking the user for his purchase, generally responsive to using personalized data found in user's database at server 4004.
  • Server 4004 may send further messages to be personalized to the user via toy 4000 in order to inform the user on the auction process and suggest to the user whether or not, as well as how much to bid for a certain item.
  • Such messages are typically personalized to the user based on a pre-authorized procedure as described below that sets upper bid limits.
  • the server sends a message to be personalized to the user via toy 4000, informing the user that the user has won the auction.
  • a wining announcement includes both speech and motion such as waving a toy's hand in a human-like fashion imitating an auctioneer announcing an auction winner.
  • Toy 4000 further informs the user of the shipment details of the product which he won the bidding in the auction.
  • Figs. 80 and 81 are particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network.
  • Figs. 80 and 81 are particularly appropriate for the aforementioned and also comprising operating the at least one interactive toy to provide non-auction mteractive play activity with the at least one user.
  • Figs. 80 and 81 are particularly appropriate for the aforementioned methodology and wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing the at least one interactive toy as an intermediary between the user and an auction web site.
  • Figs. 80 and 81 are particularly appropriate for the aforementioned methodology and wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
  • Figs. 80 and 81 are particularly appropriate for the aforementioned methodology and wherein the employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
  • Figs. 80 and 81 are particularly appropriate for the aforementioned methodology and also comprising providing fransactional functionality for a user acting as a seller or purchaser in the auction.
  • Figs. 80 and 81 are also appropriate for providing fransactional functionality for the user as a purchaser in an auction.
  • Fig. 82 is a flowchart illustrating the functionality of the methodology of Fig. 80 showing a non-auction play activity included in an auction methodology using a toy;
  • Fig. 82 is a flowchart in the context of Fig. 80 showing an example of a non- auction play activity included in an auction methodology using a toy.
  • An interactive toy acts as intermediary between a user and an auction web-site, such as web-site 4002 of Fig. 80.
  • Server 4004 communicates to computer 4006 the cunent bid in an auction.
  • the computer instructs toy 4000 to present a trivia question to the user. If the user answers conectly, toy 4000 informs the user of the cunent bid and allows the user to make a higher bid. If the user does not answer conectly, the toy presents another question to the user.
  • Fig. 82 is particularly appropriate for at least one mteractive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising, operating the at least one interactive toy to provide non-auction interactive play activity with the at least one user.
  • Fig. 83 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 showing how one interactive toy, such as toy 4000, functions as an auctioneer.
  • N database record on a server, such as server 4004 shows that a user has received a new bike.
  • the server sends a message to be personalized to the user via interactive toy 4000, suggesting that the user might wish to sell his/her old bike and act as auctioneer.
  • Computer 4006 communicates to server 4004 the user's response received via toy 4000.
  • Server 4004 sends a message to the users via their home computers, suggesting that the users might wish to participate in an online auction-sale of a bicycle at a certain initial bid. Users verbally communicate their wish to participate in the auction via their toys.
  • the selling user acts as auctioneer and announces the cunent bid.
  • the selling user is heard by all participating users via their toys.
  • the server determines the next possible bid and instructs computers to personalize a message to the users via toys suggesting that the users might wish to make this higher bid.
  • one or more users make a higher bid by saying "yes!
  • the auction ends once a specific word such as "sold! is received from the selling user via his/her toy. As long as this specific word in not spoken by the selling user, any participating user can make a higher bid. Whenever such a bid is made, toy 4000 of the selling user interrupts and informs the selling user thereof. Thus the selling user may postpone the "sold" announcement in order to allow users to make higher bids.
  • server 4004 preferably automatically transfers a suitable value from an account of the winner to the account of the selling user and ananges for the delivery of the sold product from the selling user to the user who has won the auction.
  • Fig. 83 is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and comprising providing transactional functionality for a user acting as a seller or purchaser in the auction.
  • Figs. 80 and 83 taken together is particularly appropriate to an interactive toy environment comprising at least one interactive toy communicating via a computer network, and providing an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in a commercial transaction conducted at least partially over the computer network; and wherein the at least one interactive toy operates as a proxy in the commercial fransaction.
  • Fig. 84 is a simplified pictorial illustration illustrating the functionality of the methodology of Fig. 80 showing how one interactive toy functions as an auctioneer at least partially over the computer network
  • Fig. 85 is a simplified flowchart illustrating the functionality of the methodology of Fig. 84.
  • Interactive toy 4100 suggests to a user that the user might wish to participate in an auction at a certain commercial establishment, designated by reference numeral 4102 (an "auction web site").
  • Interactive toy 4100 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • This commercial suggestion may be initiated by a suitable commercial suggestion server 4104, which communicates, typically via the Internet 4108, with a computer 4106, which in turn provides content input to the interactive toy 4100.
  • Server 4104 typically also communicates, as via the Internet 4108 with web site 4102.
  • Server 4104 conducts a worldwide auction where a toy, such as toy 4100, of a participating user represents an auctioneer for that user in a personalized way.
  • a toy such as toy 4100
  • a product may be proposed for sale by a user of a toy, a toy system server, such as server 4104, or a virtual or physical commercial establishment 4102 which conducts auctions.
  • Server 4104 sends message to users via computers, such as computer 4106 suggesting that the users might wish to participate in an online auction-sale of a certain product at a certain initial bid. Users communicate their wish to participate in the auction, for example verbally via their toys. In the course of the auction, server 4104 communicates to the computer of all participating users the cunent bid as well as a suggested higher bid, which the server determines in advance. Each computer, such as computer 4106, converts the bid to its value in the local country's cunency and personalizes a message to the user providing the cunent bid and a suggested higher bid in the local cunency.
  • a user makes a higher bid by simply responding to a personalized message verbalized by an interactive toy, such as toy 4100.
  • the computer such as computer 4106 receives via the toy a verbal response such as "Yes, I do!, and communicates to server 4104 that the user has made a higher bid. If the server receives no communication of a user making a higher bid for a predetermined length of time such as 10 seconds, server 4104 declares the last user to bid as the winner of the auction.
  • Figs. 84 and 85 taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and wherein the at least one interactive toy functions as an auctioneer in an auction conducted at least partially over the computer network.
  • Fig. 84 and 85 taken together, is particularly appropriate for the aforementioned methodology and wherein the at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in the auction
  • Figs. 86-89 are flowcharts demonstrating the functionality of a system that enables users to participate in an auction, whereby a toy operates both as a memory- enhanced and as a knowledge-enhanced adjunct to a user.
  • a toy recommends a user to buy or sell an item in an auction, based on his known preferences.
  • Fig. 86 is a block diagram demonstrating the methodology which enables users to participate in an auction via a server whereby a toy operates both as a memory-enhanced and as a knowledge-enhanced adjunct to a user in accordance with a prefened embodiment of the present invention.
  • the system 4150 includes a server 4154 which is operative to recommend books to the users and to suggest a reverse auction as a means to purchase the books, for example. It also suggests to other users who have the books to try and sell them in the auction. It is appreciated that the system can operate with any type of items.
  • the system includes three parts. A first part 4156 of system 4150 asks users for books which they possess, and for their opinions about the books. Based on such information, a second part 4158 of the system generates book recommendations for users, by means of pattern matching methods known in the art. The third part 4159 of the system suggests to the users to buy books in a reverse auction and suggests to other users to sell these books simultaneously.
  • System 4150 stores information concerning which user possesses which books, and which of these books were liked by the specific user.
  • System 4150 gathers such information from a multiplicity of users, and is thus able to predict which books a user is likely to enjoy, system 4150 is further able to perform pattern matching, and to generate user profiles, this information may be stored or used for presenting a book, which the user is likely to enjoy, to that user.
  • Fig. 87A further describes the auction methodology of Fig. 86 wherein server 4154 makes inquiries concerning user behavior.
  • This figure describes the mechanism of inquiring users regarding books.
  • Server 4154 registers that a user has bought a book. After 3 days a toy 4160 asks the user whether he had finished the book and whether he enjoyed reading it. If the user did not read the book, the toy asks him at a later date regarding the same book. Information gathered in such a way is sent to server 4154 from one or more toys 4160, via one or more computers 4166. It is appreciated that such an inquiry can also be initiated under other circumstances. For example, a toy can ask a user regarding a book after discovering that a book it previously recommended to him is now in the user's possession. A toy can also inquire a user regarding books that are best sellers, or books related to other forms of media that a user consumes.
  • Figs. 87B and 87C are simplified tables of displays of the functionality of the methodology of Fig. 86 illustrating a typical user's books record and a record associated with a book obtained through manipulating many users' record.
  • Fig. 87B is a table describing a typical user's books record.
  • Fig. 87C is a table describing a record associated with a book, obtained through manipulating many users' records.
  • the user's record contains information regarding books in his possession, his opinion of them, his age when he read them, and the date of inquiry. It also contains information regarding books that are not in a user's possession.
  • Such information is obtained by various means, such as after recommending a book to a user, such as via an interactive toy, via a home computer, and via a questionnaire, or when asking a user regarding a book that was not purchased through an interactive toy system.
  • the system may obtain information from a user via an interactive toy regarding a best seller or a book related to content that a user has used, or regarding a book which the user has sold via a toy.
  • a book's record, as exemplified in Fig. 87C contains pointers of all the users who enjoyed it and to all the users who did not enjoy it.
  • Fig. 88 is a flowchart demonstrating a simple pattern matching procedure that generates personalized book recommendation for a user of the methodology of Fig. 86.
  • the procedure first defines a group of users with likes and dislikes similar to those of a first user, and then finds books liked by users in said defined group and recommends them to the first user.
  • the procedure uses a user's books record (as in Fig. 87B). Its input is a list of all the books in the record, each characterized by two numbers, the first designating whether a user liked (1) or did not like (-1) a book, the second designating the user's age when he read the book.
  • the procedure extracts through each book's record (as in Fig.
  • Figs. 86-88 may be applied to many other items other than books. For example matching music or toys items according to movies that a user has seen and TV shows that a user likes.
  • Fig. 89 is a flowchart describing the functionality of the methodology of Fig. 86 involving recommending to a user to initiate a reverse auction for buying a particular book, such as a book offered by means of the methodology of Figs. 86-88.
  • Server 4154 registers that a user has more than $50 designated for buying books in an account.
  • a toy such as toy 4160 notifies user of the account status, and suggests recommending a book to him. If user agrees, server 4154 generates a personalized book recommendation. If it is discovered the recommended book is already in the possession of the user, toy 4160 asks the user for his opinion of the book, thus enhancing the user's books' record.
  • toy 4160 suggests that the user try to buy it in a reverse auction. If the user agrees, the toy notifies a server of the auction. The server then sends messages to users who possess the book and did not like it, suggesting that they sell the book in the reverse auction as illustrated in Fig. 89.
  • Server 4154 may also send a similar message to the users who had read the book more then a specific length of time before. It may also publish the auction at a web site or via other interactive media. It is appreciated that if many users express the intention to purchase the same book, system 4150 will try to anange a volume purchase at a reduced price.
  • Figs. 86-89 the functionality of Figs. 86-89, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user.
  • Figs. 86- 89 taken together, is particularly appropriate for the aforementioned methodology and wherein the functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user includes recommending specific auction activity to a user based on known user preferences.
  • Fig. 90 is a flowchart in the context of Fig. 80 showing an example of obtaining personal details about a user in a play environment and employing the personal details of the user in order to involve him in an auction.
  • Computer 4006 downloads from server 4004 one or more content packages each comprising an audio file and additional information such as a name of a song and a name of a band playing it. The user listens to the audio content and is requested to identify the piece and/or the musicians.
  • the user identifies the piece as a track from a CD by a particular band.
  • the content package includes instructions to question the user whether he owns the specific CD.
  • the results of this play interaction are sent to server 4004 in order to update the user's database record of likes and dislikes.
  • the server notes that the user like the particular band but does not own a particular CD of that band.
  • Server 4004 conducts a search for the particular CD. If the CD is not available at CD retailers, the search is transfened to auction web-sites.
  • server 4004 sends a message to be personalized to the user via the, reminding the user of the CD and suggesting that the user might wish to participate in an auction in order to purchase the specific CD.
  • Figs. 80 and 90 taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising, employing personal details supplied by the at least one interactive toy about at least one user to involve given users in given auctions.
  • Fig. 91 is a display showing a table of a database record including parameters limiting the participation of a user in an auction of the methodology of Fig. 86.
  • This figure shows a table of a database record which includes parameters limiting the participation of a user in an auction.
  • Such parameters include an upper limit for bidding on an item in an auction and a lower limit for an opening bid when putting an item for auction.
  • Other parameters include limitations on the people a user is allowed to buy from or sell to in auctions. Such limitations distinguish between toy users and non-toy users, and refer to age and to credibility history. Another part of the record tracks the credibility history of a user, the number of auction related complaints received from other people regarding him and the number of item he has sold in auctions.
  • Figs. 86 and 91 taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising, limiting participation of the at least one user in the auction in terms of at least one of, spending limits; lower price limits for the user's sale of an item, upper price limits for the user's purchase of an item; parental or legal guardian control of at least one aspect of participation; and investigation of auction history of buyers and sellers.
  • Fig. 92 is a simplified flowchart demonstrating a toy directing a user to participate in an auction, based on the toy's persona in accordance with a prefened embodiment of the present invention.
  • an interactive doll's dress is put up for an auction that is managed on a toy server, such as server 4004 of Fig. 80.
  • the server sends a message to all toys whose persona is associated with that dress, and whose owners can participate in the auction.
  • server 4004 sends a message to all appropriate toys, such as toy 4000.
  • a doll receiving such a message verbalizes it to its user, telling the user that a dress that it wants is up for auction, and proposing the user to by the dress for it.
  • the server can apply criteria based on looser associations between items and toys.
  • a toy associated with other toys that are described either by a toy manufacturer or by one or more users, as friends of that specific toy, or a toy which is associated, for example by its manufacturer, with a set of working tools, are examples of the aforementioned looser associations between items and toys.
  • Figs. 92 and 80 taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising directing a user to participate in a particular auction based on the persona of the at least one interactive toy.
  • Fig. 93 is a flowchart describing a user using a value account, maintained through an interactive toy, as a payment means in an auction in accordance with a prefened embodiment of the present invention
  • Fig. 93 is a flowchart describing a user using a value account, maintained through an interactive toy, as a payment means in an auction.
  • a user is bidding on an item in an auction maintained by a toy server, such as toy server 4004 of Fig. 80.
  • a toy, such as toy 4000 of Fig. 80 may receive from server 4004 a personalized message to a user concerning his limits on proposing a bid (shown here in Fig. 93).
  • the user's cash account is typically a pre-paid account, typically prepaid by a user's parents. If the highest bid reaches the user's cash account balance, and he still wants to raise the bid, toy 4000 offers him to add credit points to the bid.
  • server 4004 has a predefined value system for the credit points such that each credit point has a certain cash value.
  • a new bid is accepted if it is higher than the cunent bid in one of its cash or credit point values, and at least equal in its other value.
  • a ratio between cash and credit points values can be determined for comparing bids and determining the highest bid. This ratio can be defined by a user or a service provider, such as server 4004.
  • Figs. 93 and 80 taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network and comprising using value in a user's value account maintained via the at least one interactive toy.
  • Fig. 94 is a flowchart describing a method of organizing users for a volume purchase, based on shared preferences of the users, as obtained through their interactions with toys in an interactive toy system of server 4004 of Fig. 80 in accordance with a prefened embodiment of the present invention
  • Fig. 94 is a flowchart describing a method of organizing users for a volume purchase, based on their shared preferences, as obtained through their interactions with toys.
  • User 1 asks his toy 4000 to help him buy a specific product A for a specified maximal price X. If the price requested is lower than the market price, the toy suggests to the user to join an initiative to organize a volume purchase, which is typically actualized at a lower price.
  • Server 4004 gathers lists of users interested in volume purchases of different products. When a list contains enough users interested in buying a product at a specific price range, which varies typically by around 5%, the server tries to anange a volume purchase.
  • Server 4004 asks for the users' approval for an attempt at a volume purchase at price Y, which equals the each of the users' requested price or is lower than it by no more than 5%. Server 4004 puts the purchase request for bidding to typically many suppliers. If the lowest bid is lower than or equal to Y, then server 4004 proceeds to perform the fransaction. The requested price Y may or may not be known to the suppliers.
  • Figs. 94 and 80 taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network comprising operating the multiplicity of interactive toys to employ information obtained by the multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of the multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
  • Fig. 95 is a flowchart describing a method for ananging a barter auction between users in which a user asks his toy to anange a barter auction in accordance with a prefened embodiment of the present invention.
  • a user asks his toy, such as toy 4000 of Fig. 80 to anange a barter auction. He puts an item for auction and describes another item which he wants in exchange. He conveys this to toy 4000, which communicates this to computer 4006, which in turn, passes this information, typically via the Internet 4008 to server 4004.
  • Server 4004 receives bids from other users. The level of detail for describing the required item may vary from a broad description to a request for a specific item.
  • Server 4004 then sends one or more barter proposals to selected users, such as those users who are interested in the item offered for barter from the user of toy 4000, or users who have similar items, as is shown in Fig. 95.
  • the server may also publish' the barter proposal at a web site.
  • the user of toy 4000 receives the bids, and decides which, if any, is the highest, based on his subjective criteria. If he accepts a bid as the cunent bid, he is obliged to according to a predefined duration of the auction, unless he accepts another bid as "higher" in the mean time.
  • Users who participate in the auction receive notifications of the cunent bid from server 4004 to their respective interactive toys, and have the opportunity to outbid it. At the time deemed to be the end of the' barter auction, the cunent pending bid wins the auction.
  • a toy service provider such as server 4004 typically ananges, partially or fully, the actual barter transaction between the parties involved. It is appreciated that the functionality of Figs. 95 and 80, taken together, is particularly appropriate for an interactive toy environment comprising at least one interactive toy communicating via a computer network, wherein an auction methodology comprises operating the at least one interactive toy to enable at least one user to participate in a barter fransaction conducted at least partially over the computer network.
  • Figs. 96 and 97 are flowcharts demonstrating a method for matching buyers and sellers in an auction wherein toys operate as proxies to the users in accordance with a prefened embodiment of the present invention.
  • a user tells his toy, such as toy 4000 of Fig. 80 that he wants to sell a book.
  • Toy 4000 conveys this information to computer 4006, which sends it via Internet 4008 to server 4004.
  • Server 4004 sends toy 4000 a request for details.
  • Toy 4000 asks the user for the details of the book and its requested price.
  • Toy 4000 confirms the details and price in order to verify the information received from the user, such as repeating the data as processed by a speech recognizer functionality on server 4004.
  • the toy sends the sale offer to server 4004 for the purpose of finding an appropriate buyer. Thereafter, the server matches buyers and sellers.
  • Fig. 97 illustrates the functionality of a system for matching buyers and sellers, such as on an interactive toy server 4004 described in Fig. 80.
  • server 4004 receives buying and selling offers from various users.
  • a server collects buying and selling offers of various items.
  • the server 4004 matches couples of buyers and sellers such that the difference between prices requested and prices offered is minimal, and the number of couples matched is maximal.
  • the server 4004 classifies the offers by the items offered, thus creating lists of potential buyers and of potential sellers of various items.
  • Server 4004 organizes each list by prices in an ascending order. The server goes through two parallel lists of buyers and of sellers of a certain item.
  • server 4004 matches the two for performing the transaction and removes them from the lists, and then goes on to the next couple on the two lists. If the price requested by a buyer on a list is lower than the price offered by a seller on the matching list, the server moves to the next buyer on the list.
  • This algorithm ensures that the maximal number of couples are matched.
  • server 4004 typically sets the sales price as the average between the price offered and the price requested, and notifies the users via their respective toys accordingly.
  • the seller sends the item to a shipment center, upon its arrival there, payment is transfened from the buyer's account to the seller's account on server 4004. From the shipment center the item is sent to the buyer.
  • Figs. 96, 97 and 80 taken together, is particularly appropriate for an mteractive toy environment comprising at least one interactive toy communicating via a computer network, an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over the computer network, wherein potential buyers and sellers are matched.
  • Fig. 98 is a partly-pictorial partly-diagrammatic illustration of a commerce system and methodology for sending commercial content from a content provider 5009 to the users via toys 5000, 5001 and 5003 comprising sensing toy involvement and transferring value from the content provider to a toy server 5004 in accordance with a prefened embodiment of the present invention.
  • a content provider may be a virtual or physical commercial establishment which sends content such as entertainment, advertisements or other items to a toy server 5004.
  • Interactive toy 5003 suggests to a user that the user might wish to make a purchase, such as buying porridge at a particular commercial establishment, designated by reference numeral 5002.
  • a computer 5006 may provide further content on a computer monitor 5005 received from server 5004.
  • Interactive toys 5000, 5001, 5003 may be any suitable interactive toys and are preferably toys of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • Fig. 102 is a flowchart describing the sending, sensing and transferring functionality of Fig. 98.
  • This commercial suggestion may be initiated by a suitable commercial suggestion server 5004, which communicates, typically via the Internet 5008, with one or more computers 5006, which in rum provide content input to the interactive toys 5000, 5001, 5003.
  • Server 5004 typically also communicates, as via the Internet 5008 with commercial establishment 5002.
  • a content provider 5009 such as an advertiser or corporation such as the "3-Bear Inc.” in Fig. 98 sends a commercial content package 5010 to server 5004 preferably via Internet 5008.
  • Such content package may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content.
  • Server 5004 parses such a file into a toy content file suitable to be customized to the users.
  • content provider 5009 is already equipped with suitable development tools that allow content provider 5009 to provide toy content.
  • the server customizes content package 5010 to the users, preferably according to the user profiles.
  • server 5004 sends a customized content package 5010 to the users, typically via the Internet 5008.
  • the content package is received via computers such as the computer 5006, which personalize the content to the users via computer monitors such as the computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which the computer communicates typically by means of RF communication.
  • Computer 5006 receives acknowledgement from the toy/s 5000, 5001, 5003 by means of RF communication therewith, which includes transmission by the toy/s to the computer of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via toy/s 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event server 5004 registers in a special database record.
  • the toys 5000, 5001 and 5003 have a persona resembling the persona seen on the screen of the monitor 5005 and the content is operative to utilize the similarity of these persona to enhance the entertainment value of the user-toy multimedia presentation shown in Fig. 98.
  • Fig. 103 is a table describing a database record used in conjunction with the sensing and transferring functionality of Fig. 98.
  • Three different content providers such as 3-Bear Inc. 5009, Content Provider 2 5110 and Content Provider 3 5112 send content to one or more users.
  • each content provider, 5009, 5110, 5112 pays server 5004 for both content delivery and for customizing services per item of content which has been registered as received by a toy, such as toy 5000, and/or responded to by each individual user.
  • 3 Bear Inc. 5009 must pay server 5004 for delivery of items to four users (users 1-4).
  • 3 Bear Inc. 5009 received responses only from one user (User no. 4-not shown) and pays server 5004 for the response received from User no. 4.
  • Fig. 98 also describes interactive toys 5000, 5001, and 5003 with a given persona delivering content 5010 associated with the persona, such that the content establishes a tie in within a commercial product, such as porridge, and another commercial service, such as a reduction for movie tickets to see a "3 -bear" movie both associated with toys' persona.
  • the content 5010 urges the users to purchase both the product and the service.
  • the three toys 5000, 5001, and 5003 portrayed in Fig. 98 embody the bears from the Three Bears story.
  • the content package 5010 includes content delivered by toys 5000, 5001, and 5003 synchronized with content 5010 delivered to computer monitor 5005.
  • the monitor shows a scene with the characters of the three bears eating porridge and with boxes of the commercial porridge brand "Three Bears".
  • Toys 5000, 5001, and 5003 tell users that if they buy porridge of Three Bears brand, they may buy tickets to a new Three Bears movie at half price, thus urging them to purchase both a product and a service associated with the toys' persona.
  • the product and the service are associated with the same persona as the toys 5000, 5001, and 5003. It is appreciated that the same method may be applied for products or services associated with a persona related to the toy's persona in many other ways. For example they can be characters from the same movie or story; they can be related to real people related to each other in the real world; or they can be a family of figures sharing design or personality traits.
  • Fig. 98 is particularly appropriate to a toy commerce methodology comprising embodying at least one interactive toy with a given persona; and providing content to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona.
  • Fig. 98 is particularly appropriate to the aforementioned toy commerce methodology and wherein the content includes content urging a user to purchase the at least one commercial product or service.
  • Figs. 98, 102 and 103 taken together is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
  • Figs. 98, 102 and 103 taken together, is particularly appropriate to the aforementioned methodology and wherein the transferring value includes transferring value to an entity which is a party to the commercial activity.
  • Fig. 99 is a partly-pictorial partly-schematic illustration of a commerce methodology comprising sending commercial content to the users via toys 5000, 5001, 5003 which content encourages the users to visit a commercial establishment 5022, sensing the presence of the toys in the commercial establishment 5022; and transferring value in respect of the visit to the commercial establishment 5022 in accordance with a prefened embodiment of the present invention.
  • Fig. 104 is a flowchart illustration of the sending, sensing and transferring functionality of Figs. 98 and 99.
  • Fig. 105 is a table describing a database record used in conjunction with the sensing and transferring functionality of Figs. 98 and 99.
  • a content provider such as an advertiser 5020 or incorporation such as the "3-Bear Inc.” 5009 in Fig. 98, or movie producer 5027 in Fig. 99 sends commercial content package 5010 to server 5004 preferably via Internet 5028.
  • Content package 5010 may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content.
  • Server 5004 parses such a file into a toy content file, suitable to be customized to every individual user.
  • content provider 5009 is already equipped with suitable development tools that allow the content provider 5009 to provide toy content. In such a case, server 5004 customizes content package 5010 to the users, preferably according to the user profile.
  • Server 5004 sends a customized content package to the users, typically via the Internet 5028.
  • Content package 5010 is received via computer 5006, which personalizes the content to the users via computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which the computer communicates typically by means of RF communication.
  • Computer 5006 receives acknowledgement from the toy/s by means of RF communication therewith, which includes transmission by toy/s 5000, 5001, and 5003 to computer 5006 of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via one or more toys 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event the server registers in a special database record therein.
  • a computer 5026 at theater entrance senses the presence of the toys by means of wireless communication therewith, which includes a transmission by toys 5000, 5001, an 5003 to computer 5026 of the respective toy identification codes (ID).
  • ID toy identification codes
  • Computer 5026 at theater 5022 communicates, typically via the Internet 5008, with the server 5004 (shown in Figs. 98 and 99) and informs the server of the arrival of toys 5000, 5001, and 5003 at theater 5022.
  • the server registers the arrival of the toys in a database record.
  • registration of a toy arrival at the commercial establishment, such as theater 5022 is coupled with the previous registration of receiving a commercial content package, such as package 5010, which encourages a user to visit commercial establishment 5022.
  • server 5004 is in communication with a computer network 5025, via the Internet 5028.
  • a billing center 5020 on network 5025 is configured to charge one or more content providers, such as movie provider 5027, 3-bear porridge manufacturer 5024, and 3-Bear Inc 5009 (in Fig. 98) for providing content to one or more users typically via an advertiser 5021 communicated via toy server 5004 to computer 5006 at a user's home 5023.
  • Billing center 5020 pays the advertiser for services rendered, such as providing content to toy server 5004.
  • the billing center may be on toy server 5004, or located on network 5025 in communication with server 5004.
  • Movie producer 5027 typically provides theater 5022 with content, such as movies.
  • a database record registration onboard server 5004 enables the server to ascertain that a toy user, accompanied by his toy 5000, for example, paid a visit to commercial establishment 5022 followed receipt of the commercial content, such as package 5010.
  • the package encourages the user to visit the specific commercial establishment, such as theater 5022.
  • one or more content providers such as 5009 and 5027 pay server 5004 for effective advertising services per visit of every toy 5000, 5001, and 5003 to the specific commercial establishment 5022, which followed the receipt of commercial content, which encouraged the users to visit commercial establishment 5022, accompanied by their toys 5000, 5001, and 5003.
  • Fig. 105 three different content providers, namely 3-Bear Inc. 5009, Content Provider 2 5110, and Content Provider 3 5112, send content to the users, which content is intended to encourage users to visit three establishments respectively, Movie Theater 5022, a Commercial Establishment 2, designated by reference numeral 5130, and a Commercial Establishment 3, designated by reference numeral 5132.
  • Server 5004 records in its database whether a user received content and visited the specific commercial establishment consequentially.
  • User no. 5 received content from Content Provider 2 5110, and thereafter arrived at Commercial Establishment 2 5130.
  • Billing Center 5020 typically charges Content Provider 2 5110 for providing User no. 5 with the content, which was intended to encourage the user to visit Commercial Establishment 2 5130 and which in actual fact resulted in User 2 visiting Commercial Establishment 2 5130.
  • Content providers 5009, 5027, and 5021 in Figs. 98 and 99 may or may not be commercially identified with the commercial establishment 5022, which is a party to the commercial transaction with the user.
  • content provider may be an independent advertiser providing content, such as advertiser 5021 in Fig.
  • Figs. 98 and 99 which encourages users to visit commercial establishment 5022.
  • content provider 5027 may be in a corporation which includes commercial establishment 5022.
  • Figs. 98 and 99 taken together is particularly appropriate to a commerce methodology comprising transferring value in respect of a commercial fransaction from an entity which may or may not be a party to the a commercial transaction.
  • Figs. 98, 99, 104 and 105 are particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
  • Figs. 98, 99, 104, and 105 taken together, is particularly appropriate to a toy commerce methodology comprising sensing the involvement of a toy in a commercial activity, and transferring value from at least one entity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
  • Figs. 98, 99, 104 and 105 are particularly appropriate to a toy commerce methodology and wherein sensing the involvement of the toy comprises sensing the physical presence of the toy in a commercial establishment.
  • Fig. 106 is a flowchart illustration of another sending, sensing and transferring functionality of Figs. 98 and 99.
  • a content provider such as an advertiser or incorporation such as the "3-Bear Inc.” 5009 in Fig. 98, or movie producer 5027 in Fig. 99 sends commercial content package 5010 to server 5004 preferably via Internet 5008.
  • Content package 5010 may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content.
  • Server 5004 parses such a file into a toy content file, suitable to be customized to every individual user.
  • content provider 5009 is already equipped with suitable development tools that allow the content provider 5009 to provide toy content. In such a case, server 5004 customizes content package 5010 to the users, preferably according to the user profile.
  • Server 5004 sends a customized content package to the users, typically via the Internet 5008.
  • Content package 5010 is received via computer 5006, which personalizes the content to the users via computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which the computer communicates typically by means of RF communication.
  • Computer 5006 receives acknowledgement from the toy/s by means of RF communication therewith, which includes transmission by toy/s 5000, 5001, and 5003 to computer 5006 of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via one or more toys 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event the server registers in a special database record therein.
  • a computer 5026 at theater enfrance senses the presence of the toys by means of wireless communication therewith, which includes a transmission by toys 5000, 5001, and 5003 to computer 5026 of the respective toy identification codes (ID).
  • ID toy identification codes
  • Computer 5026 at theater 5022 communicates, typically via the Internet 5008, with the server 5004 (shown in Figs. 98 and 99) and informs the server of the arrival of toys 5000, 5001, and 5003 at theater 5022.
  • the server registers the arrival of the toys in a database record.
  • registration Of a toy arrival at the commercial establishment, such as theater 5022 is coupled with the previous registration of receiving a commercial content package, such as package 5010, which encourages a user to visit commercial establishment 5022.
  • server 5004 is in communication with a computer network 5025, via the Internet 5028.
  • a billing center 5020 on network 5025 is configured to charge one or more content providers, such as movie provider 5027, 3-bear porridge manufacturer 5024, and 3-Bear Inc 5009 (in Fig. 98) for providing content to one or more users typically via an advertiser 5021 communicated via toy server 5004 to computer 5006 at a user's home 5023.
  • Billing center 5020 pays the advertiser for services rendered, such as providing content to toy server 5004.
  • the billing center may be on toy server 5004, or located on network 5025 in communication with server 5004.
  • Movie producer 5027 typically provides theater 5022 with content, such as movies. Movie producer 5027 receives payment via billing center 5020 for each registered visit of toys, such as toys 5000, 5001, and 5003 at theater 5022.
  • the commercial establishment such as theater 5022 pays a content provider, such as movie producer 5027 for effective advertising services per visit of each toy to the commercial . establishment 5027.
  • a content provider such as movie producer 5027 for effective advertising services per visit of each toy to the commercial . establishment 5027.
  • 98, 99, and 106 is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value from an entity which is a party to the activity to a content provider providing at least content employed by the toy, which content is presumed to be involved in the activity.
  • Fig. 101 is a partly-pictorial partly-schematic illustration of commerce methodology comprising transferring value from an entity which a party to a commercial activity to a service provider 5048 providing at least communication service employed by a toy 5000 in accordance with a prefened embodiment of the present invention.
  • Fig. 107 is a flowchart illustration of the transferring functionality of Fig. 101.
  • Fig. 108 is a flowchart illustration of another transferring functionality of . Fig. 101.
  • Fig. 101 it can be seen that three children are sitting with their respective interactive toys 5000, 5001, and 5003 in front of a television set 5046, which communicates with a set-top box 5044 and a base unit 5042. Toys 5000, 5001, and 5003 and television 5046, communicate with base unit 5042 and interactive toy server 5004 (as illustrated in Fig. 98). Server 5004 also communicates with the billing system of Fig. 99. Thus, there is communication between set-top box 5044 and server 5004 and billing center 5020, for example.
  • server 5004 provides content 5049 both to television 5046 and to toys 5000, 5001, and 5003, known as integrated content 5049 to the users via a service provider; such as service provider 5048 and via a cable company 5047.
  • Content 5049 is received via set-top box 5044 and communicated via toys 5000, 5001, and 5003 and/or TV set 5046.
  • Server 5004 sends customized integrative content 5049 to the users via service provider 5048 such as a cable company 5047.
  • Integrative content 5049 may comprise toy content associated with existing audio-visual TV content or it may be fully interactive including interactive TV content.
  • a user input is received via toys 5000, 5001, and 5003 and is communicated via set-top box 5044 to server 5004 via cable company 5047.
  • Toy server 5004 modifies content 5049 sent to- the user, based upon the user input received. Thereafter, toy server 5004 registers the item of interaction with the user, at billing center 5020. Consequentially, value is transfened from the user of toys 5000, 5001, and 5003 to cable company 5047 per interaction item.
  • the users are clients of a service provider 5048, users of toys 5000, 5001, and 5003 pay service provider 5048 for registered interaction items, and service provider 5048 pays server 5004 for the content 5049.
  • a set-top box connected to a television set and operative to provide interactive television functionality, is typically equipped with programmable computing capability, network connectivity and input/output capability (such as via a serial or USB port) enabling the connection of a base unit with an RF transceiver to the set-top box thus providing the set-top box with required functionality for communicating with and controlling an interactive toy.
  • server 5004 provides content 5049 both to television 5046 and to toys 5000, 5001, and 5003, known as integrated content 5049 to the users via a service provider; such as service provider 5048 and via a cable company 5047.
  • Content 5049 is received via set-top box 5044 and communicated via toys 5000, 5001, and 5003 and/or TV set 5046.
  • Server 5004 sends customized integrative content 5049 to the users via service provider 5048 such as a cable company 5047.
  • Integrative content 5049 may include toy content associated with existing audio-visual TV content or it may be fully interactive including interactive TV content.
  • a user input is received via toys 5000, 5001, and 5003 and is communicated via set-top box 5044 to server 5004 via cable company 5047.
  • Toy server 5004 modifies content 5049 sent to the user, based upon the user input received. Thereafter, toy server 5004 registers the item of interaction with the user, at billing center 5020. Consequentially, value is transfened from the user of toys 5000, 5001, and 5003, clients of server 5004, then server 5004 pays service provider 5048, such as cable company 5047 for any registered interaction item, and users of toys 5000, 5001, and 5003 pay toy server 5004 for content 5049. Based on a database record registration, the users pay the cable-company 5047 for the communication service per interaction item.
  • server 5004 pays the cable-company 5047 for the communication service per interaction item.
  • the toy user is a client of the toy server rather than of the cable-company, and is regularly billed by server 5004.
  • Figs. 98, 101, 107 and 108 are particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value from an entity which is a party to the activity to a service provider providing at least a communication service employed by the toy.
  • Fig. 109 is flowchart illustrating a commerce methodology comprising sensing the virtual presence of a toy at a virtual commercial establishment sensing the participation of a toy in a commercial transaction, and transferring value from a virtual commercial establishment to a toy server in accordance with a prefened embodiment of the present invention.
  • toy server 5004 sends a message via interactive toy 5000 suggesting to a user that the user might wish to make a visit to a virtual commercial establishment 5011, such as going to a bookstore website to look for some new books.
  • the user agrees to do so via his computer 5006, which may provide further content on a computer monitor 5005 received from server 5004.
  • Interactive toys 5000, 5001, 5003 may be any suitable interactive toys and are preferably toys of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • server 5004 sends to computer 5006 the web page of commercial establishment.4011 Alternately, server 5004 sends to computer 5006 the URL of the commercial establishment 5011, and instructs the web-browser onboard the computer to connect to the URL.
  • server 5004 sends a customized content package 5010 to the users, typically via the Internet 5008.
  • the content package is received via computers 5006, which personalizes the content to the users via computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which t he computer communicates typically by means of RF communication.
  • Computer 5006 receives acknowledgement from the toy/s 5000, 5001, 5003 by means of RF communication therewith, which includes transmission by the toy/s to the computer of a toy acknowledgement signal.
  • computer 5006 receives a user response via toy/s 5000, 5001, and 5003.
  • the computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event server 5004 registers in a special database record.
  • Computer 5006 connects via Internet 5008 to www.bookstore.com..
  • Server 5004 communicates to toy 5000 which directs computer 5006 which instructs toy 5000 to direct the user to computer monitor 5005.
  • the user is asked about details appearing on monitor 5005.
  • the toy typically interacts with the user in a way, which allows verification of the user's viewing the content displayed on the computer monitor.
  • toy 5000 refers to a book that is displayed on the computer monitor, and the user names the color of the book-cover.
  • Computer 5006 communicates to server 5004 the verification received via the toy of the user's viewing the content displayed on computer monitor 5005.
  • the server registers the verification in a database record as a virtual visit to virtual commercial establishment 5011.
  • Server 5004 registers the virtual presence of toy 5000 at virtual commercial establishment 5011, according to defined criteria such as receiving user response to web-page content; then the establishment 5011 pays toy server 5004 for registered toy presence.
  • a purchase offer is made on screen 5005 to the user. If the user decides to purchase a book, for example then server 5004 communicates with the virtual commercial establishment the user's purchase decision. Based on the user's response server 5004 debits a user's account, credits an account of commercial establishment 5011, and communicates to commercial establishment 5011 the details of the user's residence.
  • Server 5004 registers the transaction in a database record as a transaction involving participation of toy 5000.
  • Virtual commercial establishment 5011 pays the toy server for purchase and payment services per registered toy participation.
  • server 5004 also provides a method of payment for effecting the commercial transaction between the user and the commercial establishment 5011, and virtual commercial establishment 5011pays toy server 5004 for providing purchase and payment services.
  • Virtual commercial establishment 5011 is billed for any registered visit of a toy 5000 to commercial establishment 5011. It is appreciated that the functionality of Figs. 98 and 109, taken together is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein sensing the involvement of the toy comprises sensing the virtual presence of the toy in a virtual commercial establishment.
  • Fig. 100 is a partly-pictorial partly-schematic illustration of a methodology whereby sensing an involvement of a toy in a commercial transaction results in transferring value to entities that are not parties to the transaction in accordance with a prefened embodiment of the present invention
  • Figs. 98 and 100 taken together illustrate a method whereby sensing an involvement of toy 5000 in a commercial transaction results in transferring value to entities that are not parties to the transaction, among which a manufacturer of toy 5000 and toy vendor.
  • the involvement of toy 5000 in the transaction is sensed in advance of the transaction.
  • Fig. 110 is a flowchart describing the functionality of the commerce methodology for sensing toy involvement of Figs. 98 and 100.
  • Fig. 100 and Fig. 110 taken together, that content provider 5009 provides toy content 5010 through toy server 5004.
  • Toys 5000, 5001, 5003 verbalize the content to one or more users, offering them to buy a product and get tickets to a movie in half price at theater 5022 (Fig. 99).
  • Server 5004 communicates this to computer 5006, which receives toy signal and/or a response from the users, confirming that the content was delivered via toys 5000, 5001, and 5003.
  • Server 5004 registers confirmation in users' records for future billing.
  • a user of toy 5000 goes to the movie, after buying a ticket, for example at half price.
  • the user uses a club card 5030 which is identified by a card reader 5032 as belonging to the owner of specific toy 5000.
  • Computer 5036 sends the user's ID to server 5004.
  • Server 5004 identifies user and detects in user's record that the user had previously received commercial content 5010.
  • Server 5004 performs the transaction and the billing for the purchase of popcorn 5037.
  • Server 5004 debits the account of the user of toy 5000 for the cost of popcorn 5037 and credits an account of the movie theater 5022 for that amount, minus a commission for the prior involvement of toy 5000 in bringing the user to theater 5022 and thus also in the cunent fransaction.
  • Figs. 98, 100 and 110 taken together is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value to an entity which is not a party to the activity.
  • Figs. 98, 100 and 110 taken together, is particularly appropriate to the aforementioned toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to manufacturer of the toy.
  • Figs. 98, 100 and 110 taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the transferring value includes transferring value from an entity which is a party to the activity to a seller of the toy.
  • Fig. I l l illustrates a method of transferring value to a user participating in a commercial activity due to a toy's involvement in the activity in accordance with a prefened embodiment of the present invention.
  • Fig. 112 is a flowchart describing the functionality of the method of transferring value of Fig. 111.
  • interactive toy 5500 suggests to a user that the user might wish to make a purchase, such as buying porridge at a particular commercial establishment, designated by reference numeral 5502.
  • a computer 5506 may provide further content on a computer monitor 5505 received from server 5504.
  • Interactive toy 5500 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • This commercial suggestion may be initiated by a suitable commercial suggestion server 5504, which communicates, typically via the Internet 5508, with one or more computers 5506, which in turn provide content input to interactive toy 5500.
  • Server 5504 typically also communicates, as via the Internet 5508 with commercial establishment 5502.
  • a content provider 5509 such as an advertiser or incorporation such as the "3-Bear Inc.” in Fig. 112 sends a commercial content package 5510 to server 5504 preferably via Internet 5508.
  • Such content package may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content.
  • Server 5504 parses such a file into a toy content file suitable to be customized to the users.
  • content provider 5509 is already equipped with suitable development tools that allow content provider 5509 to provide toy content. In such a case, the server customizes content package 5510 to users, preferably according to the user profiles.
  • server 5504 sends a customized content package 5510 to the users, typically via the Internet 5508.
  • the content package is received via computers 5506, which personalizes the content to the users via computer monitor 5505 and/or one or more interactive toys 5500, 5501, 5503 with which computer 5506 communicates typically by means of RF communication.
  • Computer 5506 receives acknowledgement from the toy 5500 by means of RF communication therewith, which includes transmission by the toy to the computer of a toy acknowledgement signal. Alternatively or in addition, computer 5506 receives a user response via toy 5500. Computer 5506 communicates to server 5504 that toy acknowledgement and/or user response has been received, which event server 5504 registers in a special database record. As can be seen in Figs. Il l and 112, toy 5500 suggests to a user to buy a bearburger at specified commercial establishment 5502 named "Teddy's". The user accepts the suggestion and goes to establishment 5502. Server 5504 alerts computer 5510 at commercial establishment 5502 of possible arrival of user.
  • computer 5510 at commercial establishment 5502 Upon user's arrival, computer 5510 at commercial establishment 5502 senses proximity of user's toy 5500 and accesses the user's database on server 5504. During the purchase fransaction, computer 5510 at point of sale identifies user (user can be identified by various means, RF communication with user's toy 5500, bar-code of user's toy 5500, data entry via computer 5510, a club card (such as card 5030 in Fig. 100.). Computer 5510 instructs server 5504 to credit user's account with 30 credit points designated for use at the specific commercial establishment 5502 alone, due to the involvement of toy 5500 in the purchase transaction of the bearburger at establishment 5502. A life- size logo toy 5509 thanks the user for the purchase and notifies him of the 30 credit points that the user is to receive.
  • Figs. I l l and 112 taken together is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value from an entity which is a party to the activity to a user of the toy.
  • Fig. 113 is a simplified pictorial illustration demonstrating a method of transferring value due to a toy's involvement in a commercial activity, such activity being a visit to a commercial establishment or a commercial inquiry in accordance with a prefened embodiment of the present invention.
  • Fig. 114 is a simplified flowchart in the context of Fig. 14 showing illustration of elaborates the functionality of the method of transferring value due to a toy's involvement in a commercial activity of Fig. 113.
  • interactive toy 5600 suggests to a user that the user might wish to make a commercial inquiry at a particular commercial establishment, designated by reference numeral 5602.
  • the user enters store 5602 with a toy 5600.
  • Interactive toy 5600 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • This commercial inquiry may be initiated by a suitable commercial suggestion server 5604, which communicates, typically via the Internet 5608, with one or more computers 5610 at store 5602 which in turn provide content input to interactive toy 5600.
  • Server 5604 typically also communicates, as via the Internet 5608 with commercial establishment 5602.
  • a user with toy 5600 enters store 5602.
  • Computer 5610 near the store enfrance establishes communication with toy 5600. It sends the toy ID to server 5604 and receives back relevant details of the user such as the user's name, age, gender, hobbies, and past purchase history.
  • Computer 5610 at the entrance selects an interactive script according to the user's details.
  • Toy 5600 suggests to the user to go to a specific wing of store 5602.
  • the toy acknowledges computer 5610 that it has performed a script which was previously received from server 5604 via Internet 5608 and computer 5610.
  • Computer 5610 informs server 5604 of performing a script.
  • Server 5604 bills store 5602 for involvement of toy 5600 in a commercial visit of the user.
  • a second computer 5611 establishes communication with toy 5600.
  • Computer 5611 sends ID of toy 5600 to first computer 5610, and then computer 5611 receives user details and a chosen script for the next interaction with toy 5600 and its user.
  • the user picks up a product 5612.
  • Toy 5600 detects a bar code on the product 5612 and sends second computer 5611 in store 5602 the identification code of the product.
  • Computer 5610 sends a further script to computer 5611.
  • Toy 5600 supplies its user with details of the product and asks for the user's opinion of it.
  • the toy sends second computer 5611 the user's answers..
  • second computer 5611 selects a further script accordingly.
  • Computer 5611 notifies server 5604 of the commercial inquiry made by the user of toy 5600 which took place.
  • Server 5604 bills store 5602 for the involvement of toy 5600 in the commercial inquiry made by its user.
  • Figs. 113 and 114 taken together is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy and wherein the commercial activity is a visit to a commercial establishment. It is also appreciated that the functionality of Figs. 113 and 114 taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the commercial activity is a commercial inquiry.
  • Figs. 115A and 115B taken together are pictorial illustrations of a commerce methodology comprising transferring value from a party in a commercial transaction to a mobile communicator involved in the commercial fransaction in accordance with a prefened embodiment of the present invention.
  • Fig. 116 is a flowchart illustration of the transferring functionality of Figs. 115A and l l5B.
  • an interactive mobile toy 6010 is typically travelling with a user and communicates with a store 6012 via an interactive toy server 6014 by means of a cellular phone service provider 6013 which provides a cellular phone network 6015.
  • the user might wish to make a commercial inquiry at the particular commercial establishment, designated by reference numeral 6012.
  • This commercial inquiry may be initiated by a suitable commercial suggestion server 6014, which communicates, typically via the Internet 6018, with one or more computers at store 6012 which in turn provide content input to interactive toy 6010.
  • Server 6014 typically also communicates, as via the Internet 6018 with commercial establishment 6012.
  • Toy server 6014 typically communicates with interactive toy 6010 via a public wireless communication network such as cellular phone network 6013.
  • the cellular phone service provider via the cellular phone network, communicates to toy server 6014 the location of interactive toy 6010.
  • Server 6014 sends a message to the user via cellular phone network 6013, which encourages the user to visit a commercial establishment 6012, named "Bear Store” in propinquity to the cunent location of the user, accompanied by toy 6010.
  • the toy communicates to server 6014 via cellular phone network 6013 an acknowledgment signal and/or a user response to the message.
  • the server registers that the message was received by the user. Consequentially, the user of toy 6010 persuades the driver, typically a subservient parent, to pull over at "Bear Store" 6012.
  • Interactive toy 6010 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • Computer 6019 at commercial establishment 6012 senses the presence of toy 6010 by means of wireless communication therewith, which transmits via toy 6010 to computer 6019 the toy ID.
  • the toy typically switches to communication with the computer at commercial establishment, which provides communication, typically via the Internet 6018 with toy server 6014.
  • toy 6010 When the user of toy 6010 effects a commercial transaction such as a purchase at establishment 6012, computer 6019 at the commercial establishment commumcates with server 6014, and informs server 6014 that a purchase has been made by the user of toy 6010.
  • a cashier at commercial establishment 6012 may input the purchase details to computer 6019 in association with the toy ID, which is displayed to the cashier on a computer monitor 6020.
  • Server 6014 registers the purchase effected at the commercial establishment 6012 following receiving a message via cellular phone network 6015 encouraging the user to visit commercial establishment 6012.
  • Commercial establishment 6012 typically pays cellular phone service provider 6015 for the communication service supplied, per registered purchase, that was done following receipt of a message via cellular phone network 6015 encouraging the user to visit a commercial establishment such as "Bear Store” 6012.
  • Figs. 115A, 115B and 116 taken together is particularly appropriate to a commerce methodology comprising, sensing the involvement of a mobile communicator in a commercial transaction; and transferring value from at least one party in the commercial fransaction to at least another entity in respect of the commercial transaction in response to the sensed involvement of the mobile communicator.
  • Fig. 117 is a pictorial illustration describing a toy 7040 delivering entertainment content methodology in conjunction with a computer monitor 7045, such that the toy acts out a role in the context of the monitor content 7041 in accordance with a prefened embodiment of the present invention.
  • Fig. 118 is a flowchart describing the functionality . of the toy delivering entertainment content methodology of Fig. 117.
  • Fig. 117 computer 7046 communicates to toy 7040 from toy server 7044, typically via Internet 7048.
  • Interactive toys 7040 may be any suitable interactive toys and are preferably toys of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
  • Fig. 117 further shows toy 7040 delivering entertainment content 7041 in conjunction with computer monitor 7045, such that toy 7040 acts out a role in the context of the monitor content 7041.
  • content 7041 is delivered as an interactive version of Three Bears story, and toy 7040 embodies the character of the baby bear in the story.
  • Content 7041 is typically delivered via the Internet 7048.
  • Fig. 118 is a flowchart describing the functionality of Fig. 117.
  • a user orders entertainment content 7041 from toy server 7044, via computer 7046 via the Internet 7048. Such an order may be typically submitted to server 7044 either by selecting an item from a menu on screen 7045 or by a conversation with toy 7040 which conveys the content of the conversation to computer 7046.
  • Computer 7046 detects toy in communication with it. Computer 7046 transmits a toy signal, requesting toy 7040 to transmit back an acknowledgement signal. In Fig. 117 only one toy transmits such a signal, identifying it as a Little Bear toy.
  • Computer 7046 requests the content 7041 from server 7044 in a version wherein a Little Bear character is embodied by a physical Little Bear toy 7040.
  • Computer 7046 receives the content 7041 from server 7044.
  • Computer 7046 actualizes the content via toy 7040 and monitor 7045 in synchrony.
  • Toy 7040 acts out the Little Bear role while other characters appear on screen 7045.
  • Figs. 117 and 118 taken together, is particularly appropriate to a toy commerce methodology comprising embodying at least one interactive toy with a given persona; and providing content to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona, and wherein the content includes entertainment content wherein the at least one interactive toy is identifiable with a character in the entertainment content.
  • Fig. 119 is a flowchart describing a method of using a toy 8010 for enabling a user to select content 8011 useful with the toy, and of effecting payment for the content by operating the toy and a computer 8016 in a network 8015 in accordance with a prefened embodiment of the present invention.
  • Fig. 119 also shows a method for payment of commission for the content to toy server 8014 and to a communication service 8017 employed by the toy.
  • toy 8010 is in communication with a computer 8016, which communicates in turn with toy server 8014 via the Internet 8018.
  • Communication service 8017 and network 8015 also communicate via Internet 8018 with server 8014.
  • toy 8010 receives content 8011 from server 8014 and suggests to a user that the toy will tell him a story. The user agrees, and the toy identifies the word "yes".
  • Computer 8016 sends toy server 8014 a request for a story appropriate to the specific user, which the user had not heard before.
  • Server 8014 searches for appropriate stories in one of its database. Appropriateness of the story may be defined by personal information regarding the user, such as gender, age and personal characteristics known to server 8014. It is appreciated that other parameters may be applied for selecting stories for a user, such as user's preferences and taste.
  • the database has titles of stories, received from several different content providers, together with their prices, and parameters for their appropriate consumers (such as age). Alternately the database may also include the stories themselves.
  • Server 8014 sends computer 8016 titles of appropriate stories and their prices. Toy 8010 verbalizes the titles to its user. The user then selects a story, and toy 8010 tells user the story's price and asks him to shake his hand if he wants to purchase the story.

Abstract

Method (fig. 2 and 11) and apparatus (fig. 10A) for marketing which employ networked interactive toys (1200). Interactive toys (1200) have real time conversations with users using speech recognition. Interactive toys (1200) are connected to at least one interactive toy server (1208) which is connected to entertainment, education, marketing and sales promotion servers possibly via Internet communication systems (1206) utilizing telephone lines, coaxial cables, satellite or other broadband systems. Interactive toys (1200) are connected to a computing device (1204) such as a home computer, an Interactive Television set-top box or an electronic game station via a wireless link. The interactive toys may support mobile cellular or satellite communication. The interactive toys (1200) provide numerous methodologies for marketing products and services to a user. Interactive toys (1200) may be customized to user requirements by employing a modular design. Content is provided to users for their toys which enables toys to form relationships with users which further enhances entertainment, education, and marketing. Interactive toys (1200) utilize user knowledge bases to match marketing strategies to user histories, behaviors and purchase habits. Content including entertainment, educational and sale promotional content is thus personalized to an individual user. Use of a population or plurality of interactive toys (1200) in methods of marketing to a community of users is employed.

Description

METHODS AND APPARATUS FOR COMMERCIAL TRANSACTIONS IN AN INTERACTIVE TOY ENVIRONMENT
CROSS-REFERENCE TO RELATED APPLICATIONS This application claims priority from the following co-pending US Provisional Applications:
60/189,914; 60/189,915; 60/189,916; 60/190,874; 60/191,300; 60/192,011; 60/192,012; 60/192,013; 60/192,014; 60/193,697; 60/193,699; 60/193,702; 60/193,703; 60/193,704; 60/195,861; 60/195,862; 60/195,863; 60/195,864; 60/195,865; 60/195,866; 60/196,227; 60/197,573; 60/197,576; 60/197,577; 60/197,578; 60/197,579; 60/200,508; 60/200,513; 60/200,639; 60/200,640; 60/200,641; 60/200,647; 60/203,175; 60/203,177; 60/203,182; 60/203244; 60/204200; 60/204,201; 60/207,126; 60/207,128; 60/208,105; 60/208,390; 60/208,391; 60/208,392; 60/209,471; 60/210,443; 60/210,445; 60/212,696; 60/215,360; 60/216,237; 60/216,238; 60/217,357; 60/219,234; 60/220,276; 60/221,933; 60/223,877; 60/227,112; 60/229,371; 60/229,648; 60/231,103; 60/231,105; 60/234,883; 60/239,329; 60/250,332; 60/253,362; 60/254,699; and also from: a) a U.S. Provisional Application sent for filing on September 22, 2000; entitled "Networked interactive toy system as a conveyer and procesor of personalized toy content"; and b) a U.S. Provisional Application sent for filing on February 9, 2001; entitled "Interactive toy applications".
FIELD OF THE INVENTION The present invention relates to toys, in general, and particularly to toys used in conjunction with a computer system.'
BACKGROUND OF THE INVENTION Toys used in conjunction with a computer system are well known in the art. The following patents are believed to represent the state of the art: U.S. Patent No. 5,746,602 to Kikinis entitled "PC Peripheral Interactive Doll"; US Patent No.5,752,880 to Gabai et al. entitled "Interactive Doll"; U.S. Patent No. 6,022,273 to Gabai et al. entitled "Interactive Doll"; U.S. Patent No. 6,053,797 to Tsang entitled "Interactive Toy"; U.S. Patent No. 6,059,237 to Choi entitled "Interactive Toy Train"; U.S. Patent No. 6,064,854 to Peters et al. entitled "Computer assisted interactive entertainment/educational character goods"; U.S. Patent No. 6,089,942 to Chan entitled "Interactive Toys"; U.S. Patent No. 6,149,490 to Hampton entitled "Interactive Toy"; U.S. Patent No. 6,160,986 to Gabai et al. entitled "Interactive Toy"; and U.S. Patent No. 6,075,195 to Gabai et al.
Computerized toys are also described in the following published PCT applications:
PCT/IL96/00157 (WO 97/18871); PCT/IL98/00223 (WO 98/53456); PCT/IL98/00224 (WO 98/52667); PCT/IL98/00225 (WO 98/53567); PCT/IL98/00392 (WO 99/08762); PCT/IL98/00406 (WO99/10065); PCT/IL99/00202 (WO99/54015); PCT/IL99/00271 (WO 99/60358); PCT/IL99/00637 (WO 00/31613); PCT/IL00/00130 (WO 00/51697).
The disclosures of all publications mentioned in the specification and of the publications cited therein are hereby incorporated by reference.
SUMMARY OF THE INVENTION
The present invention seeks to provide improved methods and apparatus for commercial transactions in an interactive toy environment.
There is thus provided in accordance with a preferred embodiment of the present invention, in an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a marketing methodology for maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
Also in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one value account is associated with a user rather than with a toy.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one value account is associated with a toy rather than with a user.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including transferring value between value accounts associated with different interactive toys.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein transferring value between value accounts associated with different interactive toys also includes debiting value from a first value account, crediting the value to a second value account so as to enable debiting the second value account in connection with the commercial transaction, and thereafter, returning the value from the second value account to the first value account.
Still further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy. Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
Further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
Still further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including at least one of crediting value to and debiting value from a value account in connection with a noncommercial activity.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the non-commercial activity includes supplying electrical power to the toy.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the non-commercial activity includes undertaking an activity having an ameliorative effect on the toy. Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the value is based at least in part on a user interaction with the toy.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the non-commercial activity is playing a game.
Further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the non-commercial activity is establishing a predetermined relationship with the toy.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the non-commercial activity is responding to an inquiry.
Still further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the non-commercial activity is creating content.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology including crediting value to a value account in connection with a user receiving advertising content.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology including crediting value to a value account in connection with a user making a purchase when accompanied by the toy.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a physical commercial establishment.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment.
Further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology including crediting value to a value account in connection with a user's personal anniversary. Yet further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the value account includes multiple sub-accounts each restricted to a category of purchase.
Still further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology including at least one of crediting and debiting the at least one value account in connection with a noncommercial transaction.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of crediting and debiting the at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one value account includes an interest-bearing account.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including managing of the at least one value account utilizing multi-media functionality.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including user educational activities related to managing the value account.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology also including user play activities related to managing the value account.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the user educational activities include multi-media functionality. Further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the user play activities include multi-media functionality.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a marketing system including at least one interactive toy operative to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
There is thus provided in accordance with another preferred embodiment of the present invention, In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and an activity having a non-commercial purpose.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a physical commercial establishment.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output containing a coupon. Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
Further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherem the multiplicity of interactive toys communicate via the computer network with a commercial establishment.
Still further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the multiplicity of interactive toys communicate via the computer network with another interactive toy located at a point of sale of a physical commercial establishment.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the commercial establishment engages in a personalized interaction with the given user.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the aid personalized interaction takes place by means of at least one of the multiplicity of interactive toys.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the commercial establishment is a physical establishment.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment.
Also, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the user is rewarded for bringing the at least one of the multiplicity of interactive toys to the physical establishment.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment.
Still further, in accordance with a preferred embodiment of the present invention there is provided a marketing methodology wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment for facilitating commercial activity between the user and the physical establishment.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a self-marketing interactive toy operative to provide an output to a potential user urging the user to purchase the interactive toy.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, an interactive toy operative to provide a benefit to a purchaser only when both the interactive toy and at least one designated user thereof are present at a physical commercial establishment.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a method of effecting sales using a toy including providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user.
Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the bidirectional communication includes at least one of audible communication, visual communication and tactile communication. Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the bidirectional communication includes at least one of voice communication and movement communication.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the bidirectional communication includes marketing communication via the toy to the user.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the bidirectional communication includes user response to the marketing communication.
Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the bidirectional communication includes verification of an authorization status of the user.
Further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the verification of an authorization status includes verification of a user's purchase entitlements.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
Still further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the given category of purchase is defined monetarily.
Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the given category of purchase is defined by a class of goods or services.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the authorization status of the user is determined by a combination of disparate factors.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the disparate factors include behavior of a user and predetermined behavior criteria. Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the disparate factors include monetary factors and non-monetary factors.
Thus, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the coded authorization input to the toy includes a motion imparted to the toy by the user.
Furthermore, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the coded authorization input to the toy includes a voice input to the toy by the user.
Further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the coded authorization input to the toy includes a voice input to the toy by the user.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the purchase decision is effected by a user selected input to the toy.
Still further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the user selected input to the toy includes a voice input.
Also, in accordance with a preferred embodiment of the present mvention there is provided a method of effecting sales wherein the user selected input to the toy includes a non- voice input.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the category of purchase is determined at least partially by a person other than the user.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the category of purchase is determined prior to effecting the purchase decision.
Thus, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the category of purchase is determined by at least one of multiple persons and multiple factors. Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the purchase decision is effected by a user not only via the toy but also via a computer.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales also including making an alternative suggestion to the user in a situation where authorization status for a purchase is not forthcoming.
Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the marketing communication via the toy to the user is based at least in part on the predetermined authorization status of the user.
Further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the authorization status is a function at least in part of a past purchasing history of the user.
Yet further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales and also including obtaining a confirmation of a purchase decision.
Still further, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the confirmation of a purchase decision is provided by the user.
Also, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the confirmation of a purchase decision is provided by the person other than the user.
Additionally, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the purchase decision is effected on an item by item basis.
Moreover, in accordance with a preferred embodiment of the present invention there is provided a method of effecting sales wherein the purchase decision is effected for multiple items together.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one mteractive toy communicating via a computer network, an auction methodology including operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network. Additionally, in accordance with a preferred embodiment of the present invention there is provided an auction methodology and also including operating the at least one interactive toy to provide non-auction interactive play activity with the at least one user.
Also, in accordance with a preferred embodiment of the present invention there is provided an auction methodology wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing the at least one interactive toy as an intermediary between the user and an auction web site.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the operating the at least one interactive toy enables the at least one user to function as an auctioneer in an auction conducted at least partially over the computer network..
Still further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the at least one interactive toy functions as an auctioneer in an auction conducted at least partially over the computer network.
Also, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in the auction.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the operating the at least one mteractive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology also including employing personal details supplied by the at least one interactive toy about at least one user to involve given users in given auctions.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the personal details include details obtained from a user in a play environment.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user includes recommending specific auction activity to a user based on known user preferences.
Also, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology, also including limiting participation of the at least one user in the auction in terms of at least one of spending limits, lower price limits for the user's sale of an item, upper price limits for the user's purchase of an item, parental or legal guardian control of at least one aspect of participation, and investigation of auction history of buyers and sellers.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology also including providing transactional functionality for a user acting as a seller or purchaser in the auction.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology also including directing a user to participate in a particular auction based on the persona of the at least one interactive toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the operating the at least one interactive toy enables the at least one user to participate in an auction conducted at least partially over the computer network using value in a user's value account maintained via the at least one interactive toy.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including a multiplicity of interactive toys communicating via a computer network, a volume purchase methodology including operating the multiplicity of interactive toys to employ information obtained by the multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of the multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology, in an interactive toy environment including at least one interactive toy communicating via a computer network, including operating the at least one interactive toy to enable at least one user to participate in a barter transaction conducted at least partially over the computer network.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology, in an interactive toy environment including at least one interactive toy communicating via a computer network, including operating the at least one interactive toy to enable at least one user to participate in a commercial transaction conducted at least partially over the computer network.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology wherein the at least one interactive toy operates as a proxy in the commercial transaction.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided an auction methodology including operating the at least one interactive toy to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over the computer network, wherein potential buyers and sellers are matched.
There is thus provided in accordance with another preferred embodiment of the present invention, a toy commerce methodology including sensing the involvement of a toy in a commercial activity, and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
Thus, in accordance with a preferred embodiment of the present invention there is provided a toy commerce methodology including sensing the involvement of a toy in a commercial activity, and transferring value from at least one entity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein sensing the involvement of the toy includes sensing the physical presence of the toy in a commercial establishment.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein sensing the involvement of the toy includes sensing the virtual presence of the toy in a virtual commercial establishment.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein sensing the involvement of the toy includes sensing the participation of the toy in a commercial transaction.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value to an entity which is a party to the commercial activity.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value to an entity which is not a party to the activity.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a manufacturer of the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a seller of the toy.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the sensing occurs at a time substantially in advance of the time of the activity.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a content provider providing at least content employed by the toy, which content is presumed to be involved in the activity.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the content provider is an advertising content provider.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to a service provider providing at least a communication service employed by the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the commercial activity is a commercial transaction.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the commercial activity is a visit to a commercial establishment.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the commercial activity is a commercial inquiry.
There is thus provided in accordance with another preferred embodiment of the present invention, a commerce methodology including sensing the involvement of a mobile communicator in a commercial transaction, and transferring value from at least one party in the commercial transaction to at least another entity in respect of the commercial transaction in response to the sensed involvement of the mobile communicator.
There is thus provided in accordance with another preferred embodiment of the present invention, a toy commerce methodology including embodying at least one interactive toy with a given persona, and providing content to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona.
Further, in accordance with a preferred embodiment of the present mvention, there is provided a toy commerce methodology wherein the content includes content urging a user to purchase the at least one commercial product or service. Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the content includes entertainment content wherein the at least one interactive toy is identifiable with a character in the entertainment content.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the at least one interactive toy is operative to act out a role in an entertainment context defined by the entertainment content.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce methodology wherein the entertainment content is downloaded to the at. least one interactive toy via the Internet.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one interactive toy communicating via a computer network, a content supply methodology including operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy, and operating at least one of the interactive toy and a node of the computer network to effect payment for the content.
Further, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein the operating to effect payment employs the at least one interactive toy.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology also including effecting payment of a commission to an entity other than an entity supplying the content.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein the entity other than an entity supplying the content includes an advertising content provider.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein the entity other than an entity supplying the content includes a service provider providing at least a communication service employed by the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy includes searching for suitable content among multiple content sources.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an interaction with the user.
Also, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal interaction with the user.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a content supply methodology wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
There is thus provided in accordance with another preferred embodiment of the present invention, an interactive toy methodology including maintaining at least one value account via an at least one interactive toy, and accessing an at least one gambling functionality by the at least one interactive toy and interacting with the at least one value account.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy methodology including interacting the at least one interactive toy with the at least one gambling functionality via a computer network.
Also, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy methodology, including operating the at least one value account by a user subject to at least one of a prepayment requirement and a pre- authorization requirement.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy methodology including matching to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy, the at least one gambling functionality including gambling facilities.
Further, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy methodology including limiting activity matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy with the at least one value account operable by a user subject to at least one activity limitation.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy methodology including associating a gambling therapeutic functionality matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy to the at least one gambling functionality.
There is thus provided in accordance with a preferred embodiment of the present invention, in an interactive toy environment including a multiplicity of interactive toys communicating via a computer network, a marketing system including at least one interactive toy at least partially maintaining at least one value account, and a clearinghouse performing at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one value account is associated with a user rather than with a toy.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one value account is associated with a toy rather than with a user. Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearinghouse is operative to transfer value between value accounts associated with different interactive toys.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
Additionally, in accordance with a preferred embodiment of the present mvention, there is provided a marketing system wherein the clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system also including at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the non-commercial activity includes supplying electrical power to the toy.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the non-commercial activity includes undertaking an activity having an ameliorative effect on the toy.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the value is based at least in part on a user interaction with the toy.
Moreover, in accordance with a preferred embodiment of the present mvention, there is provided a marketing system wherein the non-commercial activity is playing a game.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the non-commercial activity is establishing a predetermined relationship with the toy.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the non-commercial activity is responding to an inquiry.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the non-commercial activity is creating content. Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein including crediting value to a value account in connection with a user receiving advertising content.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system including crediting value to a value account in connection with a user making a purchase when accompanied by the toy.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a physical commercial establishment.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a marketing system including crediting value to a value account in connection with a user's personal anniversary.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the value account includes multiple sub- accounts each restricted to a category of purchase.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system also including at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of crediting and debiting the at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction. Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one value account includes an interest-bearing account.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a marketing system also including managing of the at least one value account utilizing multi-media functionality.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system also including user educational activities related to managing the value account.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system also including user play activities related to managing the value account.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the user educational activities include multi-media functionality.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the user play activities include multimedia functionality.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including a multiplicity of interactive toys communicating via a computer network a marketing system including at least one interactive toy operative to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one interactive toy provides an output to a user containing content which encourages the user to engage in activity having a commercial purpose and in an activity having a noncommercial purpose.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a physical commercial establishment.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys provides an output containing a coupon.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the multiplicity of interactive toys communicate via the computer network with another interactive toy located at a point of sale of a physical commercial establishment.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment.
Also, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the commercial establishment engages in a personalized interaction with the given user.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the aid personalized interaction takes place by means of at least one of the multiplicity of interactive toys. Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the commercial establishment is a physical establishment.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the user is rewarded for bringing the at least one of the multiplicity of interactive toys to the physical establishment.
Further, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a marketing system wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment for facilitating commercial activity between the user and the physical establishment.
There is thus provided in accordance with another preferred embodiment of the present invention, there is provided a system of effecting sales using a toy including an interactive toy which has the capability of bidirectional communication with a user; and a purchase decision effecter enabling a user to effect a purchase decision in the course of the bidirectional communication between the toy and the user.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the bidirectional communication includes at least one of audible communication, visual communication and tactile communication.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the bidirectional communication includes at least one of voice communication and movement communication. Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the bidirectional communication includes marketing communication via the toy to the user.
Further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the bidirectional communication includes user response to the marketing communication.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the bidirectional communication includes verification of an authorization status of the user.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the verification of an authorization status includes verification of a user's purchase entitlements.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the given category of purchase is defined monetarily.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the given category of purchase is defined by a class of goods or services.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the authorization status of the user is determined by a combination of disparate factors.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the disparate factors include behavior of a user and predetermined behavior criteria.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the disparate factors include monetary factors and non-monetary factors.
Further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the coded authorization input to the toy includes a motion imparted to the toy by the user.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the coded authorization input to the toy includes a voice input to the toy by the user.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the coded authorization input to the toy includes a voice input to the toy by the user.
Further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the purchase decision is effected by a user selected input to the toy.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the user selected input to the toy includes a voice input.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the user selected input to the toy includes a non- voice input.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the category of purchase is determined at least partially by a person other than the user.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the category of purchase is determined prior to effecting the purchase decision.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the category of purchase is determined by at least one of multiple persons and multiple factors.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the purchase decision is effected by a user not only via the toy but also via a computer.
Also, in accordance with a preferred embodiment of the present mvention, there is provided a system of effecting sales also including making an alternative suggestion to the user in a situation where authorization status for a purchase is not forthcoming.
Further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the marketing communication via the toy to the user is based at least in part on the predetermined authorization status of the user.
Yet further, in accordance with a preferred . embodiment of the present invention, there is provided a system of effecting sales wherein the authorization status is a function at least in part of a past purchasing history of the user.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales also including obtaining a confirmation of a purchase decision.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the confirmation of a purchase decision is provided by the user.
Also, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the confirmation of a purchase decision is provided by the person other than the user.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the purchase decision is effected on an item by item basis.
Further, in accordance with a preferred embodiment of the present invention, there is provided a system of effecting sales wherein the purchase decision is effected for multiple items together.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one interactive toy communicating via a computer network, an auction system including at least one interactive toy operative to enable at least one user to participate in an auction conducted at least partially over the computer network.
Also, in accordance with a preferred embodiment of the present invention, there is provided an auction system also including operating the at least one interactive toy to provide non-auction interactive play activity with the at least one user. Additionally, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing the at least one interactive toy as an intermediary between the user and an auction web site.
Also, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the operating the at least one interactive toy enables the at least one user to function as an auctioneer in an auction conducted at least partially over the computer network.
Also, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the at least one interactive toy functions as an auctioneer in an auction conducted at least partially over the computer network.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in the auction.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user.
Also, in accordance with a preferred embodiment of the present invention, there is provided an auction system also including employing personal details supplied by the at least one interactive toy about at least one user to involve given users in given auctions. Further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the personal details include details obtained from a user in a play environment.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user includes recommending specific auction activity to a user based on known user preferences.
Also, in accordance with a preferred embodiment of the present mvention, there is provided an auction system also including limiting participation of the at least one user in the auction in terms of at least one of: spending limits, lower price limits for the user's sale of an item, upper price limits for the user's purchase of an item, parental or legal guardian control of at least one aspect of participation, and investigation of auction history of buyers and sellers.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided an auction system also including providing transactional functionality for a user acting as a seller or purchaser in the auction.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction system also including directing a user to participate in a particular auction based on the persona of the at least one interactive toy.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the operating the at least one interactive toy enables the at least one user to participate in an auction conducted at least partially over the computer network using value in a user's value account maintained via the at least one interactive toy.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including a multiplicity of interactive toys communicating via a computer network, a volume purchase system including a multiplicity of interactive toys operative to employ information obtained by the multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of the multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one interactive toy communicating via a computer network, an auction system including at least one interactive toy operative to enable at least one user to participate in a barter transaction conducted at least partially over the computer network.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one interactive toy communicating via a computer network, an auction system including at least one interactive toy operative to enable at least one user to participate in a commercial transaction conducted at least partially over the computer network.
Further, in accordance with a preferred embodiment of the present invention, there is provided an auction system wherein the at least one interactive toy operates as a proxy in the commercial transaction.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one interactive toy communicating via a computer network, an auction system including at least one interactive toy operative to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over the computer network, wherein potential buyers and sellers are matched.
There is thus provided in accordance with another preferred embodiment of the present invention, a toy commerce system including a sensor, sensing the involvement of a toy in a commercial activity; and a value clearinghouse, transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein sensing the involvement of the toy includes sensing the physical presence of the toy in a commercial establishment.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system, wherein sensing the involvement of the toy includes sensing the virtual presence of the toy in a virtual commercial establishment.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein sensing the involvement of the toy includes sensing the participation of the toy in a commercial transaction.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value to an entity which is a party to the commercial activity. Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value to an entity which is not a party to the activity.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a user of the toy.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to manufacturer of the toy.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a seller of the toy.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the sensing occurs at a time substantially in advance of the time of the activity.
Furthermore, in accordance with a preferred embodiment of the present mvention, there is provided a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a content provider providing at least content employed by the toy, which content is presumed to be involved in the activity.
Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the content provider is an advertising content provider.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the transferring value includes transferring value from an entity which is a party to the activity to a service provider providing at least a communication service employed by the toy. Still further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the commercial activity is a commercial transaction.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the commercial activity is a visit to a commercial establishment.
Further, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the commercial activity is a commercial inquiry.
There is thus provided in accordance with another preferred embodiment of the present invention, a commerce system including a sensor, sensing the involvement of a mobile communicator in a commercial transaction; and a value clearinghouse, transferring value from at least one party in the commercial transaction to at least another entity in respect of the commercial transaction in response to the sensed involvement of the mobile communicator.
There is thus provided in accordance with another preferred embodiment of the present invention, a toy commerce system including at least one interactive toy embodied with a given persona; and content supplied to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona.
Also, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce wherein the content includes content urging a user to purchase the at least one commercial product or service.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the content includes entertainment content wherein the at least one interactive toy is identifiable with a character in the entertainment content.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the at least one interactive toy is operative to act out a role in an entertainment context defined by the entertainment content. Moreover, in accordance with a preferred embodiment of the present invention, there is provided a toy commerce system wherein the entertainment content is downloaded to the at least one interactive toy via the Internet.
There is thus provided in accordance with another preferred embodiment of the present invention, in an interactive toy environment including at least one interactive toy communicating via a computer network, a content supply system including at least one interactive toy operative to enable at least one user to select content useful with the at least one interactive toy, and a payment effecter, operating at least one of the interactive toy and a node of the computer network to effect payment for the content.
Also, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein the operating to effect payment employs the at least one interactive toy.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a content supply system also including effecting payment of a commission to an entity other than an entity supplying the content.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein the entity other than an entity supplying the content includes an advertising content provider.
Moreover, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein the entity other than an entity supplying the content includes a service provider providing at least a communication service employed by the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy includes searching for suitable content among multiple content sources.
Yet further, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy.
Still further, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an interaction with the user.
Also, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal mteraction with the user.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
Furthermore, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
Further, in accordance with a preferred embodiment of the present invention, there is provided a content supply system wherein operating the at least one mteractive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
There is thus provided in accordance with another preferred embodiment of the present invention, an interactive toy system including at least one interactive toy maintaining at least one value account, and at least one gambling functionality which is accessible by the at least one interactive toy and interacts with the at least one value account.
Also, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy system wherein the at least one interactive toy interacts with the at least one gambling functionality via a computer network.
Further, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy system wherein the at least one value account is operable by a user subject to at least one of a prepayment requirement and a pre- authorization requirement.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy system wherein the at least one gambling functionality includes gambling facilities matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
Additionally, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy system wherein the at least one value account is operable by a user subject to at least one activity limitation matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
Further, in accordance with a preferred embodiment of the present invention, there is provided an interactive toy system wherein the at least one gambling functionality is associated with a gambling therapeutic functionality matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
BRIEF DESCRIPTION OF THE DRAWINGS AND APPENDICES
The present invention will be understood and appreciated from the following detailed description, taken in conjunction with the drawings and appendices in which:
Figs. 1A and IB are simplified pictorial illustrations of a methodology and system for respectively crediting and debiting an interactive toy associated value account in accordance with a preferred embodiment of the present invention;
Fig. 2 is a simplified flowchart illustrating the crediting functionality of Fig.
IN
Fig. 3 is a simplified flowchart illustrating the debiting functionality of Fig. IB;
Figs. 4 and 5 are simplified illustrations of typical server records relating to value accounts associated respectively with a toy and a user in accordance with a preferred embodiment of the present invention;
Fig. 6 is a simplified pictorial illustration of methodology and system for transferring value between value accounts in accordance with a preferred embodiment of the present invention;
Fig. 7 is a simplified flowchart illustrating the functionality of Fig. 6;
Fig. 8 is a simplified pictorial illustration of methodology and system for respectively crediting and debiting an interactive toy associated value account taking into consideration an account status level in accordance with a preferred embodiment of the present invention;
Fig. 9 is a simplified flowchart illustrating the functionality of Fig. 8;
Figs. ION and 10B are simplified pictorial illustration of methodology and system for debiting an interactive toy associated value account taking into consideration the identity of the interactive toy in accordance with a preferred embodiment of the present invention;
Figs. IOC and 10D are simplified pictorial illustration of methodology and system for crediting an interactive toy associated value account taking into consideration the identity of the interactive toy in accordance with a preferred embodiment of the present invention;
Fig. 11 is a simplified flowchart illustrating the debiting functionality of Fig. ION and 1 OB; Fig. 12 is a simplified flowchart illustrating the crediting functionality of Fig. lOC and lOD;
Fig. 13 is a simplified pictorial illustration of methodology and system for debiting an interactive toy associated value account based on user-toy verbal mteraction in accordance with a preferred embodiment of the present invention;
Fig. 14 is a simplified flowchart illustrating the debiting functionality of Fig. 13;
Fig. 15 is a simplified pictorial illustration of methodology and system for debiting an interactive toy associated value account based on non-commercial user- toy interaction in accordance with a preferred embodiment of the present invention;
Fig. 16 is a simplified flowchart illustrating the debiting functionality of Fig. 15;
Fig. 17 is a simplified pictorial illustration of a methodology and system for crediting an interactive toy associated value account based on user-toy verbal interaction in accordance with a preferred embodiment of the present invention;
Fig. 18 is a simplified flowchart illustrating the crediting functionality of Fig.
Fig. 19 is a simplified flowchart illustrating a debiting functionality of a toy associated value account in connection with a commercial transaction based on status- level of toy in accordance with a preferred embodiment of the present invention;
Fig. 20 is a simplified flowchart illustrating the dependence of an established relationship between a user and a toy on effecting the user's credit point account in accordance with a preferred embodiment of the present invention;
Fig. 21 is a simplified flowchart illustrating how the toy system grants credit points to a user for responding to an inquiry in accordance with a preferred embodiment of the present invention;
Fig. 22 is a simplified flowchart illustrating how the toy system grants credit points to a user for creating content for interactive toys in accordance with a preferred embodiment of the present invention;
Fig. 23 is a simplified flowchart illustrating how credit points are awarded for receiving advertising content in accordance with a preferred embodiment of the present invention;
Fig. 24N is simplified flowchart schematic illustration of a toy system comprising crediting a toy-associated value account in connection with effecting a purchase at a virtual commercial establishment in accordance with a preferred embodiment of the present invention;
Fig. 24B is a simplified flowchart illustration of the purchase effecting and value crediting functionality of Fig. 24N;
Fig. 25 is a simplified pictorial illustration of a methodology and system for crediting value to a value account in connection with a user's personal anniversary in accordance with a preferred embodiment of the present invention;
Fig. 26 is a simplified flowchart illustrating temporarily transferring a value between value accounts maintained via different interactive toys in accordance with a preferred embodiment of the present invention;
Fig.. 27, is a simplified display of sub accounts each restricted to a category of purchase of a value account maintained via a, toy in accordance with a preferred embodiment of the present invention;
Fig. 28 is a simplified flowchart illustrating a method of crediting the value account of Fig. 27;
Fig. 29 is another simplified flowchart further illustrating a method of crediting the value account of Fig. 27;
Fig. 30 is another simplified flowchart illustrating a method of set-up of the value account of Fig. 27;
Fig. 31 is another simplified flowchart illustrating the methodology and system of crediting sub-accounts of the value account of Fig. 27;
Fig. 32 is a simplified flowchart illustrating a method of maintaining a value account via a toy including an interest-bearing account in accordance with a preferred embodiment of the present invention;
Fig. 33 is a simplified flowchart illustrating a methodology for teaching mathematics by managing a value account maintained via a toy in accordance with a preferred embodiment of the present invention;
Fig. 34 is a simplified screen display further illustrating the methodology for teaching mathematics of Fig. 33;
Fig. 35 is a simplified pictorial illustration of methodology and system for effecting a purchase at a commercial establishment such as a virtual store using a toy in accordance with a preferred embodiment of the present invention;
Fig. 36 is a simplified flowchart illustrating the methodology and system for effecting a purchase by a toy of Fig. 35; Fig. 37 is a simplified pictorial illustration showing an interactive toy providing a coupon to a user in accordance with a preferred embodiment of the present invention;
Fig. 38 is a simplified flowchart illustrating the methodology and system of providing a coupon of Fig. 37;
Fig. 39 is a simplified flowchart illustrating another functionality of Fig. 37;
Fig. 40 is a simplified pictorial illustration for effecting a purchase at a commercial establishment wherein the user is rewarded for bringing a toy thereto in accordance with a preferred embodiment of the present invention;
Fig. 41 is a simplified flowchart illustrating the functionality of the methodology and system for effecting a purchase illustrated in Fig. 40;
Fig. 42 is a flowchart elaborating the functionality of Fig. 76, described hereinbelow;
Fig. 43 is a simplified pictorial illustration demonstrating a marketing methodology and system including communication between an interactive toy a store computer in facilitating a purchase in accordance with a preferred embodiment of the present invention;
Fig. 44 is a simplified flowchart illustrating the functionality of the marketing methodology and system of Fig. 43 ;
Fig. 45 is a simplified pictorial illustration of methodology and system for effecting a purchase at a store using a self promoting toy in accordance with a preferred embodiment of the present invention;
Fig. 46 is a simplified flowchart illustrating the functionality of the methodology and system of Fig. 45;
Fig. 47 is a simplified pictorial illustration of a methodology and system for effecting a purchase at a store wherein an interactive toy is operative to provide benefit to a purchaser only when both the interactive toy and a user thereof are present at the store in accordance with a preferred embodiment of the present invention;
Fig. 48 is a simplified flowchart illustrating the functionality of the methodology and system of Fig. 47;
Fig. 49 is a simplified pictorial illustration of methodology and system for effecting a purchase at a store using a toy in accordance with a preferred embodiment of the present invention; Figs. 50N and 50B is a simplified flowchart illustrating the functionality of the methodology and system for effecting a purchase at a store using a toy of Fig. 49;
Fig. 51 is a simplified pictorial illustration of methodology and system for effecting a purchase via a computer terminal using a toy in accordance with a preferred embodiment of the present invention;
Fig. 52 is a simplified pictorial illustration in the context of Fig. 51, showing an authorization-based methodology and system for marketing cornmunication between a toy and a user in accordance with a preferred embodiment of the present invention;
Fig. 53 is a simplified pictorial illustration in the context of Fig. 51, showing another authorization-based methodology and system for marketing communication between a toy and a user;
Fig. 54 is a simplified flowchart illustrating the functionality of the methodology and system for effecting a purchase via a computer terminal using a toy of Fig. 51;
Fig. 55 is a simplified flowchart illustrating the functionality of the authorization-based methodology for marketing communication of Fig. 52;
Fig. 56 is a simplified flowchart illustrating the functionality of the authorization-based methodology for marketing communication of Fig. 53;
Fig. 57 is a simplified pictorial illustration of methodology and system for effecting a purchase of a service using a toy in accordance with a preferred embodiment of the present invention;
Fig. 58 is a simplified pictorial illustration in the context of Fig. 57 showing ancillary functionality of the toy;
Fig. 59 is a simplified pictorial illustration in the context of Fig. 57 showing authorization functionality of the toy;
Fig. 60 is a simplified pictorial illustration in the context of Fig. 57- showing another authorization functionality of the toy based on disparate inputs;
Figs. 6 IN and 6 IB is a simplified flowchart in the context of Fig. 57 showing authorization functionality of the toy;
Fig. 62 is a simplified flowchart in the context of Fig. 58 showing authorization functionality of the toy;
Fig. 63 is a simplified flowchart in the context of Fig. 59 showing authorization functionality of the toy; Fig. 64 is a simplified flowchart in the context of Fig. 60 showing another authorization functionality of the toy;
Fig. 65 is a simplified pictorial illustration of methodology and system for effecting interactive communication with a toy using both visible and audible inputs from a user, particularly for effecting a commercial transaction;
- Fig. 66 is a simplified flowchart in the context of Fig. 65 showing the effecting functionality of interactive communication with a toy;
Fig. 67 is a simplified pictorial illustration illustrating the use of a coded authorization input to a toy, in accordance with a preferred embodiment of the present invention;
Fig. 68 is a simplified flow chart showing the system functionality associated with Fig. 67;
Fig. 69 is a simplified pictorial illustration illustrating the use of input selected by a user, comprising voice and non- voice input, in order to effect a purchase decision in accordance with a preferred embodiment of the present invention;
Fig. 70 is a simplified flowchart showing the system functionality associated with Fig. 69;
Fig. 71 is a simplified flowchart illustrating the functionality of authorization-based methodology for effecting a purchase using a toy of Fig. 53;
Fig. 72 is a simplified screen display illustrating the functionality of authorization-based methodology for effecting a purchase using a toy of Fig. 53;
Fig. 73 is a simplified pictorial illustration of methodology for sending a commercial suggestion to a user via a computer associated with an interactive toy in accordance with a preferred embodiment of the present invention;
Fig. 74 is a simplified flowchart illustrating the functionality of the methodology for sending a commercial suggestion to a user via a computer of Fig. 73;
Fig. 75 is a simplified flowchart illustrating showing an authorization-based functionality in the context of Figs. 53, 71, and 72, where the authorization status of a user is based at least in part on the past purchasing history of the user; in accordance with a preferred embodiment of the present invention;
Fig. 76 is a simplified pictorial illustration describing a methodology and system for purchase decisions being effected by a toy on an item to item basis in accordance with a preferred embodiment of the present invention; Fig. 77 is a simplified flowchart elaborating the functionality of the methodology of purchase decision of Fig. 76;
Fig. 78 is a simplified flowchart describing a method wherein a purchase decision is effected by a toy is effected for multiple -items together at a commercial establishment, flowchart in accordance with a preferred embodiment of the present invention;
Fig. 79 is a simplified flowchart describing a procedure for obtaining a confirmation from a user before effecting a purchase decision in accordance with a preferred embodiment of the present invention;
Fig. 80 is a simplified pictorial illustration illustrating a methodology and system for operating at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over a computer network in accordance with a preferred embodiment of the present invention;
Fig. 81 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 in an auction methodology using a toy;
Fig. 82 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 showing a non-action play activity included in an auction methodology using a toy;
Fig. 83 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 showing how one interactive toy functions as an auctioneer;
Fig. 84 is a simplified pictorial illustration illustrating the functionality of the methodology and system of Fig. 80 showing how one interactive toy functions as an auctioneer at least partially over the computer network;
Fig. 85 is a simplified flowchart illustrating the functionality of the methodology of Fig. 84;
Fig. 86 is a simplified flowchart demonstrating the methodology which enables users to participate in an auction via a server whereby a toy operates both as a memory-enhanced and as a knowledge-enhanced adjunct to a user in accordance with a preferred embodiment of the present mvention;
Fig. 87A is a simplified flowchart further describing the auction methodology of Fig. 86 wherein the server makes inquiries concerning user behavior;
Fig. 87B is a simplified screen display of the functionality of the methodology of Fig. 86 illustrating a typical user's books record obtained through manipulating many users' records; Fig. 87C is another simplified screen display of the functionality of Fig. 87 A illustrating and another table describing a book record for a given user;
Fig. 88 is a simplified flowchart demonstrating a simple pattern matching procedure that generates a personalized book recommendation for a user of the methodology of Fig. 86;
Fig. 89 is a simplified flowchart describing the functionality of the methodology of Fig. 86 involving recommending to a user to initiate a reverse auction;
Fig. 90 is a simplified flowchart in the context of Fig. 80 showing an example of obtaining personal details about a user in a play environment and employing the personal details of the user in order to involve him in an auction;
Fig. 91 is a simplified screen display showing a table of a database record including parameters limiting the participation of a user in an auction of the methodology of Fig. 86;
Fig. 92 is a simplified flowchart demonstrating a toy directing a user to participate in an auction, based on the toy's persona, in accordance with a preferred embodiment of the present invention;
Fig. 93 is a simplified flowchart describing a user using a value account, maintained through an interactive toy, as a payment means in an auction in accordance with a preferred embodiment of the present invention;
Fig. 94 is a simplified flowchart describing a method of organizing users for volume purchase, based on their shared preferences as ■ obtained through their interactions with toys in accordance with a preferred embodiment of the present invention;
Fig. 95 is a simplified flowchart describing a method for arranging a barter auction between users in accordance with a preferred embodiment of the present invention;
Figs. 96 and 97 are simplified flowcharts demonstrating a method for matching buyers and sellers in an auction wherein toys operate as proxies to the users in accordance with a preferred embodiment of the present invention;
Fig. 98 is a simplified partly pictorial partly diagrammatic illustration of a commerce methodology and system for sensing toy involvement and transferring value from one party to another entity in accordance with a preferred embodiment of the present invention; Fig. 99 is a simplified partly-pictorial partly-schematic illustration of a commerce methodology and system comprising a sending commercial content functionality; sensing a toy's presence functionality; and a transferring value functionality in accordance with a preferred embodiment of the present invention;
Fig. 100 is a simplified partly-pictorial partly-schematic illustration of a methodology and system whereby sensing an involvement of a toy in a commercial transaction results in transferring value to entities that are not parties to the transaction, in accordance with a preferred embodiment of the present invention;
Fig. 101 is a simplified partly pictorial partly-schematic illustration of commerce methodology and system comprising transferring value from an entity which a party to a commercial activity to a service provider providing at least communication service employed by a toy in accordance with a preferred embodiment of the present invention;
Fig. 102 is a simplified flowchart describing the sensing and transferring functionality of Fig. 98;
Fig. 103 is simplified screen display of a table describing a database record used in conjunction with the sensing and transferring functionality of Fig. 98;
Fig. 104 is a simplified flowchart illustration of the sending, sensing and transferring functionality of Figs. 98 and 99;
Fig. 105 is a simplified screen display of a table describing a database record used in conjunction with the sensing and transferring functionality of Figs. 98 and 99;
Fig. 106 is a simplified flowchart illustration of another sending, sensing and transferring functionality of Figs. 98 and 99;
Fig. 107 is a simplified flowchart illustration of the transferring functionality of Fig. 101;
Fig. 108 is a simplified flowchart illustration of another transferring functionality of Fig. 101;
Fig. 109 is a simplified flowchart illustrating a commerce methodology and system comprising sensing the virtual presence of a toy at a virtual commercial establishment and sensing the participation of a toy in a commercial transaction, and transferring value from a virtual commercial establishment to a toy server in accordance with a preferred embodiment of the present invention;
Fig. 110 is a simplified flowchart describing the functionality of the commerce methodology for sensing toy involvement of Figs. 98 and 100; Fig. I l l is a simplified pictorial illustration describing a method of transferring value to a user participating in a commercial activity due to a toy's involvement in the activity in accordance with a preferred embodiment of the present invention;
Fig. 112 is a simplified flowchart describing the functionality of the method of transferring value of Fig. I l l;
Fig. 113 is a simplified pictorial illustration describing a method of transferring value due to a toy's involvement in a commercial activity, such activity being a visit to a commercial establishment or a commercial inquiry, in accordance with a preferred embodiment of the present invention;
Fig. 114 is a simplified flowchart elaborating the functionality of the method of transferring value due to a toy's involvement in a commercial activity of Fig. 113;
Figs. 115A and 115B are simplified pictorial illustrations of a commerce methodology and system comprising transferring value from a party in a commercial transaction to a mobile communicator involved in the commercial transaction, in accordance with a preferred embodiment of the present invention;
Fig. 116 is a simplified flowchart illustrating the transferring functionality of Figs. 115A and ll5B;
Fig. 117 is a simplified pictorial illustration describing a toy delivering entertainment content methodology and system in conjunction with a computer monitor, such that toy acts out a role in the context of the monitor content in accordance with a preferred embodiment of the present invention;
Fig. 118 is a simplified flowchart describing the functionality of the toy delivering entertainment content methodology of Fig. 117;
Fig. 119 is a simplified flowchart describing a method of using a toy for enabling a user to select content useful with the toy, and of effecting payment for the content by operating the toy and a computer in a network in accordance with a preferred embodiment of the present invention;
Figs. 120 A and 120B are simplified flowcharts describing a method of transferring commission to an advertising content provider for providing an advertisement for content that was later purchased by a user in accordance with a preferred embodiment of the present invention; Figs. 121 A and 121B are tables providing a simplified illustration of typical database records which enable a toy to help a user search content among multiple content sources, in accordance with a preferred embodiment of the present invention;
Fig. 122 is a simplified flowchart of an exemplary part of a search tree wherein each consecutive level results in a narrowing of the scope of a search, in accordance with a preferred embodiment of the present invention;
Fig. 123 is a simplified flowchart illustrating a mood detection algorithm used in conjunction with a content supply methodology in accordance with a preferred embodiment of the present invention;
Fig. 124 is a simplified flowchart describing a method in which a toy enables a user to select content based upon the initiative of the toy and on information received from the user regarding user preferences in accordance with a preferred embodiment of the present invention;
Figs. 125 A and 125B are simplified tables illustrating parts of a user's record and of a content item record that are applied to the method of Fig. 124;
Fig. 126 is a simplified flowchart demonstrating the functionality of the method of Fig. 124 for selecting a user chosen to receive a suggestion to purchase a content item;
Fig. 127 is a simplified flowchart demonstrating a method whereby a toy initiates a suggestion to the user to select content in response to the physical location of the user, in accordance with a preferred embodiment of the present invention;
Fig. 128 is a simplified flowchart demonstrating a toy mediating between a user and an existing gambling web site in accordance with a preferred embodiment of the present invention;
Fig. 129 is a simplified table showing a typical user record in relation to his gambling, in accordance with a preferred embodiment of the present invention;
Fig. 130 is a simplified flowchart of a methodology of a gambling activity involving a toy being matched to a user in accordance with user characteristics in accordance with a preferred embodiment of the present invention;
Fig. 131 is a simplified flowchart describing the functionality of determining the odds for abet of the gambling activity of Fig. 130;
Figs. 132A, 132B and 132C are tables providing a simplified illustration of typical database records used in conjunction with the methodology of Fig. 130; Fig. 133 A is a simplified flowchart describing a methodology and system of a gambling game with non-real, play money in accordance with a preferred embodiment of the present invention;
Fig. 133B is a simplified flowchart describing further detail of the methodology of Fig. 133 A;
Fig. 134 is a simplified flowchart describing a gambling functionality of a toy associated with a gambling therapeutic functionality matched to a user in accordance with user characteristics in accordance with a preferred embodiment of the present invention;
Fig. 135 is a simplified block diagram of a toy system in accordance with a preferred embodiment of the present invention;
Fig. 136 is a simplified block diagram showing some of the functional units included in a typical toy in accordance with a preferred embodiment of the present invention;
Fig. 137 is a simplified block diagram showing typical sources of input and typical destinations of output of a typical toy in accordance with a preferred embodiment of the present invention;
Fig. 138 is a simplified block diagram showing various electronic units typically included in a toy in accordance with a preferred embodiment of the present invention;
Fig. 139 is a simplified pictorial illustration of a child holding an interactive toy and visiting a store, in accordance with a preferred embodiment of the present invention;
Fig. 140 is a simplified pictorial illustration of a mobile toy which is operative to be aware of its location and of points of interest in its vicinity, in accordance with a preferred embodiment of the present invention;
Fig. 141 and Fig. 142 are simplified flowcharts describing a methodology and system of sales promotion utilizing interactive toys, in accordance with a preferred embodiment of the present invention;
Fig. 143 and Fig. 144 are simplified partly pictorial block diagrams describing the functionality of a sales promotion system toys, in accordance with a preferred embodiment of the present invention; Fig. 145 is a simplified partly-pictorial partly schematic illustration showing typical sensors and actuators that may be used on a typical interactive toy, in accordance with a preferred embodiment of the present invention.;
Fig. 146 and Fig. 147 are simplified illustrations describing typical electronic components of an interactive toy toys in accordance with a preferred embodiment of the present invention;
Figs. 148-155 are simplified pictorial illustrations of a methodology and system of sales promotion with networked interactive toys, in accordance with a preferred embodiment of the present invention;
Fig. 156 is a simplified computer screen display showing a typical registration screen that may be used by interactive toy users to register their preferences with an interactive toy server;
Figs. 157-161 are simplified flowcharts describing methods of advertising products and services with networked interactive toys in accordance with a preferred embodiment of the present invention;
Figs. 162-163 are simplified screen displays showing examples of database records that store information relevant to interactive toys and their user in accordance with a preferred embodiment of the present invention;
Figs. 164 A, 164B and 164C are simplified block diagrams showing examples of database records that store information relevant to interactive toys and their user in accordance with a preferred embodiment of the present invention;
Figs. 165 is a simplified screen display showing examples of database records that store information relevant to interactive toys and their user in accordance with a preferred embodiment of the present invention;
Figs. 166-174 are simplified flow charts describing methodologies of authenticating users and determining the authorization status of the users regarding the purchase of products and services via networked interactive toys in accordance with a preferred embodiment of the present invention;
Fig. 175 is a simplified screen display showing a database record which includes a list of items which the user of a networked interactive toy is authorized to purchase, in accordance with a preferred embodiment of the present invention;
Fig. 176 is a simplified screen display showing a database record which may appear, for example, on the screen of a computer which shows spending limits which have been imposed on a user of a networked interactive toy, in accordance with a preferred embodiment of the present invention;
Fig. 177 is a simplified partly pictorial block diagram describing a networked interactive toy system in accordance with a preferred embodiment of the present invention;
Fig. 178 is a simplified flowchart describing the functioning of an auction system utilizing networked interactive toys in accordance with a preferred embodiment of the present invention;
Fig. 179 is a simplified block diagram describing a portion of a networked interactive toy system in accordance with a preferred embodiment of the present invention;
Fig. 180 is a simplified flowchart describing the use of a game as part of an auction activity carried out by an interactive toy and a user in accordance with a preferred embodiment of the present invention;
Fig. 181 is a simplified flowchart describing a method of updating a database which includes an interactive toy user's preferences for items which the user is interested in purchasing in an auction in accordance with a preferred embodiment of the present invention;
Figs. 182-183 are simplified flowcharts describing a reverse auction procedure in accordance with a preferred embodiment of the present invention;
Figs. 184 is a simplified block diagram describing a portion of a reverse auction procedure in accordance with a preferred embodiment of the present invention;
Figs. 185-188 are simplified flowcharts describing a reverse auction procedure in accordance with a preferred embodiment of the present invention;
Fig. 189 is a simplified pictorial illustration of a methodology and system of sales promotion, in accordance with a preferred embodiment of the present; invention;
Figs. 190-197 are simplified flowcharts describing methodologies of interactive advertising in a system of networked interactive toys, in accordance with a preferred embodiment of the present invention;
Figs. 198-200 are simplified flowcharts describing methodologies by which an interactive toy may help a user find and purchase items via a networked system of interactive toys, in accordance with a preferred embodiment of the present invention; and Figs. 201-203 are simplified flowcharts describing the allocation and utilization of credit points as an alternative for cash and gifts in a commercial system including networked interactive toys, in accordance with a preferred embodiment of the present invention.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
Improved methods and systems for commercial transactions in an interactive toy environment are exemplified by means of the following preferred embodiments.
Reference is now made to Figs. 1A and IB, which are simplified pictorial illustrations of a methodology and a system for crediting and debiting an interactive toy associated value account in accordance with a preferred embodiment of the present invention. Turning to Fig. 1A, it is seen that an interactive toy 1000, suggests to a user that the user might wish to purchase a hamburger at a particular physical commercial establishment, named "Teddy's", designated by reference numeral 1002. Interactive toy 1000 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
The interactive toy marketing system is exemplified in Fig. 1A in that the aforementioned commercial suggestion may be initiated by a suitable commercial suggestion server 1004, which communicates, typically via the Internet 1007, with a computer 1006, which in turn provides content input to the interactive toy 1000. Server 1004 typically also communicates, as via the Internet 1007 with the physical commercial establishment 1002.
Toy 1000, which is typically in wireless communication with computer 1006, senses the proximity of the user. Computer 1006 typically instructs toy 1000 to verbalize a commercial message to the user. The user may respond affirmatively to commercial message; as in the case described in Fig. 1 A, and he may communicate to toy 1000 that he plans to visit commercial establishment 1002. Computer 1006 communicates to server 1004 the user's affirmative response. Server 1004 alerts computer 1010 at the commercial establishment 1002 of the possible arrival of the user. Upon the user's arrival at establishment 1002, computer 1010 at the commercial establishment 1002 senses the proximity of user's toy 1000, and then accesses the user's database (as described in Figs. 4 and 5 hereinbelow). This database may be located on the server 1004, on the computer 1010 or on any computer accessible to the computer 1010 via a computer network such as the Internet. In the example shown in Fig. 1 A the user then purchases a hamburger and subsequently the details of the sale are entered into the user's database (as described in Figs. 4 and 5 hereinbelow). Typically data regarding the user and the user's toy 1000 is entered into the user's database by using an input device such as RF communication with the user's toy 1000, bar-code identification of the user's toy 1000 or by manual data entry via computer 1010.
The purchase of the hamburger causes toy 1000 to update the user's database so that for example, credit points are added to the user's database, typically at a clearing house such as server 1004. A clearinghouse is broadly defined to include any body which enables transactions to and or from an account associated with an interactive toy. Server 1004 typically sends a message via computer 1010 at the commercial establishment 1002 to activate the establishment's logo toy 1008. The message includes thanking the user for his purchase, generally responsive to using personalized data found in user's database at server 1004.
In the illustrated embodiment, a typically life-sized logo character 1008, generally having a fanciful bear-like appearance, communicates verbally with the user and non- verbally with toy 1000, providing the toy with a 30 point credit and verbally so informing the user. Logo character 1008 typically communicates based on instructions received from a computer 1010 which is located at physical commercial establishment 1002 and which is in communication, preferably via the Internet as noted above, with server 1004. Thus, it may be appreciated that the computer 1010 is alerted to expect the possible presence of toy 1000, which presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 1000 to the computer 1010 of a toy ID.
Thereafter, server 1004 typically sends instruction to computer 1010 at commercial establishment 1002 to send instructions to the user's toy 1000 to inform the user of his new credit point total.
It is appreciated that the functionality of Fig. 1 A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
It is appreciated that the functionality of Fig. 1 A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and an activity having a non-commercial purpose.
It is appreciated that the functionality of Fig. 1 A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the at least one of the interactive multiplicity of mteractive provides an output containing content which encourages the user to visit a physical commercial establishment.
It is further appreciated that the functionality of Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment.
It is also appreciated that the functionality of Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment.
Additionally, it is appreciated that the functionality of Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment; and wherein the multiplicity of interactive toys communicate via the computer network with another interactive toy located at a point of sale of a physical commercial establishment. It is moreover appreciated that the functionality of Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment.
It is further appreciated that the functionality of Fig. 1A is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology including operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; and wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment; and wherein the commercial establishment engages in a personalized interaction with the given user, and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys; and wherein the commercial establishment is a physical commercial establishment.
Turning to Fig. IB, it is seen that an interactive toy 1020, which may be identical to interactive toy 1000 (Fig. 1 A), suggests to a user that the user might wish to purchase a hamburger and receive a "free" cola for 20 credit points at a particular physical commercial establishment, named "Teddy's", designated by reference numeral 1022.
This commercial suggestion may be initiated by a suitable commercial suggestion server 1024, which may be identical to server 1004 (Fig. 1A), which communicates, typically via the Internet 1027, with a computer 1026, which may be identical to computer 1006 (Fig. 1A), which in turn provides content input to the interactive toy 1020. Toy 1020 typically senses the proximity of the user. Server 1024 typically also communicates, as via the Internet 1027, with the physical commercial establishment 1022. Computer 1026 instructs toy 1020 to verbalize a commercial message to its user. The user may respond affirmatively to commercial message for example by saying that he plans to visit a commercial establishment 1022. Computer 1026 communicates with server 1024 the user's affirmative response and then alerts a computer 1030 at the commercial establishment 1022 of possible arrival of user, and accesses the user's database, typically at server 1024 (as described in Figs. 4 and 5 hereinbelow).
As seen in Fig. IB, the user arrives at the physical commercial establishment 1022, preferably accompanied by the interactive toy 1020. Upon the user's arrival, computer 1030 at commercial establishment 1022 senses proximity of user's toy 1020. The computer 1030 then activates a logo character 1028 located at the commercial establishment 1020 which verbalizes a message to the user offering him a "free" cola in exchange for 20 credit points. In the example shown in Fig. IB the user accepts the offer of a "free" cola and, in addition, purchases a hamburger. Typically following the user's usage of credit points, a salesman at establishment 1022 enters details of the transaction via the computer 1030 to the user's database, typically located at the server 1024. Information regarding the user and the toy involved in the transaction may be obtained by means of a separate input device such as via RF communication with user's toy 1020, a bar-code on user's toy 1020, or by manual data entry via computer 1030.
The user's purchase of the cola in exchange for 20 credit points causes toy 1020 to update the user's database so that for example, credit points are added to the user's database, typically at server 1024. Server 1024 typically sends a message via computer 1030 at the commercial establishment 1022 to activate the establishment's logo toy, a typically life sized logo character 1028. The message includes thanking the user for his purchase, generally responsive to using personalized data found in user's database at server 1024. Toy 1028, typically having a fanciful bear-like appearance, communicates verbally with the user and non-verbally with the toy 1020, debiting the value account of the toy by 20 points and verbally so informing the user.
In the illustrated embodiment of Fig. IB, similarly to the embodiment of Fig. 1A, the logo character 1028 typically communicates based on instructions received from computer 1030 which is located at the physical commercial establishment 1022 and which is in communication, preferably via the Internet 1027 as noted above, with server 1024. Thus, it may be appreciated that computer 1030 is alerted to expect the possible presence of toy 1020, which presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by toy 1020 to computer 1030 of a toy ID.
Thereafter, server 1024 typically send instructions to computer 1030 at commercial establishment 1022 to activate the user's toy 1020 to inform the user of his new credit point total.
It is appreciated that the functionality of Figs. 1A and IB is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and provide a marketing methodology including maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
It is appreciated that the value account may be associated with either or both a user and a toy. personalizes
Reference is now made to Fig. 2, which is a simplified flowchart illustrating the crediting functionality of Fig. 1A. Server 1004 typically instructs a multiplicity of computers, such as computer 1006 to send a commercial message to users via interactive toys associated therewith, such as interactive toy 1000. Computer 1006 sends a wireless message to interactive toy 1000 causing it to verbalize a personalized message to its user. The user goes with toy 1000 to a physical commercial establishment 1002.
In a preferred embodiment of the present invention the movement of toy 1000 from the user's home to a commercial establishment is relayed by wireless communication to the server 1004 possibly via a wireless public network such s a cellular telephone network. The server 1004 may then relay the toy's movement to the computer 1010 at the commercial establishment 1002.
The computer 1010 typically detects the presence of the toy 1000 preferably via RF communication with the to which includes transmission of the identification code (Toy ID) of the toy 1000 to the computer 1010. Additionally or alternatively the presence and identity of the toy 1000 may be sensed by wireless communication with the server 1004 and/or by wireless communication with the computer 1010 located at the commercial establishment 1002. Alternatively, the user may provide the establishment 1002 with a verbal identification (ID) of the toy 1000 which is then relayed to the computer 1010 or to the server 1004 by wireless, verbal or other means including via a network connection between the computer 1010 and the server 1004.
In another preferred embodiment of the present invention the computer 1010 identifies the toy 1000 by infra-red technology known in the art. Additionally or alternatively the computer 1010 employ voice recognition functionality via toy 1000 and possibly also via server 1004. Additionally or alternatively a user ID or user voice recognition may be verified via the logo character 1008 and/or via the computer 1010.
The purchase transaction is typically performed by the user paying for an item at the commercial establishment 1002. The transaction at the commercial establishment 1002 is then typically authorized by the server 1004.
Information concerning the transaction is transferred from the server 1004 to the computer 1010 and to the logo character 1008, and the logo character conveys a verbal message to the user, such as the number of credit points that the user is to receive. Additionally or alternatively, information concerning the transaction is transferred from server 1004 to toy 1000 via wireless communication. Toy 1000 may be activated by server 1004 to deliver another verbal message to the user. Server 1004 then credits the credit value account of toy 1000. Non-verbal communication is typically relayed from server 1004 to toy 1000, and provides the user with an update concerning the credit value account of toy 1000. Additionally or alternatively, the update may be provided as a record at a user's home computer 1006 for example as shown in detail in Fig. 4 hereinbelow.
Reference is now made to Fig. 3, which is a simplified flowchart illustrating the debiting functionality of Fig. IB. Server 1024 typically instructs a multiplicity of computers, such as computer 1026 to send a commercial message to the users through interactive toys associated therewith, such as interactive toy 1020. Computer 1030 sends a wireless message to interactive toy 1020 causing it to verbalize a personalized message to its user. The movement of toy 1020 may be relayed by wireless communication to server 1024. The server 1024 may then relay the toy's movement to the computer 1030 at the commercial establishment 1022.
Typically, the user performs a transaction when present at establishment 1022. The toy may be sensed by wireless communication with server 1024 and/or computer 1030. Alternatively, the user may provide establishment 1022 with a verbal ID which is then relayed to the computer 1030 or to the server 1024 by wireless, verbal or other means. The user enters establishment 1022 with toy 1020. Computer 1030 typically identifies toy 1020 as one of the toys listed on a list of "possible arrivals".
A purchase transaction is typically performed by a cash or credit card transaction, but may also be performed in exchange for credit points. The identity of a user and/or a toy ay be verified via a user or a toy ID typically transmitted to the computer 1030 by a wireless RF connection. Additionally or alternatively voice recognition may be used either via the toy 1020 or via the logo character 1028 and may be verified with the aid of the computer 1030, the server 1024 or any other computer accessible on a computer network such as the Internet The transaction at the commercial establishment 1022 may then typically be authorized by the server 1024.
Information concerning the transaction is typically transferred from the server 1024 to the computer 1030 and to the logo character 1028 which may then convey a verbal message to the user. Additionally or alternatively information concerning the transaction is transferred from server 1024 to toy 1020 via wireless communication. Toy 1020 is activated by server 1024 to deliver another verbal message to the user. Server 1024 then debits the debit value account of toy 1020. Non-verbal communication is typically relayed from server 1024 to toy 1020, and provides the user with an update concerning the debit value account of toy 1020. Additionally or alternatively, the update may be provided as a record at a user's home computer 1026 for example as shown in detail in Fig. 4 hereinbelow.
Reference is now made to Figs. 4 and 5 which are illustrations of typical server records relating to value accounts associated respectively with a toy 1000, or toy 1020 and a user in accordance with a preferred embodiment of the present invention.
Fig. 4 shows a typical record 1 32 in a database of value accounts, whereby accounts are associated with toys. The record is identified by a unique ID code of toy 1040. It includes the type of toy 1042. It further shows a current credit point status of toy 1040. Toy 1040 in Fig. 4 is used by two different users. The second and third columns of Fig. 4 show an account ID for each user, designated 1054 and 1056. The account status for each user is displayed according to one or more types of points 1046, 1048, 1050. respectively. Each user accumulates, via one or more toys, various amounts of credit points, some of which are limited to a specific types of usage 1046, 1048 and some of which are free-use points 1050, The fourth column shows the total amounts of points 1052 accumulated via toy 1040 by each of its users 1054, 1056, and a sum total of points 1058 for all its users in the various points' categories.
Fig. 4 shows a typical record which may be displayed on a screen of computer. Record 1032 typically shows the balance of credit points in a list of different specific commercial fields with respect to one or more specific toys 1000, 1020. Additionally or alternatively, record 1032 may be displayed with respect to one or more users as is shown in Fig. 5 hereinbelow.
Server 1004 or 1024 typically generates records relating to a value account associated with a toy 1000 or 1020. Fig. 4 shows a record 1032 which is typically displayed typically at the toy user's computer such as 1010 and 1030. It preferably displays a toy's 1040 identification code, a toy type code 1042, and a list of toy users 1044.
For example, record 1032 shows a balance of food credit points 1046; a balance of music download points 1048; and a balance of free-use points 1050. A sum of available credit points 1052 per toy ID 1040 is calculated by server 1004 or 1024 and displayed as the sum of all the balances of credit points 1046, 1048, 1050. Balances 1046, 1048, and 1050, and sum 1052 are typically provided with respect to one or more user identification codes 1054, 1056. The total of sum 1052 for one or more user IDS 1054, 1056 yields the sum total of credit point 1058 relating toy ID 1040. Server 1004 or 1024 can generate similar types of records for debiting or other transactions associated with one or more toys and one or more user.
It is appreciated that the functionality of Fig. 4 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; wherein the value account is associated with a user rather than with a toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
Turning now to Fig. 5, it can be seen that a record 1060 may be generated by server 1004 (Fig. 1A) or 1024 (Fig. IB) as relating to a value account associated with a user in accordance with a preferred embodiment of the present invention.
Fig. 5 shows a typical record in a database of value accounts of two or more toys such as toy 1040, and toy 1000 listed in a list 1070, whereby accounts 1054 and 1056 are associated with one or more users. Record 1032 (Fig. 4) is identified by the unique ID code of the User 1054. Both User 1054 and a second User 1056 use toy 1040. Record 1032 (Fig. 4) includes personal information regarding User 1054. Such information is either supplied by User 1054 or obtained through his use of toy 1040, such as personal likes, preferences and dislikes of the user. These can be defined by his purchase preferences recorded in server 1004 (Fig. 1A) or by user responses to recurrent questions or requests stored in a user database such as in server 1004 (Fig. 1A) which are typically conveyed from a toy such as toy 1040 or toy 1000 to server 1004 (Fig. 1 A).
In the example displayed in Fig. 5, User 1054 has two toys, toy 1040 and toy 1000. The record shows his current credit points account status associated with each of the toys and the total amount of credit points for all of his toys. Record 1060 typically shows the balance of credit points in a list of different specific commercial fields with respect to one or more toys 1040. A user defined by his user ID code 1054 or 1056 performs transactions via one or more toys 1040, 1000.
Balances 1046, 1048,and 1050 are displayed with respect to one or more toy 1040, and one or more balances of credit points with respect to the user ID 1054 as in Fig. 5.
Other data typically displayed includes, but is not limited to, toy type 1042 (Fig. 4), a list of users 1070, a user name 1072, and user age 1074, a user birthday 1076, a user city of residence 1078, a user list of languages spoken 1080, a list of user likes 1082, and list of user friends 1084. Such data typically appears as header information.
The sum of credit points 1066 per toy 1040 is preferably displayed with respect to the user ID 1054. This is identical to the sum 1052 of Fig.4 when one user transacts using one toy 1000. However, when a user performs transactions via more than one toy 1000,1040, then a sum total for a user using one or more toys 1068 (Fig. 5) is equal to the sum 1052 (Fig. 4) of types of points 1044, 1046, and 1050 used by user ID 1054.
It is appreciated that the functionality of Fig. 5 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; wherein the value account is associated with a toy user rather than with a toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction.
Reference is now made to Fig. 6 which is a simplified pictorial illustration of methodology for transferring value between value accounts in accordance with a preferred embodiment of the present invention.
A commercial suggestion may be initiated by a suitable interactive toy server 1108. Interactive toy 1100, makes a proposal to its user to transfer value between value accounts, for example. Toy 1100 communicates typically wireless links with a computer 1104, which in turn typically communicates via the Internet 1006 to server 1108.
Reference is now made to Fig. 7 which is a simplified flowchart illustrating the functionality of Fig. 6. The transfer of value is suggested by toy 1100 to the user as a birthday present to be transferred to the account of a user's friend, and is authorized by the user, as is shown in Fig. 7.
Typically the server 1108 finds, in a database, the identification codes of all users who have a birthday on a specific day, among them is a user named Bill. Server 1108 finds all of Bill's friends who are listed in Bill's personal database record or, alternatively, server 1108 finds all user records in which Bill appears in the field of listed friends (as in Fig. 5), among them a user named Kenny. Server 1108 sends a message to all of Bill's listed friends suggesting that they send Bill a birthday present. The server 1108 checks Kenny's account status, and suggests a gift of credit points which suits the account status.
The server 1108, typically provides content input to Kenny's interactive toy 1100. The server 1108 typically also communicates, as via the Internet 1106, with another computer 1110, which in turn communicates with another (second) interactive toy 1114 belonging to Bill.
As seen in Fig. 6, toy 1100 communicates verbally with the user and suggests to him to give some credit points as a gift to a user (Bill) of a second toy, and non- verbally with computer 1104. The user gives verbal authorization responsive to suggestion of toy 1100 preferably using speech recognition functionality present on the toy 1100, on the computer 1104, on the server 1108 or on any other computer or combination of computers accessible via a computer network such as the Internet. The verbal authorization is verified by server 1108. Server 1108 debits toy's 1100 account for 50 credit points according to the user's verbal authorization. Simultaneously or thereafter, the server 1108 credits the account of toy 1114. Server 1108 sends a message to Bill's toy 1114. Toy 1114 sings "Happy Birthday" and notifies Bill of the present from Kenny, as is shown in Fig. 7.
In the illustrated embodiment, toy 1114 typically communicates based on instructions received from computer 1110 which is typically located at the home of the second user and which is in communication, preferably via the Internet as noted above, with server 1108. Thus, it may be appreciated that the computer 1110 is activated to transfer a verbal message via toy 1114 to the second user.
It is appreciated that the functionality of Figs. 6 and 7 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising transferring value between value accounts associated with different interactive toys.
Reference is now made to Fig. 8 which is a simplified pictorial illustration of methodology for respectively crediting and debiting an interactive toy associated value account taking into consideration an account status level in accordance with a preferred embodiment of the present invention. Such a status level can be modified, for example, according to a user's behavior. For example if the user accrues a certain number of points via a toy, then the toy's status may be up-graded. An upgraded toy status may have several consequences including, but not limited to, receiving toy accessories such as a new headband for the toy, or receiving extra credit points for some or all future purchases relative to the number of credit points which would have been received with the previous toy status. Turning to Fig. 8, it is seen that an interactive toy 1120 suggests to a user that the user might wish to purchase a hamburger at a particular physical commercial establishment, named "Teddy's", designated by reference numeral 1121.. Interactive toy 1120 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
This commercial suggestion may be initiated by a suitable commercial suggestion server 1122, which communicates, typically via the Internet 1124, with a computer 1126, at a physical commercial establishment 1121. As seen in Fig. 8, when the user arrives at the physical commercial establishment 1121, preferably accompanied by the interactive toy 1120, and purchases a hamburger 1128, a typically life sized logo character 1130, typically having a fanciful bear-like appearance, communicates verbally with the user and non- verbally with the toy 1120, and with computer 1126, crediting the toy's value account with a 20 point credit and verbally so informing the user.
In the illustrated embodiment, the logo character 1130 typically communicates based on instructions received from a computer 1126 which is located at the physical commercial establishment 1121 and which is in communication, preferably via the Internet 1124 as noted above, with server 1122. Thus, it may be appreciated that computer 1126 is alerted to expect the possible presence of the toy 1120, which presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 1120 to computer 1126 ofa toy lD.
It is seen in Fig. 8 that server the 1122 communicates, typically via the Internet 1124, with another computer 1144, typically at the home of the user. Computer 1144 typically communicates via a wireless communication with a toy 1120. After the user purchases the hamburger 1120 and receives 20 credit points, the toy's 1120 database record on the server 1122 indicates that the user needs only 10 more credit points to reach "Gold Status" (which is typically reached by accumulating a predetermined number of credit points).
Toy 1120 subsequently suggests to the user that he may wish to purchase a song by downloading it from the Internet 1124 to his computer 1144, and by so doing toy 1120 will have sufficient number of credit points so that his status will be upgraded to "Gold Status". The user agrees to download the song and this is communicated from the user to the toy 1120 then to the computer 1144 and then, in turn, to the server 1122. Typically the server 1122 arranges for the download of the song and for required payment by the user for the song for example via a preautorized credit card account. The server 1122 then credits 10 points to the toy's account and upgrades the toy's status to "Gold Status". The server 1122 communicates via computer the 1144 to the toy 1120 that the toy 1120 has now attained gold status, and that the toy 1120 is entitled to receive a free head-band at a point of sale, such as physical commercial establishment 1121. The user takes his toy 1120 to some of many establishments 1121, 1134 or 1150. Toy 1120 communicates with server 1122 upon entering establishment 1121, for example. A point of sale logo character 1130 is typically in wireless contact with an establishment computer 1126, in turn via Internet 1124 with server 1122.
Server 1122 typically conveys another commercial message via point of sale logo character 1130 to the user as is shown in Fig. 8. Toy 1120 typically provides the user with another commercial suggestion, such as to provide the user with a larger number if credit points per purchase, with respect to prior purchases at a level below gold status. The commercial suggestion may be initiated by a suitable commercial suggestion server 1122, which communicates, typically via the Intemet, with a computer 1126, which in turn provides content input to the interactive toy 1120. The server 1124 typically also communicates, as via the Internet, with the physical commercial establishment 1121.
Toy 1120 then receives a head-band 1154 from the commercial establishment 1121 and the status of the toy 1120 is upgraded to "Gold Status". Computer 1126 preferably conveys the status of toy 1120 to server 1122.
Typically, the next time the user of the toy 1120 purchases a hamburger from "Teddy's" 1121, preferably accompanied by his toy, the toy-associated value account is credited with 30 value points as toy 1120 now has gold status, and the user is informed typically verbally by toy 1120 of the 30 value points which have been credited to its account.
Fig. 9 is a simplified flowchart illustrating the functionality of Fig. 8. A user buys a burger in store 1126 (Fig. 8). Computer 1126 in store 1121, for example identifies user's toy 1120. Computer 1126 notifies server 1122 (Fig. 8) of the purchase. Server 1122 credits toy 1120 account with 20 points. The server then notifies computer 1126 in store 1121 of the crediting transaction. Toy 1120 notifies user of the crediting. Server 1122 notifies user's computer 1144 (Fig. 8) of the current account status. Later, while browsing the Web at home on computer 1144, and downloading songs, the user approaches the lower limit for a higher status level of his toy 1120. Toy 1120 notifies the user that if he downloads one more song, then the status level of toy 1120 will be raised to a higher status level. The user consequently downloads one more song.
The user visits the same store 1121 at a later stage. Computer 1126 in store 1121 identifies toy 1120 and notifies presence of toy 1120 to server 1122. Server 1122 checks account of toy 1120. The status level was up-graded to "Gold" status earlier. Server 1122 sends a message to computer 1126 in store 1121 defining the status of toy 1120 as "gold" status. Toy 1120 in store 1121 notifies user of his new status, preferably presents him with a gold headband and tells him that from now on he will get 30 credit points for each burger that he buys. It is appreciated that the "gold" headband or any other benefit received for reaching "Gold Status" may preferably be obtained not only at the original commercial establishment 1121 but at other establishments such as the commercial establishment 1134 shown in Fig. 8.
It is appreciated that the functionality of Figs. 8 and 9 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy.
Figs. 10A and 10B are simplified pictorial illustrations of a methodology for debiting an interactive toy associated value account taking into consideration the identity of the interactive toy in accordance with a preferred embodiment of the present invention.
Turning now to Fig. 10 A, it can be seen that a user requests a certain product via his interactive toy 1200. In response to the user's request, the interactive toy makes a commercial suggestion that the user purchase the requested product in exchange for credit points, which are associated with toy 1200. In a preferred embodiment of the present invention the number of credit points required for the purchase varies according to the physical identity of the toy 1200. In Fig. 10A a user communicates verbally with a toy 1200 named "Teddy Bear", requesting a new toy racing car. A computer 1204, which is preferably in wireless communication with the toy, receives the user's request via the toy 1200. The computer 1204 typically communicates via the Internet 1206 with a commercial server 1208. The server 1208 registers the user's request and toy type. The server 1208 finds a product called an "zxoom racing car" which is available for purchase and which satisfies the user's requested criteria. The server 1208 checks if the found product is associated with the toy type of toy 1200. In the example of Fig. 10A the "xzoom racing car" is not associated with a toy of type "Teddy Bear". The server 1208 sends a commercial message to the user via the computer 1204. The computer 1204 personalizes the message to the user of the toy 1200 suggesting that the user might wish to purchase the product for 100 credit points. The toy 1200 verbalizes the message to the user.
Reference is now made to Fig. 10B. A user communicates verbally with a toy named "Action Toy" 1214, requesting the same product as in Fig. 10A namely a new toy racing car. A computer 1210, which may be identical to the computer 1204 of Fig.lOA receives the user's request via the toy 1214. The computer 1210 communicates, typically via the Internet 1206, with a commercial server 1208 reporting the user's request and the toy's toy type. The server 1208 finds a product called an "xzoom racing car" which is available for purchase and which satisfies the user's requested criteria. The server 1208 checks if the found product is associated with the toy type of toy 1214. The xzoom racing car is found to be associated with a toy of type "Action Toy" which is the toy type of the toy 1214. The server 1208 sends a commercial message to the user via the computer 1210. The computer 1210 personalizes the message to the user, and suggests that the user might wish to purchase the product for 50 credit points. The toy 1214 verbalizes this message to the user of toy 1214. Thus the user of the action toy 1214 is able to purchase a product associated with an action toy for fewer credit points than required by the user of the Teddy Bear 1200.
Fig. 11 is a simplified flowchart illustration of the debiting functionality of Figs. ION and 10B.
It is appreciated that in the example illustrated in Figs. ION and 10B and Fig. 11, the user of toy 1214 can purchase the product in exchange for less points than that of user of toy 1200 (Fig. ION), as the particular product concerned is associated with the particular type of toy 1214. In contrast, the particular product was not associated with the particular type of toy 1200 of Fig. ION, and user of toy 1200 therefore had to expend 100 points in order to purchase the same product.
It is also appreciated that based on the user's subsequent response to the commercial suggestion via the toy 1200 or 1214, the system described in Figs. ION, 10B, and Fig. 11 is operative to debit a toy-associated account on server 1208 and arrange for shipment of requested product to the user in accordance with the envisaged commercial transaction. Figs. IOC and 10D are simplified pictorial illustrations of a methodology for crediting an interactive toy associated value account taking into consideration the identity of the mteractive toy in accordance with a preferred embodiment of the present invention.
As can be seen in Fig. IOC an interactive toy 1300 which is a Teddy Bear offers a user an xzoom racing car for the price of $30. And offers to credit the user's account with 20 credit points upon purchase of the toy car. Fig. 10D shows an interactive toy 1314 which is an action toy named "Supertoy" which offers a user the same xzoom racing car for the same price of $30 but in this case offers to credit the user's account with 100 credit points of this purchase. In both cases the aforementioned commercial suggestion preferably originates from a server 1308 which takes into account both the toy type and the type of item offered for sale when offering to credit the user's account for the purchase.
Fig. 12 is a simplified flowchart describing the functionality of Figs.10C and 10D. A Server 1308 suggests a product named "xzoom racer" for sale to a user. The server 1308 first checks to see if the user's toy is of a type associated with an xzoom racer. In the case in which the toy is an action toy such as the "Supertoy" 1314 of Fig. 10D, the server 1308 instructs, for example, the user's computer 1310 to offer the user, via the toy 1314, that he purchase the xzoom racer for $30 and receive 100 credit points. In the case in which the user's toy is a Teddy Bear such as the toy 1300 of Fig. 10C and is thus not associated with the racing car, the server 1308, for example, instructs the user's computer 1304 to offer the user, via the toy 1300, that he purchase the xzoom racer for $30 and receive only 20 credit points. It is thus seen that a user may receive a different number of credit points for a given purchase depending on the physical identity of his toy.
It is appreciated that based on the user's subsequent response to the commercial suggestion via the toy 1300 or 1314, the system described in Figs. 10C, 10D, and Fig. 12 is preferably operative to credit a toy-associated account on server 1308 and arrange for shipment of requested product to the user in accordance with the envisaged commercial transaction.
It is appreciated that the functionality of Figs. 10 A, 10B, 10C, 10D, 11 and 12 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy.
Fig. 13 is a simplified pictorial illustration of methodology for debiting an interactive toy associated value account based on user-toy verbal interaction in accordance with a preferred embodiment of the present invention, and Fig. 14 is a simplified flowchart illustrating the debiting functionality of Fig. 13.
Figs. 13 and 14 illustrate an example of a purchase of a product by a user via a toy in exchange for credit points, where the quantity of credit points is based partially on a user interaction with an interactive toy.
An interactive toy 1400 is in communication with a computer 1402, which, in turn, is connected via the Internet 1404, to an interactive toy server 1406. In the example shown in Fig. 13 a user says to his interactive toy 1400 "I'm sad today!". The toy 1400 recognizes this statement preferably as one of many statements to which it is programmed to respond. The user's statement is preferably recognized using speech recognition methodology residing preferably on the toy 1400, on the computer 1402, on the server 1406 or on any other computer of electronic device capable of speech recognition which is accessible to the toy 1400 via a network such as the Internet 1404. In response to the user being sad, the toy 1400, preferably after communicating with the toy server 1406, offers the user a new toy car in exchange for 100 credit points which the user has in his account. The server, being aware of the fact that the toy 1400 is a toy of a type known as an "action toy" sends a message to the computer 1402 suggesting a product appropriate to an action toy - namely a toy car. Thus the product suggested for purchase is preferably personalized in a manner based not only on characteristics of the user but also on characteristics of the user's toy. The message, typically passed to computer 1202 from the server 1406 via the Internet 1404, includes a quantity of points, such as 100 points, which is the initial offer to be suggested to the user, as well as a minimum amount of points, such as 60 points, in exchange for which a particular product may be purchased based upon an interaction between the toy 1400 and its user. Toy 1400 verbalizes the message to the user offering the toy car for 100 points. In the example of Fig. 13 the user rejects the toy's offer but suggests that he purchase the product for a lesser number of points, say 70 points. Based on the instructions previously received from server 1406, computer 1402 determines whether to modify the commercial suggestion according to the user's requests. If the number of points suggested by the user is no lower than the minimal amount defined by server 1406, computer 1402 personalizes a modified suggestion according to the user's request, as is shown in Fig. 14. If the number of points the user proposed were less than the minimum defined by server 1406, then computer 1402 provides another message to the user conveying that the product could not be purchased for that number of points.
It is appreciated that the quantity of points in exchange for which a user may purchase a product via a toy is thus partly based on a user's interaction with the toy.
It is appreciated that the functionality of Figs. 13 and 14 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and further comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy.
Fig. 15 is a simplified pictorial illustration of methodology for debiting an interactive toy associated value account based on non-commercial user-toy interaction in accordance with a preferred embodiment of the present invention, and Fig. 16 is a simplified flowchart illustrating the debiting functionality of Fig. 15.
An interactive toy 1500 is in communication with a computer 1502, which, in turn, is connected via the Internet 1506, to an interactive toy server 1508. Interactive toy 1500 includes a low-battery-power detector and one or more rechargeable batteries, typically on board the toy. The low battery power detector is operative to sense when the battery power on the toy 1500 is low. A typically wireless communication between the toy 1500 and the computer 1502 includes a transmission by the toy 1500 to the computer 1502 of a low-battery signal. The computer 1502 personalizes a message to the toy user via the toy 1500 suggesting a battery recharge operation. The toy 1500 personalizes a message to its user. The computer 1502 preferably registers the user's affirmative response received via the toy 1500. After a predetermined time, two days in Fig. 16's example, the computer checks for a low battery signal on the toy 1500. If such a signal is received from the detector, the computer 1502 personalizes a message to the user that the user's account will be debited a specific number of points (10 points, for example) if the user does not recharge the toy's batteries (Fig. 16). The toy 1500 verbalizes the message to the user. - If a low-battery signal is received from the detector after a second (typically shorter) time lapse indicating that the batteries have not yet been charged, the computer 1502 debits a toy associated value account on server 1508, and personalizes a message to the user informing the user thereof. It is appreciated that in a case where the toy becomes inoperative to verbalize a message to the user due to loss of power supply, computer 1502 is none the less still operative to debit a toy associated value account on board the server 1508. In such a case the user may be informed directly by the user's computer that his account has been debited. It is appreciated that the functionality of Figs. 15 and 16 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial fransaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity. This may also comprise the aforementioned marketing methodology wherein the non-commercial activity comprises supplying electrical power to the toy.
Fig. 17 is a simplified pictorial illustration of a methodology for crediting an interactive toy associated value account based on a user-toy verbal interaction in accordance with a preferred embodiment of the present invention, and Fig. 18 is a simplified flowchart illustrating the crediting functionality of Fig. 17.
Figs. 17 and 18 illustrate a case of crediting a toy associated value account based on playing a game.
An interactive toy 1700 is in communication with a computer 1702, which, in turn, is connected via the Internet 1706, to an interactive toy server 1708. In a preferred embodiment of the present invention the server 1708 downloads a trivia game script to multiplicity of computers 1702. The computer 1702 presents a trivia question to a user via the toy 1700, suggesting a 10 point reward for the correct answer. The toy 1700 verbalizes the question and possibly a suitable hint to the user. The user's answer is received by the computer 1702 via the toy 1700. If the user's answer is incorrect, the computer 1702 personalizes a message to the user, explaining why his answer is incorrect and encouraging the user to try again, proposing a 7 point reward for a correct answer. The user's answer is received via the toy 1700. If the user's answer is correct, the computers credits the value account, associated with the toy 1700, in accordance with the last made suggestion and personalizes a message to the user, informing the user thereof. The toy verbalizes the message to the user.
It is appreciated that the functionality of Figs. 17 and 18 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial fransaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity. The aforementioned marketing methodology may comprise the value being based at least in part on a user interaction with the toy, or may comprise the non-commercial activity being playing a game.
Fig. 19 is a simplified flowchart illustrating a debiting functionality of a toy associated value account in connection with a commercial fransaction based on the status-level of a toy in accordance with a preferred embodiment of the present invention.
Fig. 19 illustrates a case of debiting a toy associated value account in connection with a commercial transaction based on status-level of toy, physical identity of toy, user interaction with toy and also involving transferring value between value accounts associated with different toy.
An interactive toy 1900 is in communication with a computer 1902, which, in turn, is connected via the Internet 1906, to an interactive toy server 1908. Typically, another interactive toy 1920 is connected to another computer 1922 which, in turn, is connected via the Internet 1906, to interactive toy server 1908.
The computer 1902 personalizes a message to User 1 via the toy 1900 informing user that he has 150 points in his value account. User 1 communicates with toy 1900 requesting with a request for purchase of a toy racing car. The computer 1902 receives the request of User 1 via the toy 1900 and communicates the request to the server 1908 via the Internet 1906- The server 1908 finds a racing car which it is authorized to offer to users in exchange for an amount of points ranging from 100 to 200 points. The server 1908 checks the status level of the toy 1900. If the toy 1900 has reached "Gold Status", the server instructs the computer 1902 to personalize a message to User 1 via the toy 1900, suggesting that the user might wish to purchase the racing car in exchange for 100 points.
If the toy 1900 has not reached "Gold Status" the server checks the type of the toy 1900. If the toy 1900 is of a type known as "action toy" then the server instructs the computer 1902 to personalize a message to User 1 via the toy 1900 suggesting that the user the racing car in exchange for 100 points.
If the toy 1900 is not of the type "action toy" then the server 1908 instructs the computer 1902 to personalize a message to User 1, informing User 1 that he cannot purchase the racing car unless he receives additional points, as for example from a friend. The server 1908 typically also informs the computer 1902 of a minimum amount of points that User 1 must receive in order to purchase the product, such as, for example,20 points.
Toy 1900 verbalizes the message User 1. User 1 provides details of User 2 who is typically a friend of User 1 and who also is the user of another toy 1920 and who may be willing to give 30 points to User 1.0
The computer 1902 sends the user's suggestion to the server 1908 via the Internet 1906. The server 1908 instructs the computer 1922 to personalize a message to User 2 via toy 1920, suggesting that User 2 might wish to give 30 points to User 1. In the case of Fig. 19, user 2 agrees. The consent of User 2, received via toy 1920, is communicated to the server by computer 1902 via the Internet.
The server 1908 transfers 30 points from a value account associated with the toy 1920 to a value account associated with the toy 1900. The server debits the value account associated with toy 1900 by 180 points, arranges shipment of the toy car to User 1 and instructs the computer 1902 to personalize a message to User 1 via the toy 1900 informing User 1 thereof.
It is appreciated that the functionality of Fig. 19 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of the toy, and also comprising transferring value between value accounts associated with different interactive toys. The aforementioned methodology may also include at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy, or at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with the toy. The methodology may further comprise at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of the toy, or at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in. part on a user interaction with the toy.
Fig. 20 is a simplified flowchart illustrating the dependence of an established relationship between a user and a toy on effecting the user's credit point account in accordance with a preferred embodiment of the present invention.
A user buys a hamburger at a store 1002 (see Fig. 1 A). The computer 1010 at the store 1002 notifies a server 1004 of the. The server 1004 checks how many of the user's friends are listed in the user's personal record. In this example, if there are 10 or more friends listed friends in the record, the server 1004 rewards the user with 30 credit points; otherwise it rewards him with only 20 credit points. The assumption is that the more friends that the toy 1000 knows about, the deeper is the relationship between the toy and its user. Other measures for defining the depth of such an established relationship include but are not limited to one or more of the following: a user giving a name to the toy 1000, a user spending a lot of time with the toy 1000, and a user taking the toy 1000 to many places.
It is appreciated that the functionality of Fig. 20 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys cornmunicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity. The marketing methodology typically also comprises a non-commercial activity which is established by a predetermined relationship with a toy. Fig. 21 is a simplified flowchart illustrating how the toy system grants credit points to a user for responding to an inquiry in accordance with a preferred embodiment of the present invention.
In a typical interactive toy system, such as that described in Fig. 1A above, such inquiries may help the system in many different ways such as, but not limited to, testing new content for toys, testing efficiency of advertising, and receiving more personal information regarding users.
In Fig. 21 server 1004 tests a joke that was added recently to its joke bank. It sends a certain joke to 100 toys. A toy, such as toy 1000, that receives the joke asks its user whether he would like to hear it. After telling the joke, the toy asks its user for his opinion of it. The user's answer is then sent back to the server. Server 1004 grants 50 credit points to the user's account as a prize for rating the joke, and adds the user's rating to the joke's record on the server's database of jokes. Results from many users will allow the server to decide how often to send any given joke and to which users to send such a joke. Thus, for example, if 10 year old boys were the only category of users who rated a given joke highly, then that joke might only be sent to 10 year old boys and not to other users. A joke which received a low rating consistently may be dropped from usage entirely.
It is appreciated that the functionality of Fig. 21 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity. The marketing methodology typically also comprises a non-commercial activity which comprises responding to an inquiry.
Fig. 22 is a simplified flowchart illustrating how the toy system illustrated in Fig. 1 A hereinabove grants credit points to a user for creating content for interactive toys in accordance with a preferred embodiment of the present invention.
Creating content for interactive toys typically comprises standard writing tools which enable a user to create scripts which combine movement, sound and speech of a toy, such as toy 1000. These scripts may be activated interactively, according to responses from a user. In a typical interactive toy system, such as that described in Fig. 1A above, one or more users receive a script-writing tool. In a preferred embodiment of the present invention users who upload content, such as, for example, interactive scripts, to a server 1004 for public use receive credit points for making the scripts publicly available. It is appreciated that at least some of the content is checked before being put into use and that at least some tests are preferably performed automatically. Such tests may include tests for appropriateness of content, for integrity of the script, and for entertainment value. Fig. 21 provides an example in which a joke, embedded in a script, is tested by providing it to many users for their comments.
In Fig. 22, a user writes a script for an interactive toy, such as toy 1000 on his computer 1006. The computer checks the validity of the scripts in terms of its logical interactive structure as well as possibly performing other tests as described above. The toy asks the user whether he would like to send the script to server 1004 for public use. If the user agrees, the script is sent to the server, and server 1004 adds 50 credit points to the account of the user of toy 1000.
It is appreciated that the functionality of Fig. 22 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity. The marketing methodology typically also comprises a non-commercial activity which comprises creating content.
Fig. 23 is a simplified flowchart illustrating how credit points are awarded for receiving advertising content in accordance with a preferred embodiment of the present invention. N commercial suggestion may be initiated in a toy system such as that illustrated in Fig. IN by a suitable commercial suggestion server 1004, which communicates, typically via the Internet 1007, with a computer 1006, which in turn provides content input to an interactive toy 1000. The server 1004 typically also communicates, as via the Internet 1007 with a physical commercial establishment 1002.
Fig. 23 illustrates how credit points are awarded for receiving advertising content. N toy 1000 recognizes the phrase "I'm hungry" from an utterance of the user, which may be addressed either to toy 1000 or to someone else. The toy 1000 sends the server 1004 a request for an appropriate advertisement. The server selects advertising content responsive to the phrase uttered by its user, such as "I'm hungry". The advertising content also typically matches information regarding the user of toy 1000, such as the fact that, he likes hamburgers and that he has not heard a certain advertisement before. Advertising content is preferably sent from server 1004 via the Internet 1007 to the toy 1000. Additionally or alternatively, the content may be sent to the computer 1006 to the toy 1000 or to the user. The toy 1000 asks the user whether he would like to hear about a new hamburger at Teddy's 1002. Nfter delivering the advertising content, the toy 1000 checks that it was actually received by the user, by asking a question regarding the advertisement. If the user responds to the question, then this information is communicated from toy 1000 to server 1004, typically via Internet 1007. As a reward for answering the question, the server 1004 credits the user's account associated with the toy 1000 with 50 credit points. Toy 1000 receives verbal content from the server 1004 and the toy 1000 communicates this content to the user informing him of the crediting of the 50 credit points. Additionally or alternatively, the server 1004 may pass information concerning the crediting of the 50 credit points via the Internet 1007 or by other means to the computer 1006, such that user of toy 1000 has an electronic copy and/or paper copy of the information comprising the crediting of the 50 credit points.
It is appreciated that by properly phrasing both the advertising content and the toy's question to its user, the toy 1000 can convey information to the server 1004 so as to determine whether the user has actually listened to the advertising content. For example: the word "there" in the question refers to Teddy's 1002 in the advertising content. If the user responds with a question such as "go where?" server 1004 may infer that the user didn't listen to the advertising content communicated to him by toy 1000.
Alternatively server 1004 may send further content via toy 1000 to its user in an iterative way until server 1004 verifies that the user of toy 1000 has understood the advertising content, and receives the 50 credit points to the account associated with toy 1000.
It is appreciated that the functionality of Fig. 23 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and further comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction and also comprising crediting value to a value account in connection with a user receiving advertising content.
Fig. 24A is simplified schematic illustration of a toy system which includes the functionality of crediting a toy-associated value account in connection with effecting a purchase at a virtual commercial establishment in accordance with a preferred embodiment of the present invention. Fig. 24B is a simplified flowchart illustrating the functionality of Fig. 24A in accordance with a preferred embodiment of the present invention.
Turning to Fig. 24 A it is seen that a toy 1930 suggests to a user that the user might wish to look at a particular book named "Three Bears" at a particular virtual commercial establishment named www.bookstore.com.
This commercial suggestion may be initiated in a toy system by a suitable commercial suggestion server 1936, which communicates, typically via the Internet 1934, with a computer 1932, which in turn provides content input to the interactive toy 1930. The server 1936 typically also communicates, as via the Internet 1934 with a web server 1938 providing services to virtual commercial establishments such as, for example, the website www.bookstore.com. '
Fig. 24B illustrates how a user's account is credited when making a purchase at a virtual commercial establishment when accompanied by a toy 1930. Turning to Fig. 24B it is seen that server 1936 sends a message regarding a new illustrated version of the Three Bears story to all users who have previously shown interest in items related to the "Three Bears". The toy 1930 personalizes and verbalizes such a message to its user, offering him the opportunity to purchase the new book at the virtual bookstore located at the web-site address www.bookstore.com and to receive 50 credit points for purchasing the book. If the user agrees to the purchase, the computer 1932 opens a browser window on the monitor of the computer 1932 at the web page www.bookstore.com. After opening the web page, the computer sends the server 1936 a confirmation that the page was opened, implying that the user visited the website accompanied by the toy 1930. The server 1936 registers this event. If the user of toy 1930 subsequently buys this specific book at the virtual establishment www.bookstore.com, he will 50 credit points added to the account associated with his toy 1930. Typically the user verbally authorizes the purchase, and the toy 1930 communicates this via the Internet 1934 to the server 1936. The server 1004 credits 50 points to the account associated with the toy 1930 and typically relays this information via the Internet 1934 to the toy 1930 and/or to the computer 1932 concerning the crediting of the 50 points so as to inform the user of toy 1930. The user may buy the book immediately, or browse at the bookstore www.bookstore.com before making his purchase or return to the virtual bookstore at some later date to purchase the book. It is appreciated that the functionality of Figs, 24A and 24B is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction wherein the crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment, and comprising crediting value to a value account in connection with a user making a purchase when accompanied by ϊhe toy.
Fig. 25 is a simplified pictorial illustration of a methodology for crediting value to a value account in connection with a user's personal anniversary in accordance with a preferred embodiment of the present invention. It can be seen in Fig. 25 that a toy 1950 communicates with a computer 1952 which is connected via the Internet 1956 with a suitable commercial suggestion server 1958. The toy 1950 may also communicate with the server 1958 or with another computer on the Internet 1956 directly as, for example, via a public wireless RF link such as provided by a phone service provider. . Typically the computer 1952 provides content input to the interactive toy 1950. Similarly another toy 1954 communicates with another computer 1955, which, in turn, is connected to the Internet 1956 and thus to the server 1958.
In the example shown in Fig. 25 a toy 1950 is in wireless communication with a computer 1952 which is connected to the server 1958 via the Internet 1956. Information regarding a user of the toy 1950 such as the user's birthday is preferably kept either on the user's computer 1952 or on the server 1958. In this example, as the user's birthday approaches, an email is sent, preferably by the server 1958 to the user's parents, for example, informing them that the toy 1950 will be giving the user a gift of 50 credit points and recommending that the parents purchase an additional physical gift for the user. The parents are preferably asked for the date and time of the user's birthday party. If the server receives a response from the parents regarding the time of the party, the toy 1950 may deliver a message to the user during his birthday party informing him that, for example, 50 credit points have been credited to his account and, if appropriate, describing the gift which his parents bought for him
In Fig. 25, a user gets 50 credit points for his birthday. The act of granting such points may be in done in conjunction with a user's birthday party. Points may be granted together with a physical present that the organizers of the party, typically the user's parents, buy on behalf of the user.
It is appreciated that the functionality of Fig.. 25 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and comprising crediting value to a value account in connection with a user's personal anniversary.
Fig. 26 is a simplified flowchart illustrating temporarily transferring a value between value accounts maintained via different interactive toys in accordance with a preferred embodiment of the present invention.
It can be seen in Fig. 25 that a toy 1950 communicates with a computer 1952 which is connected via the Internet 1956 with a suitable commercial suggestion server 1958. Toy 1950 may also communicate with the Internet 1956 directly. Computer 1952 provides content input to interactive toy 1952. Similarly, toy 1954 communicates with computer 1955, which, in turn, communicates with the Internet 1956 and to server 1958.
Fig. 26 illustrates a case of temporarily transferring value between value accounts maintained via different interactive toys 1952 and 1954 on the interactive toy system illustrated in Fig. 25. The computer 1952 personalizes a message to User 1 via the toy 1950 informing the user that he has 150 points in the value account associated with his toy 1950. User 1 communicates with toy 1950 requesting the purchase of a racing car. The computer 1952 receives its user's request via toy 1950 and communicates the request to the server 1958 via the Internet 1956. The server 1958 finds racing car that may be offered to users in exchange for 200 credit points. The server 1958 instructs the computer 1958 to personalize a message to User 1, informing User 1 that he cannot purchase the racing car unless he borrows or receives an additional 50 points, for example, from a friend. User 1 is provided with details of a friend, User 2 who has a sufficient number of points so that User 2 may be able to lend him 50 points.
The computer 1958 preferably sends User l 's suggestion to the server 1958 via the Internet 1956. The server 1958 instructs the computer 1955 to. personalize a message to User 2 via toy 1954, suggesting that User 2 might wish to lend 50 points to User 1. User 2 agrees. The consent of User 2, received via the toy 1954, is communicated to the server 1958 by the computer 1955 via the Internet 1956. The server 1958 transfers 50 points from the value account associated with the toy 1954 to the value account associated with the toy 1950 and registers the transfer in a special inter-toy database record preferably kept on the server.
Nfter a predetermined time lapse, such as, for example, two weeks, if the value account maintained via the toy 1950 has accumulated 50 points or more the server 1958 automatically transfers 50 points from the value account associated with the toy 1950 to the value account associated with the toy 1954. The server 1958 instructs computers 1952 and 1955 to respectively personalize a message to users 1 and 2 via the toys 1950 and 1954 respectively, informing the users of the return transfer of the 50 points from the account associated with the toy 1950 to the account associated with the toy 1954.
It is appreciated that the functionality of Fig. 26 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network further comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and comprising transferring value between value accounts associated with different interactive toys also comprises debiting value from a first value account, crediting the value to a second value account so as to enable debiting the second value account in connection with the commercial transaction; and thereafter returning the value from the second value account to the first value account.
Fig. 27. is a simplified display 1975 of sub-accounts, each restricted to a category of purchase, of a value account maintained via a toy in accordance with a preferred embodiment of the present invention. Figs. 27-31, taken together, illustrate a procedure of crediting a value account maintained via one or more toys which includes sub-accounts, each of which is restricted to a specific category of purchase in accordance with a preferred embodiment of the present invention. Such sub-accounts are preferably maintained via one or more interactive toys 1952 and 1954 on the interactive toy system illustrated in Fig. 25.
The display 1975 illustrated in Fig. 27 may typically be displayed on the screen 1953 of a computer 1952 for the user of a toy 1950. Additionally or alternatively the information included in the display may be communicated directly, or by any other communication means known in the art, to the user of the toy 1950.
Fig. 27 is a representation of a value account associated with an interactive toy that is categorized into different sub-accounts. In a prefened embodiment of the present invention a user, typically a child, is not permitted to accumulate more than a predetermined amount of value (such as money or credit points) for any given sub- account. Thus, for example, a parent may wish to restrict the amount of money a child spends, via an interactive toy system, on food items so that there is a limit, preferably set by a child's parents, to the amount which the child may accumulate in the food sub-account of his account. In a preferred embodiment of the present invention a parent may enter such data using a computer monitor 1953 and a keyboard 1957,. The entered data is then communicated, typically via Internet 1956, to the server 1958. In the example shown in Fig. 27 a user's parents limit the amount of money which a child may spend in any given month by limiting the amount which may be accumulated in a given sub-account. Thus, for example, the parent may restrict music downloads to $20 per month so that even gifts or prizes for music downloads in excess of $20 are not accepted and are transferred to a default category. In the example shown in Fig. 27 there are two default categories namely educational content and entertainment content and the parent has assigned these in the proportion of 70% for educational content and 30% for entertainment content. No maximum amount is set for these categories. The use of such data is better appreciated by means of the examples illustrated in Figs. 28, 29 and 30.
Fig. 28 is a simplified flowchart illustrating a method of crediting the value account described in Fig. 27. Fig. 28 shows an example of crediting a value account in accordance with a gift received from a relative of the user. In the example shown, a relative of the user provides the toy I.D. of the toy 1950 (of Fig. 25) as well as the relative's credit card number, by means of the relative's personal computer 1957 via the Internet 1956 and to the server 1958. The server 1958 checks to see if the relative is authorized to credit the value account maintained via the toy 1950. The user's relative enters both the amount of the gift and the suggested category. For example the relative may suggest $50 for music downloads which is the sub-account 1984 of Fig. 27. The server 1958 checks the amount which has already been spend in the current month as well as the value allocated to the subaccount 1984 for music downloads.. The server credits the sub-account 1984 without exceeding the value designated as maximum monthly allowable value. For example if the music downloads sub-account 1984 has already been credited with $170 during the current and if the maximum allowed is $200 then the sub-account 1984 is only credited with an additional $30. The remaining amount, $20 in the present example, is distributed between the default sub-accounts 1980 and 1982 according to their predetermined percentage distribution so that $14 is credited to the educational content sub-account 1980 and $6 is credited to the entertainment content sub-account 1982.
Fig. 29 is another simplified flowchart further illustrating a method of crediting the value account of Fig. 27, employing a toy system illustrated in Fig. 25. Fig. 29 shows an example of crediting a value account in accordance with winning a game. N user wins $20 in a game which may, for example, be an interactive game played on the internet preferably with the user's toy and preferably with other toys and their users. The game results are communicated by the computer 1952 to the server 1958 via the Internet 1956. The server 1958 checks the cunent value of account associated with the toy 1950 as, for example, is displayed in the display 1975. The server 1958 checks the maximum monthly limit associated with the sub-account "free use" 1988. The server credits this sub-account without exceeding its maximum monthly limit. For example, if the free use sub-account 1988 has already been credited with $190 this month, and its limit is set at $100 then this sub-account is credited with an additional $10. The remaining $10 in the current example is then distributed between the default sub-accounts 1980 and 1982 according to their predetermined percentage distribution. Thus $7 is credited to educational content sub-account 1980, and $3 is credited to the entertainment content sub-account 1982.
Fig. 30 is an example of crediting a value account in accordance with a prefened embodiment of the present invention in which a user receives a gift from a person such as a parent of the user who is authorized to override the predetermined allocation procedure such as that described hereinabove in Fig. 27. The word parent is used broadly to refer to any responsible person who may be in charge of a child. The word child is used broadly to define a primary user, who is typically young., and may require parental supervision. A parent typically provides, via a networked computer, the toy I.D. number of the user's toy 1950 preferably by means of the keyboard 1957 of a computer 1952. Data is sent from the computer 1952 to the server 1958 via the Internet 1956. The server 1958 instructs the computer 1952 to request confirmation by means of password. The parent provides a password preferably by inputting it on the computer keyboard 1957 on the computer 1952. The password is relayed via the Internet 1956 to the server 1958. Thereafter the server 1958 verifies the password. The parent provides details of the amount and the sub-account to be credited. Such information is typically communicated from the computer 1952 to the server 1958 via the Internet 1956. Additionally or alternatively, the parent could communicate this information via a phone or facsimile, or by other communication methods known in the art. The parent may, for example, supply $200 for the "free use" category. The server 1958 credits the "free -use" sub-account 1988 inespective of the predetermined crediting procedure described in Figs. 27-29 owing to the special authorization status of the user's parent.
Fig. 31 is another simplified flowchart illustrating the methodology of crediting sub-accounts of the value account of Fig. 27 in the toy system illustrated in Fig. IN. N commercial suggestion may be initiated by a suitable commercial suggestion server 1004, which communicates, typically via the Internet 1007, with computer 1006, which in turn provides content input to an interactive toy 1000. The server 1004 typically also communicates, as via the Internet 1007 with a physical commercial establishment 1002.
Fig. 31 shows an example of crediting a value account maintained via the toy 1000 of Fig. 1A which may be identical to the toy 1950 of Fig. 25 as a gift from a commercial establishment for purchasing food products. A user accompanied by the toy 1000 purchases a product at a commercial establishment 1002 which sells food products. The user's account maintained via the toy 1000, such as the account displayed in Fig. 27, is credited by the commercial establishment 1002. A report of this transaction is typically communicated from the commercial establishment 1002 to the server 1004 via the Internet 1007. In the example of Fig. 31 the commercial establishment 1002 credits the user's value account with the sum of $2. This amount is automatically allocated to the "food" subaccount since the gift was give to the user by a restaurant which servers food. The user's value account is credited with $2. In the food category provided this additional $2 does not cause the value limit in this category to be exceeded. It is appreciated that the procedure of Figs. 27-31 may be embodied in a system where value accounts are maintained either as credit points or as actual monetary units or as a combination thereof wherein a credit point is equivalent to a predetermined monetary value.
It is appreciated that the functionality of Figs. 27-31 taken together is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the value account includes multiple sub-accounts each restricted to a category of purchase, and also comprising at least one of crediting and debiting the at least one value account in connection with a non-commercial transaction, and wherein the at least one of crediting and debiting the at least one value account in connection with a noncommercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
It is appreciated that the functionality of Figs. 27 and 31 taken together is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the value account includes multiple sub-accounts each restricted to a category of purchase, and wherein the at least one of crediting and debiting the at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction.
Fig. 32 is a simplified flowchart illustrating a method of maintaining a value account via a toy including an interest-bearing account in accordance with a preferred embodiment of the present invention.
. Fig. 32 illustrates an example where a value account, such as 1978 in Fig. 27, maintained via a toy, such as toy 1000 of Fig. 1A includes an interest-bearing account 1990. For example if a value account 1978 maintained via a toy 1000 has accrued more than 1000 points the server 1004 instructs a computer 1006 via the Internet 1007 to personalize a message to the user via the toy 1000 suggesting that the user might wish to "save" 1000 points for one month and "earn" 5 points in interest on the 1000 points he has saved. The user may preferably indicate agreement verbally. This agreement is then communicated via the toy 1000 and the Internet 1007 to the server 1004. The server opens an interest-bearing sub-account 1990 associated with the toy 1000 and credits this account with 1000 credit points.
If, during the month, the user of toy 1000 wishes purchase an item in exchange for credit points which cannot be effected without spending some or all of the 1000 points in the account 1990, then the server 1004 instructs the computer 1006 to personalize a message to the user via the toy 1000. This message informs the user that by making the purchase he will lose his interest bearing points, and suggests that the user might wish to postpone the purchase until after the end of the month. If the user requests that the purchase proceed the server 1004 deletes the interest-bearing sub-account 1990, transfers any remaining funds to her subaccounts and instructs the computer to personalize a message to the user, verbally informing the user thereof via the toy.
If the value in the interest-bearing subaccount 1990 has remained unspent for the duration of then the account 1990 is credited with 5 points, and the computer 1004 is instructed to personalize a message to the user via toy 1000, informing the user of his profit.
It is appreciated that the functionality of Fig. 32 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the at least one value account comprises an interest-bearing account.
Fig. 33 is a simplified flowchart illustrating a methodology for teaching arithmetic by managing a value account maintained via a toy, such as toy 1000 in the system illustrated in Fig. 1A, in accordance with a prefened embodiment of the present invention. A suggestion may be initiated by server 1004, which communicates, typically via the Internet 1007, with computer 1006, which in turn provides content input to the interactive toy 1000.
Figs. 33 and 34 taken together describe a multi-media game that may be used for teaching mathematics through reference to managing a value account, such as the value account 1978 of Fig. 27 maintained via a toy 1950, which may be identical to toy 1000 of Fig. IN
In the examples shown in Figs. 33 and 34 on the first day of a month, the computer 1006 initiates a multi-media demonstration aimed at helping users who may be children, manage their value accounts such as the value account 1978 shown in Fig. 27 which is associated with the toy 1000, which, for this example, is identical to the toy 1950 of Fig. 25. The toy communicates with the user based on instruction by the computer 1006, suggesting that the user might wish to view the demonstration displayed on the computer screen 1007. Based on the user's response, the demonstration may either take place in front of computer screen 1007, or may alternatively assume the form of a verbal game during which the toy 1000 presents questions to the user regarding the managing of a value account.
As seen in Fig. 33 the toy 1000 provides the user with the total number of points that the user usually spends per month on various types of products. These sums may be derived from a database on board the computer 1006 or alternatively they may be provided by the server 1004 or by any other computer via the Internet 1007. The toy 1000 also provides the user with the number of points currently in his account and the number of points with which his account is expected to be credited for example by the user's parents as part of the user's monthly allowance. The toy 1000 then asks the user whether the expected number of credit points is sufficient for covering the expected expenses for the month in question.
In the illustrated embodiment, when the user fails to provide a conect answer in the course of a verbal interaction with the toy 1000, the toy turns the user's attention to the computer screen 1007 of the computer 1006. The toy interacts based on instructions received from the computer 1006, which are received, typically via the Internet 1007 from server 1004. Thus, it may be appreciated that toy 1000 is operative to verbalize a message to the user that allows the user to understand a display on computer screen 1007.
Fig. 34 shows an example of a computer screen display 1998 used for educating a user regarding the managing of a value account in accordance with the play and/or education functionality of Fig. 33. It further illustrates a methodology for teaching arithmetic as described in Fig. 33. For example the user of a toy 1000 has spent 150 points on music, 200 on food at Teddy's 1002 (Fig. 1A), and 220 points on games. The user has a balance forward of 200 points and will receive 400 points from his mother as described in Fig. 33. The toy 1000 then asks its user how many points he is expected to have left at the end of the month. The user may calculate this as 620-570=50 or he may look at a display such as the display 1998 shown in Fig. 34 on the monitor 1007 which is operative to help the user to perform the calculation.
It is appreciated that the functionality of Figs. 33 and 34 taken together is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and also comprising managing of the at least one value account utilizing multi-media functionality. Additionally, the marketing methodology may also comprise one or more of the following: user educational activities related to managing the value account; user play activities related to managing the value account; user educational activities including multi-media functionality; and user play activities including multi-media functionality.
Reference is now made to Fig. 35, which is a simplified pictorial illustration of methodology for effecting a purchase at a commercial- establishment 2012, such as a virtual store, using a toy 2010. A commercial suggestion may be initiated by a suitable commercial suggestion server 2014, which communicates, typically via the Internet 2018, with a computer 2019, one of a multiplicity of computers which in turn provides content input to the interactive toy 2010 which may be one of a multiplicity of interactive toys. The computer 2019 typically also communicates, typically via the Internet 2018, with an interactive toy server 2014, which typically provides data storage associated with toy 2010 such as an account status.
Typically, a user, such as a child, takes the toy 2010 with him as he browses at a virtual store 2012 on computer 2019. The toy 2010 accompanies the user to the virtual store in the sense that the toy, via its link with the internet, is operative to transfer information from the web site to the user either verbally or by any other means and is also operative to transfer the user's requests, which are preferably heard by a microphone onboard the toy and processed using speech recognition functionality, to the website. The toy 2010 may also be placed near a computer monitor which is preferably used to access the various web pages on the website of the virtual store 2012.
Toy 2010 is typically identical to the toy 1950 of Fig. 25 and to the toy 1000 of Fig. 1A). The mteractive toy 2010 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
As seen in Fig. 35, toy 2010 communicates both verbally and physically with the user and non- verbally with the computer 2019.
The server 2014 sends a commercial message to users encouraging them to visit the web site www.cindereala.net where they can purchase a new version of the Cinderella story. The particular users who receive the message may be selected by various means including, for example, specific age groups, users who have shown interest in Cinderella and users who have purchased items related to the story or to related stories. The computer 2019 delivers a message to the toy which then verbalizes the message to the user. The user agrees to purchase a Cinderella story for $2. The toy 2010 conveys this via the computer 2019 to the server 2014. The server 2014 communicates via the Internet 2018 to the computer 2019 which opens a web browser and opens the site www.cindereala.net.
In the illustrated embodiment, toy 2010 encourages its user to visit a commercial web site 2012, and communicates based on instructions received from computer 2019, which in turn communicates, typically via the Internet 2018, with server 2014. Thus, it may be appreciated that computer 2019 is operative to debit an account of the user on the server 2014 based on the interaction between the user and toy 2010.
Reference is now made to Fig. 36, which is a simplified flowchart illustrating the methodology for effecting a purchase by a toy, such as toy 2010 of Fig. 35. One or more users accompanied by the toy 2010 visit a commercial establishment such as a virtual store 2012.
Fig. 36 illustrates a purchase methodology wherein an interactive toy encourages a user to visit a virtual commercial web site.
It is appreciated that the functionality of Figs. 35 and 36 taken together, is particularly appropriate to an interactive toy environment comprising a marketing methodology comprising operating at least one of a multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
Reference is now made to Fig. 37, which is a simplified pictorial illustration showing an interactive toy providing a coupon to a user in accordance with a prefened embodiment of the present invention. Turning to Fig. 37, it is seen that a commercial message is provided to the user via an interactive toy suggesting that the user my wish to receive a coupon for a burger at a discounted price at a commercial establishment named "Teddy's".
This commercial suggestion may be initiated by a suitable commercial server 2104, which communicates, typically via the Internet 2108 with a home computer 2102, which in turn provides content input to an interactive toy 2100, possibly equipped with a visible input device 2109.
As seen in Fig. 37, the toy communicates verbally with the user and non- verbally with computer 2102 suggesting that the user may wish to be provided with a coupon to enable him to purchase, for example, a Burger at a commercial establishment named "Teddy's" for the discounted price of $1.50. In the example shown, the user answers the toy affirmatively, preferably verbally, and the toy 2100 sends the user's response to the computer 2102 which may convey the user's response, via the Internet 2108, to the server 2104. The server 2104 then sends a command via the Internet 2108 to the computer 2102 to provide the user with a coupon for the burger, making use of a printer 2105 which is connected to the computer 2101, and to provide a verbal message via the toy 2100 to inform the user that the coupon is to be printed. In an additional prefened embodiment of the present invention, following the user's affirmative reply to the toy, the computer 2102 prints the coupon on the printer 2105 without a need for again communicating with the server 2104. In yet another prefened embodiment of the present invention the commercial message is made via the computer 2102 possibly via a visual message on the computer's monitor 2106. In yet another prefened embodiment of the present invention the commercial message is made both via the toy 2100 and via the computer 2102 thus providing the user with a multimedia commercial message. Reference is now made to Fig. 38, which is a simplified flowchart illustrating the functionality of Fig. 37. Server 2104 typically checks all users who are potential customers of "Teddy's", such as, for example, those who live proximal to Teddy's, those who are known to like hamburgers and/or those who may have indicated, preferably via their toy, that they wish to buy a hamburger. The server 2104 sends a commercial message to a multiplicity of such users. The toy 2100 asks its user whether he is interested in receiving a coupon which is to be printed out on the printer 2105 of the computer 2102. If the user is not interested, the toy 2100 stops pursuing the matter. If the user is interested, so that, for example, the toy, preferably with the aid of speech recognition functionality on the computer 2102, recognizes a word such as "sure" from the user's speech, then the toy communicates this to computer 2102, which prints out the coupon at its printer 2105. Alternatively, the toy may pass this information via the Internet 2108 to the server 2104, which may then relay back the instruction via the Intemet 2108 to the computer 2102 to enable the printer 2105 to print the coupon. The toy 2100 then verbalizes a message to the user instructing the user to receive the coupon from the computer's printer.
It is appreciated that the functionality of Figs. 37 and 38, taken together, is particularly appropriate to an interactive toy environment comprising a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose, wherein the at least one of the multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment and wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
Reference is now made to Fig. 39, which is a simplified flowchart, illustrating another functionality of Fig. 37. Server 2104 typically checks all users who are potential buyers of a new version of a Cinderella story. Server 2104 sends a commercial message to a multiplicity of such users. Toy 2100 asks its user whether he is interested in a new version of the Cinderella story at www.cinderella.net. The user is offered a coupon for the purchase of a hamburger at a commercial establishment named "Teddy's" in exchange for visiting the "cinderella" webssite. The coupon is preferably given to the user by printing it on the printer 2105 of the computer 2102. If the user is not interested in the toy's offer, the toy 2100 stops pursuing the issue. If the user is interested, so that, for example, the toy recognizes a word such as "sure" from the user's speech, then the toy communicates this to the computer 2102 which preferably opens a browser at the website www.cinderella.net and prints out the coupon at its printer 2105. Alternatively, the toy may pass this information via the Internet 2108 to the server 2104, which then relays back the instructions via the Internet 2108 to the computer 2102 to enable the printer 2105 to print the coupon.
This example illustrates an interactive toy providing a user with a coupon in conjunction with the user's consent to visit a web site. A server sends a commercial message to users. The message contains content to be verbalized to the user and a coupon to be printed if a user agrees to visit a web site. If the user agrees, the computer opens a web browser at the specified web site and prints the coupon.
It is appreciated that the functionality of Fig. 39 is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose, and wherein the at least one of the multiplicity of interactive toys provides an output providing a coupon.
Reference is now made to Fig. 40, which is a simplified pictorial illustration for effecting a purchase at a commercial establishment 2122, wherein the user is rewarded for bringing a toy 2120 to the commercial establishment. Fig. 41 is a simplified flowchart illustrating the functionality of the methodology illustrated in Fig. 40 according to a prefened embodiment of the present invention. The user of an interactive toy 2120 may effect a purchase at a commercial establishment 2122, and be rewarded for bringing the toy 2120 to the commercial establishment. The fact that a user brings a toy to a store improves the visibility of the toy and thus encourages others to purchase interactive toys especially if it is seen that discount prices on the purchase of goods and services may be associated with toy ownership. A commercial suggestion may be initiated by a suitable commercial suggestion server 2124, which communicates, typically via the Internet 2128, with a computer 2126, which is one of a multiplicity of computers. Computer 2126 in turn provides content input to an interactive toy 2120 which communicates with it preferably via a wireless RF link. The server 2124 typically also communicates, as via the Internet 2128 with a computer at a commercial establishment such as a store. The computer at the store typically also communicates, typically via the Internet 2128, with an interactive toy server which may be identical to the server 2124, which typically provides data storage associated with toy 2120 such as an account status.
A database record preferably onboard the server 2124 stores a personal anniversary of users including associated electronic or non-electronic mail addresses of persons to be notified thereof. In the scenario described in Fig. 41 the server 2124 sends a message to a parent of the user by email suggesting that the parent might wish to take the user to a commercial establishment such as a shopping center in order to purchase a birthday present. This commercial suggestion preferably includes multiple options from which to select. The parent receives the electronic mail message, for example, by means of a computer 2127 at the parent's workplace. The parent may select a particular commercial establishment such as a particular store within the shopping center and sends to the server via the Internet 2128 a return message comprising indication of the selected options.
The server 2124 instructs the computer 2126 to personalize a message to the user via the interactive toy 2120 asking the user what the user might wish to receive for his/her personal anniversary and informing the user that a parent of the user has already agreed to take the user to a shopping center. The toy verbalizes the message to the user. The user's response is received by the computer 2126 via the toy 2120 and communicated to the server preferably via the Internet 2218. Based on the user's response and the return message received from the parent, the server conducts a database search, verifying that the product requested by the user is available at the commercial establishment 2122 selected by the parent, and also, preferably, that it is available at a discounted price if the user brings his toy to the store.
The server 2124 then instructs the computer 2126 to personalize a message to the user via the interactive toy 2120, informing the user that the user will be able to purchase the requested product at a discount if he brings the toy to the commercial establishment 2122. The toy verbalizes the message to the user. The user's response is received by the computer 2120 via the toy 2122 and communicated to the server 2124 preferably via the Internet 2128. The server informs the commercial establishment via the Internet of the possible arrival of the user accompanied by the toy 2120. The local computer at the commercial establishment 2122 preferably receives from the server 2124 suitable data such as identifying details of the user, for example the user's name and or special password, and commercial details such as the discount offered to the user. When the user accompanied by the interactive toy 2120 arrives at the commercial establishment, local computer senses the presence of the toy 2120 by means of RF communication therewith, which includes a transmission by the toy 2120 to the local computer of the toy's I.D. number. This allows computer at the store to provide store personnel with data regarding the user, for example by means of a computer monitor 2127. Upon the user's making a purchase, a cashier verifies the user's identity, for example, by comparing identifying details verbally provided by the user with details provided by the local computer at the store preferably by means of the computer's monitor 2127. Alternately, an identification mechanism such as scanning a bar code on board the toy 2120 may provides automated verification of the user's identity.
It is appreciated that the functionality of Figs. 40 and 41, taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising: operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment; wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment, and wherein the commercial establishment engages in a personalized interaction with the given user; and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys and the commercial establishment is a physical establishment, and wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment.
It is appreciated that the functionality of Figs. 40 and 41, taken together, is also particularly appropriate to the aforementioned marketing methodology and wherein the user is rewarded for bringing the at least one of the multiplicity of interactive toys to the physical establishment.
Fig. 42 is a flowchart elaborating the functionality of Fig. 1A described hereinabove in accordance with a prefened embodiment of the present invention. This example describes an interactive toy 1000 communicating with a computer 1010 located at a store 1002 while entering the store 1002. In this example a user enters a store 1002. A wireless RF connection is established between the user's toy 1000 and the computer 1010 in the store. The toy 1000 transmits its unique identification code to the computer 1010. After receiving the code, the computer 1010 starts a procedure to identify toy 1000 and greet its user. The computer 1010 first searches on the list of expected customers. If the toy's identification code is on the list, another toy 1008 in the store 1002 preferably greets the user accordingly. If the user is not found on the list of expected customers the computer 1010 searches the list of users who have visited the store previously. If toy 1000 is on that list the toy 1008 in the store 1002 greets the user accordingly. Finally, if the toy 1000 is on neither of the lists, the computer 1010 sends the toy's identification code to the server 1004 and receives back details regarding the user that will allow the toy to greet the user (e.g. his name).
It is appreciated that the functionality of Fig. 42, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment; .wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment; and wherein the commercial establishment engages in a personalized interaction with the given user; and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys and the commercial establishment is a physical establishment, and wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment, and wherein the at least one of the multiplicity of mteractive toys communicates via the computer network while it is located at the physical establishment.
Reference is now made to Fig. 43 which is a simplified pictorial illustration demonstrating a marketing methodology including communication between an interactive toy located within a store and a computer located at the store which facilitates a purchase in accordance with a prefened embodiment of the present invention. Fig. 44 is a simplified flowchart illustrating the functionality of Fig. 43. A commercial suggestion may be initiated by a suitable commercial suggestion server 2136, which communicates, typically via the Internet 2134, with a computer 2132, one of a multiplicity of computers, which in rum provides content input to an interactive toy 2130 which is one of a multiplicity of interactive toys.
. Typically, a user, such as a child, takes a toy 2130 with him as he passes through the aisles of store 2131. The presence of the toy 2130 at a given location in propinquity to a toy display 2133 may be sensed by any suitable technique, such as, for example, by infrared detection methods. The detected propinquity is preferably communicated via the Internet 2134 to the server 2136. In response to the sensed presence of the toy 2130 near the product display 2133, the toy is actuated preferably via the computer 2132 possibly in response to commands from the server 2136 received preferably via the Internet 2134 to provide a verbal output suggesting to the child that he may wish to purchase a product 2135, such as the doll house located on the display 2133. A special offer, such as a discount on the purchase of the dolls house, may be communicated to the toy 2130. The toy 2130 verbalizes this special offer to its user, typically a child.
In a prefened embodiment of the present invention the child is invited to indicate his intention to purchase the dolls house by carrying out an action on the toy 2130, such as shaking the toy's hand three times Sensors on the toy 2130 sense the handshake which is then conveyed to the computer 2132. Additionally or alternatively the user's indication of his intention to purchase may be communicated to the toy by verbal means preferably using speech recognition functionality on the computer 2132. When the child indicates his intention to purchase the doll house 2135, the approval of an accompanying parent or guardian is sought, typically via a verbal prompt from the toy 2130 preferably received via the computer 2132. A verbal response of the accompanying parent or guardian is preferably received by the toy 2130 and is typically transmitted wirelessly in real time to the computer 2132 in the store 2131 or possibly directly to the server 2136 either which preferably has voice recognition capabilities and preferably also speaker recognition capabilities in order to confirm the authority of the speaker. Upon confirmation of parent or guardian approval, the purchase of the doll house 2135 is charged to a value account such as possibly the account 1978 illustrated in Fig. 27 maintained by the toy 2130 (typically identical to the toy 1950 of Fig. 25 and to the toy 1000 of Fig. 1A. Alternatively payment for the doll house may be made in any other conventional manner. The interactive toy 2130 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
Fig. 44 is a simplified flowchart illustrating the functionality of Fig. 43. A commercial suggestion is preferably initiated by a suitable computer 2132 which is located at a commercial establishment, and which provides content input to an interactive toy 2130, whose presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 2130 to the computer 2132 of a toy I.D. number. The computer 2132 typically also communicates, typically via the Internet 2134, with an interactive toy server 2136, which typically provides data storage associated with the toy 2130 such as an account status.
As seen in Fig. 44, toy 2130 communicates both verbally and physically with the user and non- verbally with computer 2132, receiving user approval of a purchase, requesting parental confirmation, and upon receiving confirmation, debiting an account of the user, and verbally so informing the user.
The computer 2132 in the store 2131 identifies the user in the store by means of identifying the user's toy. It receives information regarding the user from the server 2136. Such information includes the account status of the user, products that the user has bought, products regarding which the user had expressed interest in the past etc. The computer 2132 in the store 2131 detects that a user is in near a doll house 2135. The computer 2132 checks if the doll house is suitable for marketing to the user. If it is indeed suitable (for example if the price is affordable relating given the user's account status) the computer 2132 sends the user's toy a commercial message offering to sell the doll house 2135 to the user for a reduced price.
It is appreciated that the functionality of Figs. 43 and 44, taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising operating at least one of the multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose; wherein the multiplicity of interactive toys communicate via the computer network with a commercial establishment, and wherein the multiplicity of interactive toys communicate via the computer network with a physical commercial establishment, and wherein the multiplicity of interactive toys notify a commercial establishment that a given user has received the content which encourages the user to engage in activity having a commercial purpose with the commercial establishment and wherein the commercial establishment engages in a personalized interaction with the given user; and wherein the personalized interaction takes place by means of at least one of the multiplicity of interactive toys; wherein the commercial establishment is a physical establishment, and wherein the content encourages the user to bring at least one of the multiplicity of interactive toys to the physical establishment and wherein the at least one of the multiplicity of interactive toys communicates via the computer network while it is located at the physical establishment for facilitating commercial activity between the user and the physical establishment.
Reference is now made to Fig. 45 which is a simplified pictorial illustration of methodology for effecting a purchase at a store 2ι42 using a self-promoting toy 2140 that urges a potential customer to buy the toy itself, in accordance with a prefened embodiment of the present invention..
Turning to Fig.45 it is seen that at a commercial establishment an interactive toy 2140, communicating with a computer 2149, suggests to a user accompanied by an interactive toy 2141 that the user may wish to buy the toy 2140 itself or of an substantially identical or similar toy offered for sale in the commercial establishment. Computer 2149 recognizes the presence of toy 2141 preferably by means of wireless communication therewith which includes a transmission by the toy 2141 to the computer 2149 of the toy's I.D. number. In a prefened embodiment of the present invention the interaction between the toy 2140 and the user makes reference to the users toy 2141 and possibly to knowledge of its characteristics as well as the characteristics of the user.
In the illustrated embodiment the toy 2140 interacts, based on instructions received from computer 2149 which communicates, typically via the Internet 2148, The example in Figs. 45 and 46 illustrates a self-promoting toy 2140 which urges a potential customer, such as user of the toy 2141, to buy the toy 2140 itself. In Fig. 45 the toy 2140 promotes itself to the user who is holding the interactive toy 2141 which has been identified by the computer 2149 in store 2142. In a prefened embodiment of the present invention the user's toy 2141 also participates in the promotion of the toy 2140. This is made possible Fig. 46 is a flowchart which elaborates the functionality of Fig. 45.
In another prefened embodiment of the present invention, toy 2140 promotes itself to a potential customer who is located in the store 2142 without his own interactive toy. Sensors such as, for example, weight or light sensors near the toy 2140 indicate that someone is in their vicinity. Such sensors may be operative to estimate the weight and height of the person and consequently provide an indication of whether the person is a child or an adult. In case a video camera with automated recognition functionality is present it is possible to obtain information regarding the gender and the possible age of the person. If the toy 2140 is believed to be appropriate for marketing to the person then toy 2140 initiates a conversation with the person in order to get some more details about him. For example, the toy may ask the person for his name and age. It may further be possible to utilize the person's voice in order to receive an indication of the age and of the person. If these further details confirm that the toy 2140 is appropriate for marketing to the person then the toy 2140 verbalizes a message to the user, preferably received via the computer2149, suggesting to the user that he purchase the toy 2140.
As is seen in Fig. 46 the computer 2149 in the store 2142 receives the identification code of the toy 2141 which has entered the store 2142 and whose presence has been detected by the computer 2149 preferably using wireless RF communication between the toy 2141 and the computer 2149. The computer 2149 communicates this information to the server 2144. The server 2144 supplies the computer 2149 with further information concerning the user of the toy 2141. The location of the user within the toy is tracked, preferably making use of the computer 2149 and possibly using infrared transmitters and detectors in the store or using other tracking methods for tracking either the user or the toy. In the example shown in Fig. 46 the user is found to be in front of a shelf 2143 on which an interactive toy 2140 is offered for sale. The computer 2149 checks data concerning the user of the toy 2141 and data concerning the toy 2140 to see whether toy 2140 is appropriate for the user. If it is found to be inappropriate then the computer 2149 continues to track the user. If the toy 2140, which is in the form of a soldier, is found to be appropriate for the user then the computer sends a self promotional message to the toy 2140 such as, for example, "Buy me! Please buy me! I will be your very best friend and your soldier's best friend too!".
It is appreciated that the functionality of Figs. 45 and 46, taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and also comprising a self- marketing interactive toy operative to provide an output to a potential user urging the user to purchase the interactive toy.
Reference is now made to Fig. 47, which is a simplified pictorial illustration of a methodology for effecting a purchase at a store 2242 wherein an interactive toy 2240 is operative to provide benefit to a purchaser only when both the interactive toy and a user thereof are present at the store, which is preferably a physical commercial establishment 2242, in accordance with a prefened embodiment of the present invention.
In the example of fig. 47 the computer 2249 recognizes a user's voice received via an interactive toy 2240 and determines that the user is crying. The computer 2249 then runs an interactive script responsive to a crying child and thus instructs the toy 2240 to communicate verbally with the user inquiring why the user is crying. The computer 2249 recognizes the user's speech, received via the interactive toy 2240, preferably using speech recognition functionality, as implying that the user wishes to accompany the user's parents. The computer 2249 then instructs the toy 2240 to communicate verbally with the user so as to. and ask the user for the proposed destination of the parents.. The computer 2249 recognizes the user's speech received via the interactive toy 2240 as implying that the user's parents are planning to go to a commercial establishment named "Mega Grocery Store" 2242.
The computer 2249 communicates, preferably via the Internet 2248 with a suitable toy server 2244 requesting information regarding the commercial establishment named "Mega Grocery Store". A database record, preferably located on the server, indicates that the commercial establishment 2242 cunently grants discounts to purchasers accompanied by toy users and their toys. The server 2244 instructs the computer 2249 to personalize a message to the user via the toy 2240, suggesting that the user's parents might wish to take the user and the toy 2240 to the commercial establishment 2242 and purchase products and/or services at a discount. In another prefened embodiment of the present invention the database record containing information regarding the commercial establishment is located on the computer 2249 and the database record is periodically updated by the server 2244 via the Internet 2248. In this case the aforementioned commercial suggestion may be initiated by the computer 2249 rather than by the server.
The toy 2240 verbalizes the commercial suggestion to the user. In the example shown in Fig. 47 the user acts in accordance with this suggestion and informs her parents that they can receive a discount at the commercial establishment "Mega Grocery Store" if they bring the user and the toy to the store with them. Preferably the computer 2249 is informed via the toy 2240 whether the parents of the user act in response to the commercial suggestion. For example, the computer may recognize the user say to his toy: "Great, we're going too", such an utterance being received via the toy 2240. Alternately the computer 2249 may detect that the toy 2240 has moved out of range of wireless communication indicating that the toy may have left home with her parents. The server 2244 preferably alerts the commercial establishment of the possible arrival of a customer accompanied by a user and her toy 2240. Preferably a local computer at the commercial establishment preferably receives, from the server, suitable data such as identifying details of the user such as, for example, the user's name and/or special password as well as commercial details such as the discount terms offered to the user.
When the user's parents, accompanied by the user and the interactive toy 2240, arrive at the commercial establishment a local computer 2250 senses the presence of the toy 2240 preferably by means of RF communication therewith which includes a transmission by the toy 2240 to the local computer of a toy I.D. number. This allows. the computer to provide personnel at the commercial establishment with data regarding the user, for example by means of a computer monitor. The local computer preferably verifies the user's arrival, for example, by instructing the toy 2240 to initiate a conversation with the user, and recognizing the user's voice received via the toy 2240 preferably by means of a voiceprint received from the server.
Upon the user's parents making a purchase a cashier verifies the user's identity, for example by comparing identifying details verbally provided by the user with details provided by the local computer 2250 possibly by means of a computer monitor. Additionally or alternately an identification mechanism such as scanning a bar code on board the toy 2240 may provide automated verification of the toy's identity.
It is appreciated that the functionality of Figs. 47 and 48, taken together, is particularly appropriate to an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network and providing a marketing methodology comprising an interactive toy operative to provide a benefit to a purchaser only when both the interactive toy and at least one designated user thereof are present.
A system of interactive toys typically comprises a multiplicity of toys, used by a multiplicity of users, wherein each individual toy may be used by one or more users, and each user may have one or more toys, the toys communicating with a multiplicity of computers controlled by one or more servers. It should therefore be understood that a prefened embodiment might describe any one or more parts of the system in either the singular form or plural form, or use these forms interchangeably. Furthermore the word parent is defined here as a responsible adult, who may be any one or more of the following: a parent, guardian, teacher, relative, friend, other user and acquaintance. The word child is broadly used to include any one or more of the following: - a child, teenager, person of diminished responsibility, or any other user who is interested in making use of an interactive toy environment.
Reference is now made to Fig. 49 which is a simplified pictorial illustration of methodology for effecting a purchase at a store 3012 using a toy 3010. A commercial suggestion may be initiated by a suitable commercial suggestion server 3014 which communicates, typically via the Internet 3018, with a computer 3019, which in turn provides content input to an interactive toy 3010 which is one of a multiplicity of interactive toys. The server 3014 typically also communicates, as via the Internet 3018, with a computer 3019 at a store 3012.
Typically, a user, such as a child, takes a toy 3010 with him as he passes through the aisles of the store 3012. The presence of the toy 3010 at a given location in propinquity to a toy display 3013 may be sensed by any suitable proximity detection technique such as, for example, by infrared detection methods. This detection is typically communicated via the Internet 3018 to the server 3014. In response to the sensed presence of the toy 3010 in proximity to the product display 3013, the toy may be actuated either from the server 3014 via the Internet 3018 or alternately from the computer 3019 directly, to provide a verbal output suggesting to the child that he may wish to purchase a product 3015, such as a doll house offered for sale on the display 3013. A special offer, such as a discount on the purchase of the dolls house, may be communicated from the server 3014 via the Internet 3018 preferably via the computer 3019, to the toy 3010. The toy 3010 verbalizes the special offer to its user, typically a child.
Preferably the child is invited to indicate his intention to purchase the dolls house by carrying out a predetermined action on the toy 3010 such as shaking the toy's hand three times. Sensors on the toy 3010 convey the sensed handshake via Internet 3018 to server 3014. When the child indicates its intention to purchase the doll house 3015, the approval of an accompanying parent or guardian is sought, typically via a verbal prompt from toy 3010 received from server 3014 via Internet 3018. A verbal response of the accompanying parent or guardian may be received by the toy 3010 and is typically transmitted wirelessly in real time to the computer 3019 in the store 3012 or to the server 3014 which preferably has voice recognition capabilities and which preferably also has speaker recognition capabilities in order to confirm the identity and thus the authorization status of the speaker. Upon confirmation of parent or guardian approval, the purchase of the doll house 3015 is charged to a value account such as account 1978 such as that illustrated in Fig. 27 and maintained by the toy 3010 (typically identical to toy 1950 of Fig. 25 and to toy 1000 of Fig. 1A) or, alternately, the doll house may be paid for by any other conventional means.
The mteractive toy 3010 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
A prefened method for sensing a handshake is now described. The rotational motion of a toy's arm in the socket connecting the arm to the toy's shoulder is sensed by a potentiometer whose electrical resistance depends on the precise location of the toy's arm. The potentiometer is then connected to a controller onboard the toy which preferably continuously transmits the position of the toy's arm to a computer using, for example, wireless RF communication between the computer and the toy. Using this method the computer may define a handshake as a raising of the toy's arm by a predetermined mi mum amount followed by a lowering of the toy's arm.
The commercial suggestion shown in Fig. 49 may be initiated by a suitable computer 3019 which is located at the commercial establishment and which provides content input to the interactive toy 3010 whose presence it may sense by wireless communication therewith, which includes automatic or non-automatic transmission by the toy 3010 to the computer 3019 of a toy I.D. number. The computer 3019 typically also communicates, typically via the Internet 3018, with an interactive toy server 3014, which typically provides data storage associated with toy 3010 such as an account status.
As seen in Fig. 49, the toy 3010 communicates both verbally and physically with the user and non-verbally with computer 3019, receiving user approval of a purchase, requesting parental confirmation, and upon receiving confirmation, debiting an account of the user, and verbally so informing the user.
In the illustrated embodiment, the toy 3010 communicates based on instructions received from computer 3019 which in turn communicates, typically via the Internet as noted above, with the server 3014. Thus, it may be appreciated that computer 3019 is operative to debit an account of the user on server 3014 based on the interaction between the user and toy 3010.
It is appreciated that the functionality of Fig. 49 is particularly appropriate to a method of effecting sales using a toy comprising: providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user.
It is also appreciated that the functionality of Fig. 49 is particularly appropriate to a method such as the aforementioned method of effecting sales using a toy and wherein the bidirectional commumcation comprises at least one of audible communication, visual communication and tactile communication.
It is also appreciated that the functionality of Fig. 49 is particularly appropriate to a method such as the aforementioned method of effecting sales using a toy and wherein the bidirectional communication comprises at least one of voice communication and movement communication.
It is also appreciated that the functionality of Fig. 49 is particularly appropriate to a method such as the aforementioned method of effecting sales using a toy and wherein the bidirectional communication includes marketing communication via the toy to the user. Fig. 49 also illustrates a method of effecting a purchase using a toy comprising obtaining confirmation of a purchase decision wherein the confirmation of a purchase decision is provided by a person other than the user.
Reference, is now made to Figs. 50A and 50B, which is a simplified flowchart illustrating the methodology for effecting a purchase by a toy, such as toy 3010 of Fig. 49. One or more user accompanied by the toy 3010 visit commercial establishments such as the store 3012. Computer 3019 at the store senses the presence of the toy 3010 by means of typically wireless communication therewith, which includes a transmission by the toy 3010 to the computer 3019 of the toy's identification number. The computer 3019 is in communication, typically via the Internet 3018, with the toy server 3014 which provides personalized data associated with the toy 3010 including the account and authorization status of the user.
When the user, accompanied by the toy 3010, approaches a products such as a doll house 3015 a proximity sensor senses the proximity of the toy to the product. Such a proximity sensor may include an infrared sensor onboard the toy 3010 which senses a transmission from an infrared transmitter on a shelf where the product 3015 is located. The toy 3010 transmits to the sensed infrared signal to the computer 3019 which is operative to interpret this signal as implying that the user is facing the product 3015. Based on the account status of the user received from the server 3014 the computer 3019 determines whether to send a message to the user via the toy 3010 proposing the purchase of the product 3015.
When the toy 3010 verbalizes a commercial message to the user suggesting that the user purchase the product 3015, typically at a specified discount, it provides a verbal description of an action, typically involving the motion of one or more body parts of the toy 3010, by which the user is to communicate to the computer, via the toy, a decision to effect the purchase.
The user responds by means of motion interaction with toy 3010 in accordance with the message provided via the toy 3010. Upon receiving a transmission by the toy 3010 of the conesponding set of sensor signals which had been interpreted as implying the user's decision to effect a purchase the computer 3019 checks the authorization status of the users which is typically provided via the Internet as noted above by the server 3014.
Based on the authorization status of the users, the computer 3019 sends a message to the user via the toy 3010 requesting parental confirmation for effecting a purchase. The toy 3010 verbalizes a message to the user and receives parental confirmation by means of verbal input by the parents of the users. The computer 3019 verifies the identity of the parents preferably by means of a voiceprint, typically provided by the server 3014.
The computer 3019 sends a message, typically via computer monitor 3017, to one of the personnel at the store, informing him that a purchase of the product 3015 has been effected via the toy 3010. The computer 3019 further communicates, typically via the Internet as noted above, with the server 3014 informing the server 3014 that the user purchased the product 3015 via the toy 3010 and accordingly debiting the user's account which is preferably kept on the server 3014.
The computer 3019 sends a message to the users via the toy 3010 informing the user that his account is debited in accordance with the effected purchase. The toy 3010 verbalizes this message to the users.
Reference is now made to Fig. 51, which is a simplified pictorial illustration of methodology for effecting a purchase via an interactive toy with the aid of a computer in accordance with a prefened embodiment of the present invention. Turning to Fig. 51, it is seen that an interactive toy 3100 suggests to a user that the user might wish to purchase an item that is displayed on a computer monitor 3103. The interactive toy 3100 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
This commercial suggestion may be initiated by a suitable commercial server 3104, which communicates, typically via the Internet 3108, with a computer 3102 at the toy's home site, which in turn provides content input to the interactive toy 3100 and typically also provides visual content input to a computer monitor 3103. The server 3104 typically also stores data associated with the toy 3100 such as an authorization status associated with the toy 3100 at the home site 3109.
As seen in Fig. 51 when the user affirmatively responds to the suggestion made by the toy 3100 the toy verbally communicates with the user requesting parental confirmation in order to effect the suggested purchase.
In the illustrated embodiment toy 3100 communicates based on instructions received from the computer 3102 which is in communication, typically via the Internet as noted above, with the server 3104. Thus, it may be appreciated that verification of authorization status is provided, typically by means of a password that a parent of the user enters into the computer 3102 preferably by means of a computer keyboard 3106.
It may be appreciated that the functionality of Fig. 51 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes marketing communication via the toy to the user; and wherein the bidirectional communication includes user response to the marketing commumcation.
Reference is now made to Fig, 52 which is a simplified pictorial illustration, in the context of Fig. 1, showing an authorization-based methodology for marketing communication between a toy and a user in accordance with a prefened embodiment of the present invention. Turning to Fig. 52, it is seen that in response to a user's request to purchase a certain product which, in the example shown, he cannot afford, an interactive toy 3110 suggests to the user that the user might wish to purchase a related product, that the user can afford and that is displayed on a computer monitor 311.
This commercial suggestion may be initiated by a suitable commercial server 3114, which communicates, typically via the Internet 3108, with a computer 3112, which in turn provides content input to the interactive toy 3110 and typically also provides visual content input to a computer monitor 3113. A server 3114 typically also stores data associated with the toy 3110 such as an authorization status associated with the toy 3110. The items described here may be identical with conesponding items in Fig. 51, for example toy 3110 may be identical with toy 3100 of Fig. 51.
As seen in Fig. 52 the toy 3110 communicates with the user, proposing a product related to the one requested by the user, which the user is authorized to purchase. In the example of Fig. 52 the toy car requested by the user is too expensive for the user to purchase and the toy system proposes instead that the user purchase a toy train which costs $5.99 which is well within the authorized spending limit of $8.00 shown on the computer monitor 3113. In the illustrated embodiment the toy 3110 communicates, based on instructions received from computer 3112, which is in communication, typically via the Internet 3108 as noted above, with the server 3114. Thus, it may be appreciated that server 3114 initiates a commercial suggestion to be sent to a user via the toy 3110, which commercial suggestion is based on an authorization status that is associated with the toy 3110 and/or with the user.
Reference is now made to Fig. 53, which is simplified pictorial illustration in the context of Fig. 52, showing another authorization-based methodology for marketing communication between a toy and a user in accordance with a prefened embodiment of the present invention. Turning to Fig. 53, it is seen that in response to a user's request to purchase a certain product, namely a toy car in the example of Fig. 53, an interactive toy 3120 suggests to the user that the user may purchase this product only after receiving further parental authorization since the cost of the toy car exceeds the user's authorization limit. The toy system, via the toy 3120, presents an alternative proposal to the user namely that he purchase instead related product, namely a toy train, which is also displayed on the computer monitor 3123. The toy 3120 informs the user that he does not require further parental authorization to purchase the toy train since it's cost, namely $5.99, is within the authorized spending limit for the user.
The items described in Fig. 53 may be identical to conesponding items in Fig. 51 , for example toy 3120 may be identical with toy 3100 of Fig. 51.
The suggestion made by toy 3120 may be initiated by a suitable commercial server 3124, which communicates, typically via the Internet 3128, with a computer 3122, which in turn provides content input to the interactive toy 3120 and typically also provides visual content input to a computer monitor 3123. The server 3124 typically also stores data associated with the toy 3120 such as an authorization status associated with the toy 3120 and/or with the user.
As seen in Fig. 53 the toy 3120 communicates with the user informing the user that parental confirmation is required in order to effect a purchase of the requested product, and proposing a related product which is included in a category of purchase that the user is entitled to effect without further parental authorization.
In the illustrated embodiment the toy 3120 communicates, based on instructions received from computer 3122, which is in communication, typically via the Internet 3128 as noted above, with the server 3124 which may be identical to the server 3104 of Fig. 51. Thus, it may be appreciated that server 3124 initiates a commercial suggestion to be sent to a user via the toy 3120, which commercial suggestion is at least partly based on an authorization status that is associated with the toy 3120 and/or with the user. It may be appreciated that the functionality of Figs. 52 and 53, taken together, is particularly appropriate to a method of effecting sales using a toy comprising: providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of a user.
It may also be appreciated that the functionality of Figs. 52 and 53, taken together, is particularly appropriate to a method such as the aforementioned one, and wherein the verification of an authorization status includes verification of a user's purchase entitlements.
It may also be appreciated that the functionality of Figs. 52 and 53, taken together, is particularly appropriate to a method such as the aforementioned one, and wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
It may also be appreciated that the functionality of Figs. 52 and 53, taken together, is particularly appropriate to a method such as the aforementioned one, and wherein the given category of purchase is defined monetarily.
Reference is now made to Fig. 54, which is a simplified flowchart illustrating the functionality of Fig. 51. The server 3104 communicates, typically via the Internet, with a multiplicity of computers such as computer 3102, instructing computer 3102 to send a commercial message to user via an interactive toy such as the toy 3100 and also via a computer monitor such as the computer monitor 3103.
Such a commercial message is typically based at least in part on an account status associated with the toy 3100, with the user and preferably also with the specific persona of the toy 3100. In the illustrated embodiment, the computer 3102 is instructed to make a commercial suggestion via the toy 3100 which is categorized as an "action toy" to the user that he purchase a toy car.
The computer 3102 provides content input to the computer monitor 3103 as well as to the toy 3100 typically by means of wireless communication therewith. The toy 3100 verbalizes a commercial message to the user, suggesting that he purchase a product that is displayed on the monitor 3103.
The user affirmatively responds to the commercial suggestion made by the toy 3100. The toy 3100 receives the user's response by means of verbal input and transmits it to computer 3102, which in turn recognize the user response preferably using speech recognition functionality which preferably resides on the computer 3102.
Thereafter the computer 3102 verifies the authorization status of the user. In the illustrated embodiment, the authorization status is defined by an entitlement of the user to effect a purchase which requires parental confirmation which may be provided by means of a password.
The computer 3102 provide suitable content input to the toy 3100 which in turn verbally communicate with the user requesting a parent's confirmation in order to effect the suggested purchase. Upon a parent's arrival, preferably verbally communicated to the toy 3100 by the user, the toy verbally communicates with the parent informing the parent of the suggested transaction terms and requesting confirmation thereof. In the illustrated embodiment a parent provides confirmation by means of a password entered via a computer keyboard 3106.
The computer 3102 then informs the server 3104 that a purchase has been effected via the toy 3100. The server 3104 debits an account associated with the toy 3100 in accordance with the transaction terms. The server 3104 also communicates with a commercial establishment merchandizing the product, ananging shipment and crediting an account associated with the commercial establishment.
Reference is now made to Fig. 55, which a simplified flowchart illustrating the functionality of Fig. 52. A user verbally communicates with an interactive toy such as the toy 3110, requesting the purchase of a product, namely a toy car. The toy 3110 communicates, typically wirelessly, with one or more computers such as the computer 3112 which recognizes the request made by the user.
The computer 3112 communicates, typically via the Internet 3118, with a suitable toy server 3114 informing the server 3114 of the request made by the user. The computer 3112 also informs the server 3114 of any relevant authorization status of the user. Alternately the computer 3112 relays an identification code of the toy 3110 to the server 3114 which typically stores an authorization status associated with each one of the toys 3110. In another prefened embodiment of the present invention the computer 3112 relays the identification code of the user to the server 3114 which typically stores the authorization status associated with the user.
The server 3114 next initiates a search for a toy car for a price lower than $8.00 based on the request made by the user and the conesponding authorization status namely an $8.00 spending limit. In the example of Fig. 55 the server 3114 does not find a toy car for $8.00 or less so the server 3114 finds a related product namely a toy train related to the item requested by the user but which, in the example shown, costs $5.99 which is less than the $8.00 which has been authorized.
The server 3114 then instructs the computer 3112 to send a commercial message to the user via the toy 3110 and possibly via the computer monitor 3113. The toy 3110 verbalizes a message to the user suggesting the purchase of a toy train whose price is within the user's authorization lime and which is displayed on the monitor 3113.
Reference is now made to Fig. 56 which is a simplified flowchart illustrating the functionality of Fig. 53. A user verbally communicates with one or more interactive toys such as the toy 3120 requesting the purchase of a products such as a toy car. The toy 3120 communicates, typically wirelessly, with a computer such as the computer 3122 which recognizes the request made by the user preferably using speech recognition functionality.
The computer 3122 communicates, typically via the Internet 3128, with a suitable toy server 3124 informing the server 3124 of the request made by the user. The computer 3122 also informs the server 3124 of the relevant authorization status of the user. Alternately the computer 3122 relays the identification code of the toy 3120 to the server 3124 which typically stores the authorization status associated with the toy 3120. In another prefened embodiment of the present invention the computer 3122 relays an identification code for the user to the server 3124 which preferably stores an authorization status associated with the user.
The server 3124 performs a search for a toy car for less than $8.00 based on the request made by the user and based on the conesponding authorization status namely the spending limit of $8.00 which, in the present example, may be overridden by the user's parent by entering the parent's password to the computer.
In the example of Fig. 56 the server 3124 does not find a toy car for a price below $8.00. Nonetheless the server 3124 selects a toy car as well as a related product - namely a toy train which costs less than $8.00.
The server 3124 instructs the computer 3122 to send a commercial message to the user via the toy 3120 and possibly via the computer monitor 3123. The computer 3122 provides suitable content input to the toy 3120 and possibly to the monitor 3123. The toy 3120 verbalizes a message to the user suggesting either the purchase of a toy car with a parent's authorization or the purchase of a toy train without any further parental authorization. In a prefened embodiment of the present invention both the toy train and the toy car are shown on the computer monitor.
It may be appreciated that the functionality of Figs. 56 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, wherein the bidirectional communication includes marketing communication via the toy to the user wherein the marketing communication via the toy to the user is based at least in part on the predetermined authorization status of the user.
Reference is now made to Fig. 57, which is a simplified pictorial illustration of methodology for effecting a purchase of a product or a service using a toy in accordance with a prefened embodiment of the present invention. Turning to Fig. 57, it is seen that when a user and an interactive toy 3200 enter an amusement establishment, toy 3200 suggests to the user that the user might wish to spend a given prepaid amount on services provided by the establishment. In a prefened embodiment of the present invention the user or his parent or other authorized person pays the aforementioned prepaid amount when purchasing an entry ticket to the amusement area. This purchase can take place either at the amusement area itself or at another location authorized for selling such tickets. Information regarding the purchased ticket and the aforementioned prepaid amount for amusement services is transmitted from the ticket vendor's computer to the amusement area's computer 3202 via a network such as the Internet 3208 and then to the interactive toy 3200 by wireless, RF, means for example. Interactive toy 3200 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
A commercial suggestion may be initiated by a suitable computer 3209, which senses the presence of toy 3200 by means of wireless communication therewith and provides content input thereto. Computer 3209 typically also communicates, typically via the Internet 3208, with a suitable toy server 3204, crediting with a prepaid amount an account associated with toy 3200 on server 3204, and instructing toy 3200 to verbally inform the user thereof.
As seen in Fig. 57, when a user accompanied by toy 3200 approach a particular amusement device named "Centipede" designated by reference numeral 3206, the toy suggests to the user that the user might wish to purchase an amusement session provided by the device 3206. The toy communicates verbally with the user and non-verbally with a computer 3209, receiving the user's decision to effect a purchase, debiting accordingly an account of the user, and verbally so informing the user.
In the illustrated embodiment, toy 3200 communicates based on instructions received from a computer 3209 at the amusement device 3206, which in turn communicates, typically via the Internet 3208, with server 3204. Thus, it may be appreciated that computer 3209 is operative to debit an account associated with toy 3200, whose presence it may sense by means of wireless communication therewith, which includes a transmission by toy 3200 to computer 3209 of a toy ID.
It is appreciated that the functionality of Fig. 57 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional commumcation between the toy and the user; and wherein the purchase decision comprises a decision to purchase a service.
Reference is now made to Fig. 58, which is a simplified pictorial illustration in the context of Fig. 57, showing ancillary functionality of the toy in accordance with a prefened embodiment of the present invention. Turning to Fig. 58, it is seen that when in an amusement park a user, accompanied by a toy 3210, expresses distress, toy 3210 sends a message to a parent of the user, and allows for direct communication between the user and the parent.
This procedure may be handled by a suitable computer 3212 at the amusement park, which communicates, typically wirelessly, with roaming toys such as toy 3120 by means of a multiplicity of-RF transceivers 3213 located at the amusement park. Computer 3212 is typically also in communication, typically via the Internet 3218, with a phone system 3129, preferably including a cellular phone system.
As seen in Fig. 58, when the user expresses distress by means of both verbal and tactile communication with toy 3210, the toy communicates directly with the user and indirectly with a parent of the user, providing a franquilizing message to the user and an informative message to the parent, specifying the location of the user.
In the illustrated embodiment, toy 3210 communicates based on instructions received from computer 3212, which is in communication, typically via the Internet 3218, with toy server 3214, which provides personalized data such as an emergency phone number associated with toys such as toy 3210. Thus, it may be appreciated that computer 3212 is operative to provide a personalized message to a parent of the user, informing the parent of the location of the user, which is determined based on the RF transceiver whereby a transmission by toy 3210 is received.
Reference is now made to Fig. 59, which is a simplified pictorial illustration in the context of Fig. 57, showing an authorization functionality of the toy in accordance with a prefened embodiment of the present invention. Turning to Fig. 59, it is seen that at an amusement device named "Centipede" designated by reference numeral 3222, an interactive toy 3220 suggests to a user that the user might wish to purchase an amusement service provided by a related device named "Tea-cup".
This commercial suggestion may be initiated by a suitable commercial server 3226, which communicates, typically via Internet 3228, with a computer 3224 at the amusement device 3222, which in turn provides content input to toy 3220. Server 3226 typically provides personalized data such as a user's authorization status associated with toys such as toy 3220.
As seen in Fig. 59, when the user requests an amusement session provided by the device named "Centipede", toy 3220 communicates with the user, informing the user that the requested service is not included in a category of purchase that the user in entitled to effect, and suggesting an alternative service.
In the illustrated embodiment, toy 3220 communicates based on instructions received from computer 3224, which is in communication, typically via the Internet as noted above, with server 3226. Thus, it may be appreciated that computer 3224 is operative to verify an authorization status of the user and to instruct toy 3220 to accordingly inform the user and make commercial suggestions to the user.
It is appreciated that the functionality of Fig. 59 is particularly appropriate to a method of effecting sales using a toy comprising, providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of a user, and wherein the verification of an authorization status includes verification of a user's purchase entitlements, and wherein the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the given category of purchase is defined by a class of goods or services.
Reference is now made to Fig. 60, which is a simplified pictorial illustration in the context of Fig. 57, showing another authorization functionality of the toy based on disparate inputs in accordance with a prefened embodiment of the present invention. Turning to Fig. 60, it is seen that a commercial suggestion to the user is provided via a computer monitor 3236, that the user might wishi receive a "free" ticket to an amusement park, namely purchase that ticket based on a prepaid account, subject to a condition involving a school report of the user.
This commercial suggestion may be initiated by a suitable commercial server 3234, which communicates, typically via the Internet 3238 with a home computer 3232, which in turn provides content input to an interactive toy 3230 typically equipped with a visible input device 3239. In another prefened embodiment of the present invention the commercial suggestion may be initiated by the user's parent or friend via a computer or other device connected to a computer network such as the Internet.
As seen in Fig. 60, when the user shows a school report card 3231 to toy 3230, the toy communicates verbally with the user and non-verbally with computer 3232, providing a ticket to an amusement park via a computer printer and verbally so informing the user.
In the illustrated embodiment, the toy communicates based on instruction received from computer 3232, which is in communication, typically via the Internet 3238 as noted above, with server 3234. Thus, it may be appreciated that computer is alerted to expect the possible providing of a visible input by the user via toy 3230, which visible input computer 3232 is operative to recognize, typically by means of suitable character recognition software.
It is appreciated that the functionality of Fig. 60 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of a user, and wherein the authorization status of the user is determined by a combination of disparate factors. Reference is now made to Figs. 61 A and 61B which is a flowchart illustrating the functionality of Fig. 57. Users accompanied by interactive toys such as toy 3200 visit commercial establishments of amusement devices such as an amusement park. A computer 3202 at an entry gate to a commercial establishment senses the presence of toy 3200 by means of wireless communication therewith, which typically includes transmission by toy 3200 to computer 3202 of toy ID.
Computer 3202 communicates, typically via the Internet 3208, with a suitable toy server 3204, which typically stores personalized data associated with toy 3200. Server 3204 provides to computer 3202 identification data associated with toy 3200, preferably comprising a user's name that is associated with toy 3200. A parent, such as parents of the user, pay a cashier at the entry gate, who enters the prepaid amount by means of computer 3202 into an account associated with toy 3200.
Computer 3202 communicates, typically via the Internet as noted above, with server 3204, crediting with the prepaid amount an account associated with toy 3200 on server 3204. Computer 3202 also provides suitable content input to toy 3200, which in turn verbally inform the users of the prepaid amount available for them to spend.
Thereafter, users accompanied by toys 3200 approach a particular amusement device within the commercial establishment, such as the device named "Centipede" designated by reference numeral 3206 (Fig. 57). A computer 3209 at the entrance into the amusement device 3206 senses the presence of toys 3200 by means of wireless communication therewith, which typically comprises a transmission by toy 3200 to computer 3209 of toy ID.
Computer 3209 communicates, typically via the Internet, with server 3204, which typically stores personalized data associated with toy 3200, and accordingly instructs computer 3209 to provide a commercial suggestion to the users via toy 3200.
Toys 3200 verbalize a commercial suggestion to the users, that the user might wish to purchase an amusement session provided by the device 3206. Users affirmatively respond to the commercial suggestion made by toy 3200. The verbal response by the user is communicated, typically wirelessly, by toy 3200 to computer 3209, which is thus alerted to expect the entry into the device 3206 of users typically accompanied by toy 3200.
On entrance of the users accompanied by toys 3200 into the device 3206, a proximity sensor, typically onboard toy 3200, senses an infrared emitting object on the device 3206. Toy 3200 communicate, typically wirelessly with computer 3209, transmitting the proximity sensor signal to computer 3209, which in turn registers the entrance of users accompanied by toys 3200 into the device 3206. Alternately, a human inspector at the entrance to the device 3206 enters into computer 3209 the entrance of the users accompanied by toy 3200 into the device 3206.
Computer 3209 in communication, typically via the Internet as noted above, with server 3204, informs server 3204 of a purchase of an amusement session by users via toy 3200, thereby accordingly debiting an account associated with toy 3200 on server 3204.
Reference is now made to Fig. 62 which is a simplified flowchart, illustrating the ancillary functionality of Fig. 58. A user accompanied by toy 3210 visit a commercial establishment such as an amusement park. Computer 3212 senses the presence of toy 3210 by means of wireless communication therewith via RF transceivers 3213 located at various points across the amusement park. This wireless communication typically includes a transmission by toy 3210 to computer 3212 of toy ID.
Users in distress communicate with toy 3210 by means of both verbal and tactile interaction, making typically high voices and hugging toy 3210 in a typical way, sensed by a touch sensor onboard toy 3210. The typically wireless communication between toy 3210 and computer 3212 includes transmission by toy 3210 to computer 3212 of the voice of the users at distress coupled with the touch sensor signal.
Upon receiving such a transmission from toy 3210, computer 3212 communicates, typically via Internet 3218, with toy server 3214, which typically provides personalized data associated with toy 3210 including an emergency phone number such as a mobile phone number of parents of the users.
Computer 3212 provides via toy 3212 a personalized franquilizing message to the user, based on personalized data provided by server 3214. Toy 3210 verbalizes the message to the users.
Computer 3214 determines the location of a user in distress based on the one or more RF transceivers whereby a transmission by toy 3210 is received. Thereafter, computer 3214 provides via the phone system an alert message to parents of the user, including direction to the location of the users, preferably provided by means of a graphical display unit onboard a cellular phone. Upon receiving acknowledgement from parents of the users, computer 3124 provides via toy 3212 a personalized message to the users. Toy 3210 verbalizes the message to the users, informing the users that toy 3210 "located" their parents.
Thereafter, a direct communication line is established between the users and the parents, by means of wireless communication from toy 3210 to computer 3212 and further to the phone system.
Reference is now made to Fig. 63, which is a simplified flowchart, illustrating the authorization functionality of Fig. 59. Users accompanied by toys 3220 within a commercial establishment such as an amusement park approach an amusement device named "Centipede" designated by reference numeral 3222.
A computer 3224 at the entrance into the amusement device 3222 senses the presence of toys 3220 by means of wireless communication therewith, which typically comprises a transmission by toy 3220 to computer 3224 of toy ID. Computer 3224 communicates, typically via the Internet 3228, with a server 3226, which typically stores personalized data associated with toy 3220, typically including an authorization status of the users.
Computer 3224 checks whether the amusement session provided by device 3222 is included in a category of purchase that the users accompanied by toy 3220 are entitled to effect. If so, computer 3224 instructs toys 3220 to provide a message to the users proposing a purchase of the service. If not, the computer awaits a transmission by toy 3220.
A user verbally communicates with toy 3220, requesting to purchase an amusement session provided by the amusement device 3222. Toy 3220 communicates with computer 3224, transmitting the request of the user. Computer 3224 selects an alternative service based on the request of the users and on their authorization status as provided by server 3226.
Based on instructions received from computer 3226, toy 3220 communicates with the user, informing the user that the service they requested is not included in a category of purchase that they are entitled to effect, and suggesting an alternative service.
Reference is now made to Fig. 64, which is a simplified flowchart, illustrating the functionality of Fig. 60. Server 3234 typically instructs a multiplicity of computers such as computer 3232 to provide a commercial suggestion to users proposing a "free", prepaid visit to a commercial establishment such as an amusement park. This commercial suggestion typically includes providing authorization-status of the users by their parents to effect the suggested purchase subject to condition such as involving a school report of the users.
Computer 3232 provides the commercial message to a user by means of a computer monitor 3233. Parents of the user, or any other authorized person or persons, enter an authorization status, typically by means of a computer keyboard 3236, whereby the user is authorized to effect a purchase of a visit to a commercial establishment based on prepaid amount and subject to some other condition such as the user receiving certain marks (grades) in the school report of the user.
The parents may verbalize the condition to the user either directly of via the user's toy, and the user may verbally respond to the condition made by the parents. Computer 3232 registers the user's response that is received by means of audible input via interactive toy 3230, which communicate, typically by means of wireless communication, with computer 3232.
The user interacts with interactive toy 3230 by means of both verbal and visual communication, showing toy 3230 a school report card and verbally informing toy 3230. Toy 3230, typically equipped with a visual input device such a video camera, transmit to computer 3232 the audible and visible inputs received from the user.
Computer 3232 recognizes the visible input received from the user via toy 3230, typically by means of character recognition software, and compares it with the condition input previously entered by the parents. Depending on whether the visible input matches the condition input, computer 3232 effects a purchase of a visit to an amusement park, typically providing a ticket via a computer printer, debiting an account of the user on server 3234, and accordingly providing a message to the user via toy 3230. Toy 3230 verbalizes the message to the user, instructing the user to receive the ticket from the computer printer.
Reference is now made to Fig. 65, which is a simplified pictorial illustration of methodology for effecting interactive communication with a toy using both visible and audible inputs from a user, particularly for effecting a commercial transaction, in accordance with a prefened embodiment of the present invention. Turning to Fig. 65, it is seen that in a noisy environment such as at a shopping center, park or playground, an interactive toy 3300 that is equipped with a visual input device 3307, such as a video camera suggests to a user that the user might wish to purchase a certain particular product. The video camera is operative to aid the interactive toy recognize the speech of the user in a noisy environment.
A commercial suggestion may be initiated by a suitable server 3304, which communicates, typically via the Internet 3308, with a multiplicity of computers such as computer 3306 located at a shopping center, and operative to provide content to visiting to toys such as toy 3300. The server stores personalized data associated with toy 3300, which typically includes dates of personal significance to the users and confirmation procedures of the users. The server may also communicate with toys located at outdoor sites such as on the street, in parks and in playgrounds via, for example, a public RF transceiver such as may be provided by a phone service provider.
As seen, in Fig. 65, toy 3300 communicates verbally with the user and non- verbally with computer 3306, verbalizing a commercial suggestion to the user, receiving a response from the user, requesting confirmation from the user and receiving such confirmation by means of both audible and visible inputs from the user.
In the illustrated embodiment, toy 3300 communicates based on instructions received from computer 3306, which is in communication, typically via the Internet 3308 as noted above, with server 3304. Thus, it may be appreciated that computer 3306 is provided with personalized visual data of the user, typically received from server 3304, and is thus operative to verify a user's password by means of visible input from the user via toy 3304.
Reference is now made to Fig. 66, which is a simplified flowchart illustrating the interactive communication functionality of Fig. 65. Users accompanied by toys, such as toy 3300, visit a commercial establishment such as an amusement park. Suitable computers such as computer 3306 are located at a commercial establishment and are operative to provide content input to the visiting toy 3300, whose presence they may sense by means of typically wireless communication therewith, which includes transmission by toy 3300 to computer 3306 of a toy I.D. Computer 3306 also communicates, typically via the Internet 3308, with a suitable server 3304, which typically stores personalized data associated with toy 3300.
Upon sensing the presence of toy 3300, computer 3306 informs server 3304 thereof, which in turn instructs computer 3306 to provide a commercial suggestion to the users via toy 3300 based on a coming date of personal significance to the users and the products available at the location of computer 3306.
Toy 3300 communicate with the users, suggesting to the users that the user might wish to purchase a particular product in honor of a personal anniversary of parents of the users. The users verbally respond to the commercial suggestion by toys 3300. Based on the response of the users received via toy 3300, computer 3302 provide a message to the users via toy 3300. Toy 3300 verbalize a message to the users requesting confirmation to effect the purchase. The users provide confirmation, typically by means password. Computer 3306 receive confirmation from the users as both audible and visible inputs via toy 3300, by means of a microphone and a visual input device, typically a digital video camera.
Computers such as computer 3306 are operative to respectively recognize the audible and visible inputs received from users via toys such as toy 3300 by means of speech and pattern recognition software as well as by means of conesponding personalized audible and visual data of users provided by server 3304.
Reference is now made to Fig. 67, which is a simplified pictorial illustration illustrating the use of a coded authorization input to a toy. Fig. 68 is a simplified flowchart showing the system functionality associated therewith, in accordance with a prefened embodiment of the present invention.
In the illustrated embodiment, a toy 3400 communicates based on instructions received from a computer 3402, which is in communication, with a server 3404, typically via the Internet 3408. Thus, it may be appreciated that server 3404 initiates a commercial suggestion to be sent to a user via toy 3400, which commercial suggestion is based on an authorization status that is associated with toy 3400 and/or with the user.
Fig. 67 illustrates the use of a coded authorization input to toy 3400, comprising voice input and motion imparted to the toy by the user. Typically, server 3402 sends a definition of an authorization code via Internet 3408 to computer 3402, which relays the message to toy 3400 and therefrom to the user. The user generally provides an example of the authorization code to toy 3400, which is conveyed from toy 3400 to computer 3402 via Internet 3408 to server 3404. At a subsequent opportunity, server 3402 sends a commercial suggestion via Internet 3408 to computer 3402, which relays the message to toy 3400. Alternatively, server 3404 may send the message by other means, besides via the computer, to toy 3400. The message is personalized to the user typically by computer 3402, and the toy makes a suggestion to the user. In the illustrated embodiment, the toy suggest that the user purchases content, such as a story, for $2.00. The user provides verbal consent to toy 3400, which is conveyed typically via computer 3402 via Internet 3408 to server 3404. Consequentially, the server sends a message to the user via the toy employing typical routes, asking for a coded authorization, such as a verbal password, and/or an authorization involving physical contact with toy 3400, such as a handshake, which is typically matched with the authorization provided by the user previously as described hereinabove.
If the user provides the verbal password and shakes the toy's hand three times, for example, then toy 3400 conveys this to computer 3402, which in turn conveys it via Internet 3408 to server 3404. If the code matches the pre-authorized code, then the server sends the content, such as the requested story via Internet 3408 to computer 3402 and to toy 3400 and debits the user's account accordingly. The toy then presents the story to the user.
Reference is now made to Fig. 68, which is simplified flowchart in the context of Fig. 67, showing the use of a coded authorization input to a. toy in accordance with a prefened embodiment of the present invention. Fig. 68 is a flowchart demonstrating the functionality of Fig. 67. Server 3404 sends selected users a suggestion to buy an item. Toy 3400 verbalizes messages in personalized form. If a user accepts the suggestion, the toy asks him for an authentication code, comprising voice input and motion imparted to toy 3400. If an authentication code is validated, the toy sends server 3404 an order to complete processing the purchase (e.g. download content to the user's computer or ship a product to his address).
It is appreciated that the functionality of Figs. 67 and 68 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user and wherein the bidirectional communication includes verification of an authorization status of the user and wherein the authorization status of the user is determined by a combination of disparate factors, wherein the disparate factors include behavior of a user and predetermined behavior criteria. It is further appreciated that the functionality of Figs. 67 and 68 is particularly appropriate to the aforementioned method of effecting sales wherein the verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
It is further appreciated that the functionality of Figs. 67 and 68 is particularly appropriate to the aforementioned method of effecting sales wherein the coded authorization input to the toy comprises a motion imparted to the toy by the user.
It is further appreciated that the functionality of Figs. 67 and 68 is particularly appropriate to the aforementioned method of effecting sales wherein the coded authorization input to the toy comprises a voice input to the toy by the user.
It is further appreciated that the functionality of Figs. 67 and 68 is particularly appropriate to the aforementioned method of effecting sales wherein the coded authorization input to the toy comprises a voice input to the toy by the user.
Reference is now made to Fig. 69, which is a simplified pictorial illustration illustrating the use of input selected by a user, comprising voice and non-voice input, in order to effect a purchase decision, and Fig. 70 is a simplified flowchart showing the system functionality associated therewith, in accordance with a prefened embodiment of the present invention.
In the illustrated embodiment, a toy 3450 communicates based on instructions received from a computer 3452, which is in communication, with a server 3454 typically via the Internet 3458. Thus, it may be appreciated that server 3454 initiates a commercial suggestion to be sent to a user via toy 3450, which commercial suggestion is based on an authorization status that is associated with toy 3450 and/or with the user.
Fig. 69 illustrates the use of a coded authorization input to a toy, comprising voice input and motion imparted to the toy by the user. Typically, server 3452 sends a definition of an authorization code via Internet 3458 to computer 3452, which relays the message to toy 3450 and therefrom to the user. The user generally provides an example of the authorization code to toy 3450, which is conveyed from toy 3450 to computer 3452 via Internet 3458 to server 3454. At another opportunity, server 3452 sends a commercial suggestion via Internet 3458 to computer 3452, which relays the message to toy 3450. Alternatively, server 3454 may send the message by other means, bar the computer, to toy 3450. The message is personalized to the user typically by computer 3452, and the toy makes a suggestion to the user. In the illustrated embodiment, the toy suggest that the user purchases content, such as a story, for $2.00. The user provides verbal consent to toy 3450, which is conveyed typically via computer 3452 via Internet 3458 to server 3454. Consequentially, the server sends a message to the user via the toy employing typical routes, asking for a coded authorization, such as a verbal password, and/or an authorization involving physical contact with toy 3450, such as a handshake, which is typically matched with the authorization provided by the user previously as described hereinabove. In this prefened embodiment the authorization is used for effecting the purchase, and not for authentication purposes, so as to finalize the purchase decision. Thus, it doesn't have to be secret, and can also be selected by a store or be a generic input.
If the user provides the verbal password and shakes the toy's hand three times, and then toy 3450 conveys this to computer 3452, which in turn, conveys it via Internet 3458 to server 3454. If the code matches the pre-authorized code, then the server sends the content, such as the requested story via Internet 3458 to computer 3452 and to toy 3450. The toy then presents the story to the user.
Reference is now made to Fig. 70, which is simplified flowchart in the context of Fig. 69, showing the use of a coded authorization input to a toy in accordance with a prefened embodiment of the present invention. Fig. 70 is a flowchart demonstrating the functionality of Fig. 69. Server 3454 sends selected users a suggestion to buy an item. Toy 3450 verbalizes messages in personalized form. If a user accepts the suggestion, the toy asks him for an authentication code, comprising voice input and motion imparted to toy 3450. If an authentication code is validated, the toy sends server 3454 an order to complete processing the purchase (e.g. download content to the user's computer or ship a product to his address).
It is appreciated that the functionality of Figs. 69 and 70 is particularly appropriate to a marketing methodology comprising maintaining at least one value account via at least one interactive toy, and at least one of crediting and debiting the at least one value account in connection with a commercial transaction, and wherein the purchase decision is effected by a user selected input to the toy.
It is appreciated that the functionality of Figs. 69 and 70 is particularly appropriate to the aforementioned marketing methodology wherein the user-selected input to the toy comprises a voice input. It is appreciated that the functionality of Figs. 69 and 70 is particularly appropriate to the aforementioned marketing methodology wherein the user-selected input to the toy comprises a non- voice input.
Figs. 53, 71 and 72 taken together describe an example of an authorization- based methodology for effecting a purchase using a toy, where a person such as a parent of the user determines the user's authorization status, preferably defined as a function of multiple factors in accordance with a prefened embodiment of the present invention. This methodology also includes providing an alternative suggestion when authorization status for a purchase is not satisfied.
Reference is now made to Fig. 53, which is a simplified pictorial illustration illustrating the authorization-based methodology for effecting a purchase using a toy, where a person such as a parent of the user determines the user's authorization status, preferably defined as a function of multiple factors. Fig. 70 is a simplified flowchart showing the system functionality associated therewith, and Fig. 72 is a typical screen display associated therewith, in accordance with a prefened embodiment of the present invention.
In the illustrated embodiment, a toy 3120 communicates based on instructions received from a computer 3122, having a monitor 3123; the computer is in communication with a server 3124 typically via the Internet 3128. Thus, it may be appreciated that server 3124 initiates a commercial suggestion to be sent to a user via toy 3120, which commercial suggestion is based on an authorization status that is associated with toy 3120 and/or with the user.
A person such as a parent of a user determines by means of computer 3128 the authorization status of a user by determining the maximum value of payment for purchase that the user is entitled to effect. The parent's input is sent, typically via the Internet 3128 to server 3124. An example of database record of a user's purchase entitlement is shown in Fig. 72.
Fig. 53 illustrates server 3122 sending a commercial suggestion via Internet 3128 to computer 3122, which relays a verbal message to toy 3120 and a visual message to screen 3123. Alternatively, server 3124 may send the message by other means known in the art to toy 3120. The message is personalized to the user typically by computer 3122, and the toy makes a suggestion to the user. The user of toy 3120 then makes a verbal request to purchase a product, which he sees on screen 3123. In the illustrated embodiment, the screen provides images of a car costing $9.99 and a train for $5.99. The toy receives information from server 3124 via Internet 3128 and computer 3122 promoting the sale of the train, which does not require parental authorization, or the car, which does require parental authorization. The user provides verbal consent stating that he wants to purchase the car, requiring parental authorization, to toy 3120, which is conveyed typically via computer 3122 via Internet 3128 to server 3124. Toy 3120 receives content from computer 3122 to provide the user with a verbal prompt asking the user to provide it with a parental authorization. If this is not forthcoming, toy 3120 makes another purchase suggestion to the user. If parental authorization is forthcoming then toy 3120 relays parental authorization to computer 3122 and this is relayed via the Internet to server 3124. Consequently, the server sends a message to the user via toy 3120 employing typical routes, providing the details of the parental authorization. Thereafter, the purchase transaction may be completed by, for example, physical contact of the user with toy 3120, such as a handshake, which is typically matched with the authorization provided by the user previously as described hereinabove. In this prefened embodiment the authorization is used for effecting the purchase, and not for authentication purposes, so as to finalize the purchase decision. Thus, it doesn't have to be secret, and can also be selected by a store or be a generic input.
If the user provides the verbal password and shakes the toy's hand three times for example, and then toy 3120 conveys this to computer 3122, which in um, conveys it via Internet 3128 to server 3124. If the code matches the pre-authorized code, then the server sends the details of the purchase transaction via Intemet 3128 to computer 3122 and to toy 3120. The toy then presents the details to the user.
Reference is now made to Fig. 71, which is simplified flowchart in the context of Fig. 53, showing the use of a coded authorization input to a toy in accordance with a prefened embodiment of the present invention. Fig.. 71 is a flowchart demonstrating the functionality of Fig. 53. Server 3124 sends selected users a suggestion to buy an item. Toy 3120 verbalizes messages in personalized form. If a user accepts the suggestion, the toy asks him for an authentication code, comprising voice input and motion imparted to toy 3120. If an authentication code is validated, the toy sends server 3124 an order to complete processing the purchase such as to ship the product to the user's address.
If parental authorization is not forthcoming, then server 3124 sends a message to the user via the computer suggesting that the user might either wish to purchase the related product, such as illustrated by the frain in Fig. 53. The user may then decide to purchase or not to purchase the train, as described in Fig. 71. If he purchases the train by means of one or more authorization mechanisms described hereinabove, then he typically receives a personalized message via toy 3120 and by means of a computer screen display 3123 of the one or more products concerned.
It is appreciated that the functionality of Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the given category of purchase is defined monetarily.
It is further appreciated that the functionality of Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providmg an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the category of purchase is determined at least partially by a person other than the user.
It is also appreciated that the functionality of Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, wherein the category of purchase is determined prior to effecting the purchase decision.
It is appreciated that the functionality of Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising, providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user wherein the verification of an authorization status includes verification of a user's purchase entitlements, and the verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase, and wherein the category of purchase is determined by at least one of multiple persons and multiple factors.
It is appreciated that the functionality of Figs. 53, 71 and 72 taken together is particularly appropriate to an authorization-based methodology for effecting a purchase via a toy, comprising providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user, the verification of an authorization status includes verification of a user's purchase entitlements making an alternative suggestion to the user in a situation where authorization status for a purchase is not forthcoming.
Fig. 72 is a table describing an example of a database record of a user's purchase entitlements in accordance with a prefened embodiment of the present invention.
A person such as a parent of a user determines by means of computer 3120 (Fig. 53) the authorization status of a user by determining the maximum value of payment for purchase that the user is entitled to effect. Preferably, a procedure of providing an authorization status, as exemplified in Fig. 71, of a user allows determining a different maximal payment for products or services included in different classes such as toys, educational content and food orders. In addition, the parent determines the number of purchases per month that a user is entitled to effect, which number may once more differ according to the class of product. Thus, for example, a parent authorizes a child to purchase a toy for up to $8 and effect such a purchase for up to 4 times a month.
A parent can further allow an override function, where a toy suggests purchases of products that are not included in a category of purchase that the user is entitled to effect without parental confirmation.. In such a case, a toy directs its user to call a parent in order to confirm a purchase. Thus, a parent may determine, for example, that such an override function is allowed in the case of purchasing toys and educational content but not in the case of ordering food, as exemplified in Fig. 72.
Fig. 73 is a simplified pictorial illustration of methodology for sending a commercial suggestion to a user via a computer associated with an interactive toy in accordance with a prefened embodiment of the present invention.
Fig. 74 is a simplified flowchart illustrating the methodology for sending a commercial suggestion to a user and further illustrating the functionality of Fig. 73.
A commercial suggestion may be initiated by a suitable commercial suggestion server 3554, which communicates, typically via the Internet 3558, with a computer 3556, which in turn provides content input to the interactive toy 3550. Server 3554 sends commercial message to the user via computer 3556, suggesting that the user might wish to purchase a product, such as a car for $9.99. The computer personalizes the message to the user via toy 3550, and toy 3550 verbalizes the message to the user. The computer provides the user with a screen display on monitor 3553 of computer 3556 of the product concerned.. The user's verbal response is received by the computer via the toy. Computer 3556 personalizes a message to the user via toy 3550, requesting password. The user provides his password via a computer keyboard 3557 of computer 3556, which is then communicated by computer 3556 to server 3554, typically via Internet 3558. The server verifies the user's password, debits the user's accounts, informs a commercial establishment of shipment details, and sends a message to the user via computer 3556 to be personalized via toy 3550 informing the user that a purchase of the proposed product has been effected.
It is appreciated that the functionality of Figs. 73 and 74 taken together is particularly appropriate to a method of effectmg sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the purchase decision is effected by a user not only via the toy but also via a computer.
Fig. 75 is a simplified flowchart showing an example of an authorization- based functionality in the context of Figs. 53, 71, 72, where the authorization status of a user is based at least in part on the past purchasing history of the user.
A user's authorization status is submitted and/or updated, for example, by a user's parent and registered in a database record, preferably on a suitable server, such as server 3124 of Fig. 53. As shown in Fig. 72, an authorization status may include a maximum number of purchases per month for a given class of goods or services. Thus, in addition to its monetary definition, a user's purchase entitlement may also be determined by the number of occasions in the same month where the user effected a purchase of a product of a given class of goods or services.
A procedure of verification of authorization status of a user comprising checking the purchasing history of a user is shown in Fig. 75. Typically, a user requests to purchase a particular type of product. The user's request is communicated typically via the Internet 3128 (as shown in Fig. 53), to server 3124 (as shown in Fig. 53), which finds an example of the product requested by the user. Server 3124 then checks whether the product found is included in a category of purchase that the user is included to effect, which category is defined monetarily. If the product is included is the category, server 3124 checks whether the user has already purchased products included in the same class of goods or services as the requested product. Only if the value is less than the maximum value dictated by the user's authorization status, does server 3124 (as shown in Fig. 53) sends a message to the user suggesting that the user might to purchase the product. Otherwise, a parent's confirmation is required in order to effect the purchase of the requested product.
It is appreciated that the functionality of Fig. 75 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the bidirectional communication includes verification of an authorization status of the user, and wherein the authorization status is a function at least, in part, of a past purchasing history of the user.
Fig. 76 is a simplified pictorial illustration describing a method wherein a purchase decision is effected by a toy on an item by item basis. Turning to Fig. 76 it is seen that a user is in a store 3601 in which he picks up a product 3604. The toy 3600 scans the bar code 3603 of the product 3604, for example via a bar code scanner on board the toy. Toy 3600 sends the code to a computer 3602 in the store 3601, for example via wireless RF communication, and receives details of the product 3604, including its price. Toy 3600 verbalizes the details of the specific product 3604 to the user. The user tells toy 3600 "Buy it" which is a predetermined code authorizing purchase of products such as product 3604. Toy 3600 sends computer 3602 in store 3601 a purchase order for product 3604. Computer 3602 sends proposed purchase details to a toy server 3606 which debits the user's account accordingly. The purchase transaction is completed by server 3606 sending a confirmation of the purchase to computer 3602 in store 3601. Computer 3602 receives confirmation from server 3606, and conveys it to toy 3600. Toy 3600 informs the user of the purchase. At the exit of the store 3601, toy 3600 establishes communication with a computer 3605, and instructs it to print a receipt for all the items that the user has bought individually in store 3601.
Fig. 77 is a simplified flowchart elaborating the functionality of Fig. 76. A user in store 360.1 picks up product 3604. Toy 3600 scans product's bar code. Toy 3600 sends the code to a computer 3602 in store 3601 and receives details of the product 3604, including its price. Toy 3600 verbalizes the details to the user. The user tells toy 3600 "Buy it". Toy 3600 sends computer in store 3601 a purchase order. Computer 3602 sends purchase details to toy server 3606 which debits user's account accordingly. Server 3606 sends confirmation of the purchase to computer 3602 in store 3601. Computer 3602 receives confirmation from server 3606, and conveys it to toy 3600. Toy 3600 informs the user of the purchase. At the exit of the store, toy 3600 establishes communication with computer 3605, and instructs it to print a receipt for all the items that the user has bought in store 3601.
It is appreciated that the functionality of Figs. 76 and 77, taken together, is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the purchase decision is effected on an item by item basis.
Fig. 78 is a simplified flowchart describing a method wherein a purchase decision is effected by a toy is effected for multiple items at a commercial establishment, in accordance with a prefened embodiment of the present invention. Typically, a user accompanied by a toy, such as toy 1930 (see Fig. 24 A) visit a commercial establishment 1931, which, in this embodiment, is a virtual store 1931. Turning to Fig. 24A, it is seen that when viewing commercial establishment 1931 on monitor 1933 of computer 1932, interactive toy 1930, being equipped with a visual input device, such as a video camera or electronic eye, suggests to a user that the user might wish to purchase a certain particular product. In another prefened embodiment of the present invention computer 1932 is in communication with an interactive toy server which is also in communication with the web site at the virtual store 1931. Software running on the server, for example, is operative to receive details of communications between computer 1932 and the web site, to process this information in a manner which is suitable for transmission to an interactive toy and then to transmit this information to computer 1932 for further transmission to toy 1930. Thus toy 1932 is able to communicate with its user in a way which gives the impression that the toy is aware of what the user sees on the web site as well as details of the communication between the user and the web site.
Typically, a commercial suggestion may be initiated by a suitable server 1936, which communicates, typically via the Internet 1934, with a multiplicity of computers, such as computer 1932 located at home, and operative to provide content to toy 1930. Server 1936 stores personalized data associated with toy 1930, which typically includes dates of personal significance to the users and confirmation procedures of the user.
As is seen, in Fig. 24 A, toy 1930 communicates verbally with the user and non-verbally with computer 1932, verbalizing a commercial suggestion to the user, recei μving a response from the user, requesting confirmation from the user and receiving such confirmation by means of an audible and/or and visible response from the user.
Fig. 78 describes a method wherein a purchase decision is effected for multiple items together. A user asks toy 1930 to check for new items of a certain Web server 1938 . Computer 1932 requests server 1936 of Web server 1938 for items added since last contact with server 1936. Server 1936 sends computer 1932 the names of items. Toy 1930 verbalizes the names to the user. The user selects items from among the new items. Computer 1932 instructs Web server 1938 to effect a purchase of the item selected. Web server 1938 instructs toy server 1936 to debit the user's account accordingly. Thereafter, the content items are downloaded from Web server 1938 via server 1936 and Internet 1934 to computer 1932.
It is appreciated that the functionality of Figs. 24A and 78, taken together, is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the purchase decision is effected for multiple items together.
Fig. 79 illustrates a procedure for taming a confirmation from a user before effecting a purchase decision. A user browses a commercial web site, viewing a particular item sold at the web site. A toy inquires whether he would like to buy the item. User expresses his wish to buy the item, using a previously agreed upon verbal purchase order such as the expression "Buy it". Toy requests confirmation for the purchase, stating an identifying description of the item and its price. After the user confirms, by saying, "Yes", a computer sends server a purchase order and the server processes the order. It debits the user's account and registers a shipment order to the user's address.
It is appreciated that the functionality of Fig. 79 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and also comprising obtaining a confirmation of a purchase decision.
It is appreciated that the functionality of Fig. 79 is particularly appropriate to a method of effecting sales using a toy comprising providing an interactive toy which has the capability of bidirectional communication with a user, and effecting, by a user, a purchase decision in the course of the bidirectional communication between the toy and the user, and wherein the confirmation of a purchase decision is provided by the user.
Fig. 80 is a simplified pictorial illustration illustrating a methodology for operating at least one interactive toy 4000 to enable at least one user to participate in an auction conducted at least partially over a computer network, such as the Internet 4008, in accordance with a prefened embodiment of the present invention. Fig. 81 is a flowchart illustrating the functionality of the auction methodology using the toy of Fig. 80. Turning to Fig. 80, it is seen that interactive toy 4000 suggests to a user that the user might wish to purchase a compact disc (CD) at a particular auction at a certain virtual commercial establishment 4002 which may be a web site. Interactive toy 4000 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
This commercial suggestion may be initiated by a suitable commercial suggestion server 4004, which communicates, typically via the Internet 4008, with a computer 4006, which in turn provides content input to the interactive toy 4000. Server 4004 typically also communicates, as via the Internet 4008 with the virtual commercial establishment 4002.
As is seen in Fig. 80, the user agrees to take part in the auction and to place a bid for the CD. Toy 4000, which is typically in wireless communication with computer 4006, senses the proximity of the user. A search engine on server 4004 finds a virtual commercial establishment 4002 (an auction web site, for example,) where a particular product is offered for sale. This search may be conducted based on a request previously made or interest previously expressed by a user with regard to that certain product. The request or interest received via interactive toy 4000 is communicated by computer 4006 to server 4004 typically via the Internet 4008.
Based on the search results, server 4004 sends a message to the user via computer 4006 or via toy 4000, reminding the user of his/her previous interest in the specific product and suggesting that the user might wish to participate in an auction where the product is offered for sale. The computer personalizes the message to the user via the toy, informing the user of the last bid, and suggesting to the user that the user might wish to make a higher bid.
As can be seen in Fig. 81, computer 4006 typically instructs toy 4000 to verbalize a commercial message to the user. The user may respond affirmatively to commercial message, as in the case described in Fig. 80, and communicates to toy 4000 that he plans to visit web-site 4002. Computer 4006 communicates to server 4004 the user's affirmative response. Based on the user's verbal response received via toy 4000, computer 4006 communicates with server 4004, which communicates in rum with the auction web-site 4002, providing a bid on behalf of the user as well as means of credit such as a credit card number. In case of a user achieving a purchase at an auction, the server's credit account is debited, and the user's account on server 4004 is in turn debited accordingly. Alternately, server 4004 or computer 4006 communicates to the auction web-site 4002 an identification number of a pre- authorized credit-card associated with the user, thus allowing direct debiting of a user associated account in case of achieving a purchase at the auction.
If the user's bid is high enough, server 4004 sends toy 4000 a message which toy 4000 conveys to the user that the purchase of the CD was performed by means of the bid. The purchase of the CD causes toy 4000 to update the user's database, typically at server 4004. Server 4004 typically sends a message via computer 4006 at the user's home. The message comprises thanking the user for his purchase, generally responsive to using personalized data found in user's database at server 4004.
Server 4004 may send further messages to be personalized to the user via toy 4000 in order to inform the user on the auction process and suggest to the user whether or not, as well as how much to bid for a certain item. Such messages are typically personalized to the user based on a pre-authorized procedure as described below that sets upper bid limits. In the case of server 4004 winning the auction on behalf of a user, the server sends a message to be personalized to the user via toy 4000, informing the user that the user has won the auction. Preferably, such a wining announcement includes both speech and motion such as waving a toy's hand in a human-like fashion imitating an auctioneer announcing an auction winner. Toy 4000 further informs the user of the shipment details of the product which he won the bidding in the auction.
It is appreciated that the functionality of Figs. 80 and 81 is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network.
It is also appreciated that the functionality of Figs. 80 and 81 is particularly appropriate for the aforementioned and also comprising operating the at least one interactive toy to provide non-auction mteractive play activity with the at least one user.
It is further appreciated that the functionality of Figs. 80 and 81 is particularly appropriate for the aforementioned methodology and wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing the at least one interactive toy as an intermediary between the user and an auction web site.
It is additionally appreciated that the functionality of Figs. 80 and 81 is particularly appropriate for the aforementioned methodology and wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
Moreover, it is appreciated that the functionality of Figs. 80 and 81 is particularly appropriate for the aforementioned methodology and wherein the employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
Furthermore, it is appreciated that the functionality of Figs. 80 and 81 is particularly appropriate for the aforementioned methodology and also comprising providing fransactional functionality for a user acting as a seller or purchaser in the auction.
It is appreciated that the method of Figs. 80 and 81 is also appropriate for providing fransactional functionality for the user as a purchaser in an auction.
Fig. 82 is a flowchart illustrating the functionality of the methodology of Fig. 80 showing a non-auction play activity included in an auction methodology using a toy;
Fig. 82 is a flowchart in the context of Fig. 80 showing an example of a non- auction play activity included in an auction methodology using a toy. An interactive toy acts as intermediary between a user and an auction web-site, such as web-site 4002 of Fig. 80. Server 4004 communicates to computer 4006 the cunent bid in an auction. The computer instructs toy 4000 to present a trivia question to the user. If the user answers conectly, toy 4000 informs the user of the cunent bid and allows the user to make a higher bid. If the user does not answer conectly, the toy presents another question to the user.
It is further appreciated that the functionality of Fig. 82 is particularly appropriate for at least one mteractive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising, operating the at least one interactive toy to provide non-auction interactive play activity with the at least one user.
Fig. 83 is a simplified flowchart illustrating the functionality of the methodology of Fig. 80 showing how one interactive toy, such as toy 4000, functions as an auctioneer. N database record on a server, such as server 4004 shows that a user has received a new bike. The server sends a message to be personalized to the user via interactive toy 4000, suggesting that the user might wish to sell his/her old bike and act as auctioneer. Computer 4006 communicates to server 4004 the user's response received via toy 4000.
Server 4004 sends a message to the users via their home computers, suggesting that the users might wish to participate in an online auction-sale of a bicycle at a certain initial bid. Users verbally communicate their wish to participate in the auction via their toys.
In the course of the auction, the selling user acts as auctioneer and announces the cunent bid. Preferably, the selling user is heard by all participating users via their toys.
Users may make higher bids than the cunent bid via their toys. Preferably, the server determines the next possible bid and instructs computers to personalize a message to the users via toys suggesting that the users might wish to make this higher bid. Thus, one or more users make a higher bid by saying "yes!" Typically only the first user to make such a bid is registered by server 4004.
Typically, the auction ends once a specific word such as "sold!" is received from the selling user via his/her toy. As long as this specific word in not spoken by the selling user, any participating user can make a higher bid. Whenever such a bid is made, toy 4000 of the selling user interrupts and informs the selling user thereof. Thus the selling user may postpone the "sold" announcement in order to allow users to make higher bids.
Once an auction is ended, server 4004 preferably automatically transfers a suitable value from an account of the winner to the account of the selling user and ananges for the delivery of the sold product from the selling user to the user who has won the auction.
It is appreciated that the functionality of Fig. 83 is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and comprising providing transactional functionality for a user acting as a seller or purchaser in the auction.
It is appreciated that the functionality of Figs. 80 and 83 taken together is particularly appropriate to an interactive toy environment comprising at least one interactive toy communicating via a computer network, and providing an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in a commercial transaction conducted at least partially over the computer network; and wherein the at least one interactive toy operates as a proxy in the commercial fransaction.
Fig. 84 is a simplified pictorial illustration illustrating the functionality of the methodology of Fig. 80 showing how one interactive toy functions as an auctioneer at least partially over the computer network, and Fig. 85 is a simplified flowchart illustrating the functionality of the methodology of Fig. 84.
Turning to Fig. 84, it is seen that interactive toy 4100 suggests to a user that the user might wish to participate in an auction at a certain commercial establishment, designated by reference numeral 4102 (an "auction web site"). Interactive toy 4100 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
This commercial suggestion may be initiated by a suitable commercial suggestion server 4104, which communicates, typically via the Internet 4108, with a computer 4106, which in turn provides content input to the interactive toy 4100. Server 4104 typically also communicates, as via the Internet 4108 with web site 4102.
Server 4104 conducts a worldwide auction where a toy, such as toy 4100, of a participating user represents an auctioneer for that user in a personalized way. In the example shown, one of the users lives in the United State, another user lives in South America, yet another lives in China and another in Australia. A product may be proposed for sale by a user of a toy, a toy system server, such as server 4104, or a virtual or physical commercial establishment 4102 which conducts auctions.
Server 4104 sends message to users via computers, such as computer 4106 suggesting that the users might wish to participate in an online auction-sale of a certain product at a certain initial bid. Users communicate their wish to participate in the auction, for example verbally via their toys. In the course of the auction, server 4104 communicates to the computer of all participating users the cunent bid as well as a suggested higher bid, which the server determines in advance. Each computer, such as computer 4106, converts the bid to its value in the local country's cunency and personalizes a message to the user providing the cunent bid and a suggested higher bid in the local cunency.
A user makes a higher bid by simply responding to a personalized message verbalized by an interactive toy, such as toy 4100. The computer, such as computer 4106 receives via the toy a verbal response such as "Yes, I do!", and communicates to server 4104 that the user has made a higher bid. If the server receives no communication of a user making a higher bid for a predetermined length of time such as 10 seconds, server 4104 declares the last user to bid as the winner of the auction.
It is appreciated that the functionality of Figs. 84 and 85, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and wherein the at least one interactive toy functions as an auctioneer in an auction conducted at least partially over the computer network.
It is also appreciated that the functionality of Fig. 84 and 85, taken together, is particularly appropriate for the aforementioned methodology and wherein the at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in the auction
Figs. 86-89 are flowcharts demonstrating the functionality of a system that enables users to participate in an auction, whereby a toy operates both as a memory- enhanced and as a knowledge-enhanced adjunct to a user. In the system a toy recommends a user to buy or sell an item in an auction, based on his known preferences.
Fig. 86 is a block diagram demonstrating the methodology which enables users to participate in an auction via a server whereby a toy operates both as a memory-enhanced and as a knowledge-enhanced adjunct to a user in accordance with a prefened embodiment of the present invention.
Fig. 86 outlines the system involved. The system 4150 includes a server 4154 which is operative to recommend books to the users and to suggest a reverse auction as a means to purchase the books, for example. It also suggests to other users who have the books to try and sell them in the auction. It is appreciated that the system can operate with any type of items. The system includes three parts. A first part 4156 of system 4150 asks users for books which they possess, and for their opinions about the books. Based on such information, a second part 4158 of the system generates book recommendations for users, by means of pattern matching methods known in the art. The third part 4159 of the system suggests to the users to buy books in a reverse auction and suggests to other users to sell these books simultaneously. System 4150 stores information concerning which user possesses which books, and which of these books were liked by the specific user. System 4150 gathers such information from a multiplicity of users, and is thus able to predict which books a user is likely to enjoy, system 4150 is further able to perform pattern matching, and to generate user profiles, this information may be stored or used for presenting a book, which the user is likely to enjoy, to that user.
Fig. 87A further describes the auction methodology of Fig. 86 wherein server 4154 makes inquiries concerning user behavior. This figure describes the mechanism of inquiring users regarding books. Server 4154 registers that a user has bought a book. After 3 days a toy 4160 asks the user whether he had finished the book and whether he enjoyed reading it. If the user did not read the book, the toy asks him at a later date regarding the same book. Information gathered in such a way is sent to server 4154 from one or more toys 4160, via one or more computers 4166. It is appreciated that such an inquiry can also be initiated under other circumstances. For example, a toy can ask a user regarding a book after discovering that a book it previously recommended to him is now in the user's possession. A toy can also inquire a user regarding books that are best sellers, or books related to other forms of media that a user consumes.
Figs. 87B and 87C are simplified tables of displays of the functionality of the methodology of Fig. 86 illustrating a typical user's books record and a record associated with a book obtained through manipulating many users' record.
Fig. 87B is a table describing a typical user's books record. Fig. 87C is a table describing a record associated with a book, obtained through manipulating many users' records. The user's record contains information regarding books in his possession, his opinion of them, his age when he read them, and the date of inquiry. It also contains information regarding books that are not in a user's possession. Such information is obtained by various means, such as after recommending a book to a user, such as via an interactive toy, via a home computer, and via a questionnaire, or when asking a user regarding a book that was not purchased through an interactive toy system. For example, the system may obtain information from a user via an interactive toy regarding a best seller or a book related to content that a user has used, or regarding a book which the user has sold via a toy.
A book's record, as exemplified in Fig. 87C contains pointers of all the users who enjoyed it and to all the users who did not enjoy it.
Fig. 88 is a flowchart demonstrating a simple pattern matching procedure that generates personalized book recommendation for a user of the methodology of Fig. 86. The procedure first defines a group of users with likes and dislikes similar to those of a first user, and then finds books liked by users in said defined group and recommends them to the first user. The procedure uses a user's books record (as in Fig. 87B). Its input is a list of all the books in the record, each characterized by two numbers, the first designating whether a user liked (1) or did not like (-1) a book, the second designating the user's age when he read the book. The procedure extracts through each book's record (as in Fig. 87C) all users that had the same attitude to the book as the first user, at the same age as the first user. It creates the group intersection of all such groups of users, thus creating a group of users who have the same attitude as the first user to all the books mentioned in the first user's record. The procedure then finds the book that was liked by most readers when they were of the cunent age as the first user. If a certain book was liked by several users when they were of the present age of the first user, and the first user does not cunently possess said book, then system 4150 finds a source for obtaining or purchasing the book for the first user. Thereafter, server 4154 offers the book to the first user via his toy.
It is appreciated that the methodology demonstrated in Figs. 86-88 may be applied to many other items other than books. For example matching music or toys items according to movies that a user has seen and TV shows that a user likes.
Fig. 89 is a flowchart describing the functionality of the methodology of Fig. 86 involving recommending to a user to initiate a reverse auction for buying a particular book, such as a book offered by means of the methodology of Figs. 86-88. Server 4154 registers that a user has more than $50 designated for buying books in an account. A toy such as toy 4160 notifies user of the account status, and suggests recommending a book to him. If user agrees, server 4154 generates a personalized book recommendation. If it is discovered the recommended book is already in the possession of the user, toy 4160 asks the user for his opinion of the book, thus enhancing the user's books' record. If the user does not possess the book, toy 4160 suggests that the user try to buy it in a reverse auction. If the user agrees, the toy notifies a server of the auction. The server then sends messages to users who possess the book and did not like it, suggesting that they sell the book in the reverse auction as illustrated in Fig. 89. Server 4154 may also send a similar message to the users who had read the book more then a specific length of time before. It may also publish the auction at a web site or via other interactive media. It is appreciated that if many users express the intention to purchase the same book, system 4150 will try to anange a volume purchase at a reduced price.
It is appreciated that the functionality of Figs. 86-89, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and wherein the operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user.
It is also appreciated that the functionality of Figs. 86- 89, taken together, is particularly appropriate for the aforementioned methodology and wherein the functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to the user includes recommending specific auction activity to a user based on known user preferences.
Fig. 90 is a flowchart in the context of Fig. 80 showing an example of obtaining personal details about a user in a play environment and employing the personal details of the user in order to involve him in an auction.
Computer 4006 downloads from server 4004 one or more content packages each comprising an audio file and additional information such as a name of a song and a name of a band playing it. The user listens to the audio content and is requested to identify the piece and/or the musicians.
The user identifies the piece as a track from a CD by a particular band. The content package includes instructions to question the user whether he owns the specific CD. The results of this play interaction are sent to server 4004 in order to update the user's database record of likes and dislikes. In this case, the server notes that the user like the particular band but does not own a particular CD of that band. Server 4004 conducts a search for the particular CD. If the CD is not available at CD retailers, the search is transfened to auction web-sites. When the server locates an auction web-sites, such as web site 4002 of Fig. 80, where the specific CD is proposed for sale, server 4004 sends a message to be personalized to the user via the, reminding the user of the CD and suggesting that the user might wish to participate in an auction in order to purchase the specific CD.
It is appreciated that the functionality of Figs. 80 and 90, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising, employing personal details supplied by the at least one interactive toy about at least one user to involve given users in given auctions.
It is also appreciated that the functionality of Figs. 80 and 90, taken together, is particularly appropriate to the aforementioned methodology and wherein the personal details include details obtained from a user in a play environment.
Fig. 91 is a display showing a table of a database record including parameters limiting the participation of a user in an auction of the methodology of Fig. 86. This figure shows a table of a database record which includes parameters limiting the participation of a user in an auction. Such parameters include an upper limit for bidding on an item in an auction and a lower limit for an opening bid when putting an item for auction. Other parameters include limitations on the people a user is allowed to buy from or sell to in auctions. Such limitations distinguish between toy users and non-toy users, and refer to age and to credibility history. Another part of the record tracks the credibility history of a user, the number of auction related complaints received from other people regarding him and the number of item he has sold in auctions.
These parameters can be established, for example, by a parent or a legal . guardian of a user. It is appreciated that these limitations will serve as means of protection allowing the participation of even young users in auctions.
It is appreciated that the functionality of Figs. 86 and 91, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising, limiting participation of the at least one user in the auction in terms of at least one of, spending limits; lower price limits for the user's sale of an item, upper price limits for the user's purchase of an item; parental or legal guardian control of at least one aspect of participation; and investigation of auction history of buyers and sellers.
Fig. 92 is a simplified flowchart demonstrating a toy directing a user to participate in an auction, based on the toy's persona in accordance with a prefened embodiment of the present invention. In the figure an interactive doll's dress is put up for an auction that is managed on a toy server, such as server 4004 of Fig. 80. The server sends a message to all toys whose persona is associated with that dress, and whose owners can participate in the auction. It first builds a list of all users whose toys are dolls of the appropriate type, and then filters from it all incompatible users, such as users who have already bought such a dress, and users who are limited in their participation in auctions to specified price ranges and specified seller identities (as exemplified in Fig. 91). Thereafter, server 4004 sends a message to all appropriate toys, such as toy 4000. A doll receiving such a message verbalizes it to its user, telling the user that a dress that it wants is up for auction, and proposing the user to by the dress for it.
In this example the association of the item to the toy's persona is fixed, as the dress is specifically designed for the doll. Additionally or alternatively the server can apply criteria based on looser associations between items and toys. For example, a toy associated with other toys that are described either by a toy manufacturer or by one or more users, as friends of that specific toy, or a toy which is associated, for example by its manufacturer, with a set of working tools, are examples of the aforementioned looser associations between items and toys.
It is appreciated that the functionality of Figs. 92 and 80, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network, and also comprising directing a user to participate in a particular auction based on the persona of the at least one interactive toy.
Fig. 93 is a flowchart describing a user using a value account, maintained through an interactive toy, as a payment means in an auction in accordance with a prefened embodiment of the present invention; Fig. 93 is a flowchart describing a user using a value account, maintained through an interactive toy, as a payment means in an auction. In the figure a user is bidding on an item in an auction maintained by a toy server, such as toy server 4004 of Fig. 80. A toy, such as toy 4000 of Fig. 80 may receive from server 4004 a personalized message to a user concerning his limits on proposing a bid (shown here in Fig. 93). The user's cash account is typically a pre-paid account, typically prepaid by a user's parents. If the highest bid reaches the user's cash account balance, and he still wants to raise the bid, toy 4000 offers him to add credit points to the bid.
Typically, server 4004 has a predefined value system for the credit points such that each credit point has a certain cash value. In the cunent example a new bid is accepted if it is higher than the cunent bid in one of its cash or credit point values, and at least equal in its other value. Alternately, a ratio between cash and credit points values can be determined for comparing bids and determining the highest bid. This ratio can be defined by a user or a service provider, such as server 4004.
It is appreciated that the functionality of Figs. 93 and 80, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network and comprising using value in a user's value account maintained via the at least one interactive toy.
Fig. 94 is a flowchart describing a method of organizing users for a volume purchase, based on shared preferences of the users, as obtained through their interactions with toys in an interactive toy system of server 4004 of Fig. 80 in accordance with a prefened embodiment of the present invention;
Fig. 94 is a flowchart describing a method of organizing users for a volume purchase, based on their shared preferences, as obtained through their interactions with toys. User 1 asks his toy 4000 to help him buy a specific product A for a specified maximal price X. If the price requested is lower than the market price, the toy suggests to the user to join an initiative to organize a volume purchase, which is typically actualized at a lower price. Server 4004 gathers lists of users interested in volume purchases of different products. When a list contains enough users interested in buying a product at a specific price range, which varies typically by around 5%, the server tries to anange a volume purchase. Server 4004 asks for the users' approval for an attempt at a volume purchase at price Y, which equals the each of the users' requested price or is lower than it by no more than 5%. Server 4004 puts the purchase request for bidding to typically many suppliers. If the lowest bid is lower than or equal to Y, then server 4004 proceeds to perform the fransaction. The requested price Y may or may not be known to the suppliers.
It is appreciated that the functionality of Figs. 94 and 80, taken together, is particularly appropriate for at least one interactive toy communicating via a computer network in an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over the computer network comprising operating the multiplicity of interactive toys to employ information obtained by the multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of the multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
Fig. 95 is a flowchart describing a method for ananging a barter auction between users in which a user asks his toy to anange a barter auction in accordance with a prefened embodiment of the present invention.
A user asks his toy, such as toy 4000 of Fig. 80 to anange a barter auction. He puts an item for auction and describes another item which he wants in exchange. He conveys this to toy 4000, which communicates this to computer 4006, which in turn, passes this information, typically via the Internet 4008 to server 4004. Server 4004 receives bids from other users. The level of detail for describing the required item may vary from a broad description to a request for a specific item. Server 4004 then sends one or more barter proposals to selected users, such as those users who are interested in the item offered for barter from the user of toy 4000, or users who have similar items, as is shown in Fig. 95. The server may also publish' the barter proposal at a web site. Users send bids for the auction via their toys, typically in conjunction with their personal computers. The user of toy 4000 receives the bids, and decides which, if any, is the highest, based on his subjective criteria. If he accepts a bid as the cunent bid, he is obliged to according to a predefined duration of the auction, unless he accepts another bid as "higher" in the mean time. Users who participate in the auction receive notifications of the cunent bid from server 4004 to their respective interactive toys, and have the opportunity to outbid it. At the time deemed to be the end of the' barter auction, the cunent pending bid wins the auction. It is appreciated that a toy service provider, such as server 4004 typically ananges, partially or fully, the actual barter transaction between the parties involved. It is appreciated that the functionality of Figs. 95 and 80, taken together, is particularly appropriate for an interactive toy environment comprising at least one interactive toy communicating via a computer network, wherein an auction methodology comprises operating the at least one interactive toy to enable at least one user to participate in a barter fransaction conducted at least partially over the computer network.
Figs. 96 and 97 are flowcharts demonstrating a method for matching buyers and sellers in an auction wherein toys operate as proxies to the users in accordance with a prefened embodiment of the present invention.
In Fig. 96 a user tells his toy, such as toy 4000 of Fig. 80 that he wants to sell a book. Toy 4000 conveys this information to computer 4006, which sends it via Internet 4008 to server 4004. Server 4004 sends toy 4000 a request for details. Toy 4000 asks the user for the details of the book and its requested price. Toy 4000 confirms the details and price in order to verify the information received from the user, such as repeating the data as processed by a speech recognizer functionality on server 4004. After confirmation by server 4004 and transmission thereof to toy 4000, the toy sends the sale offer to server 4004 for the purpose of finding an appropriate buyer. Thereafter, the server matches buyers and sellers.
Fig. 97 illustrates the functionality of a system for matching buyers and sellers, such as on an interactive toy server 4004 described in Fig. 80. As seen in Fig. 96, server 4004 receives buying and selling offers from various users. In the procedure described a server collects buying and selling offers of various items. The server 4004 then matches couples of buyers and sellers such that the difference between prices requested and prices offered is minimal, and the number of couples matched is maximal. The server 4004 classifies the offers by the items offered, thus creating lists of potential buyers and of potential sellers of various items. Server 4004 organizes each list by prices in an ascending order. The server goes through two parallel lists of buyers and of sellers of a certain item. If the price requested by a buyer on a list is greater or equal to the price offered by a seller on a matching list, then server 4004 matches the two for performing the transaction and removes them from the lists, and then goes on to the next couple on the two lists. If the price requested by a buyer on a list is lower than the price offered by a seller on the matching list, the server moves to the next buyer on the list. This algorithm ensures that the maximal number of couples are matched. When a buyer and a seller are matched server 4004 typically sets the sales price as the average between the price offered and the price requested, and notifies the users via their respective toys accordingly. For completion of the transaction, the seller sends the item to a shipment center, upon its arrival there, payment is transfened from the buyer's account to the seller's account on server 4004. From the shipment center the item is sent to the buyer.
It is appreciated that the functionality of Figs. 96, 97 and 80, taken together, is particularly appropriate for an mteractive toy environment comprising at least one interactive toy communicating via a computer network, an auction methodology comprising, operating the at least one interactive toy to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over the computer network, wherein potential buyers and sellers are matched.
It is appreciated that the functionality of Figs. 96, 97 and 80, taken together, is particularly appropriate for the aforementioned methodology and wherein the at least one interactive toy operates as a proxy in the commercial fransaction. Fig. 98 is a partly-pictorial partly-diagrammatic illustration of a commerce system and methodology for sending commercial content from a content provider 5009 to the users via toys 5000, 5001 and 5003 comprising sensing toy involvement and transferring value from the content provider to a toy server 5004 in accordance with a prefened embodiment of the present invention. It should be understood that a content provider may be a virtual or physical commercial establishment which sends content such as entertainment, advertisements or other items to a toy server 5004.
Turning to Fig. 98, it is seen that interactive toy 5003 suggests to a user that the user might wish to make a purchase, such as buying porridge at a particular commercial establishment, designated by reference numeral 5002. A computer 5006 may provide further content on a computer monitor 5005 received from server 5004. Interactive toys 5000, 5001, 5003 may be any suitable interactive toys and are preferably toys of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
Fig. 102 is a flowchart describing the sending, sensing and transferring functionality of Fig. 98. This commercial suggestion may be initiated by a suitable commercial suggestion server 5004, which communicates, typically via the Internet 5008, with one or more computers 5006, which in rum provide content input to the interactive toys 5000, 5001, 5003. Server 5004 typically also communicates, as via the Internet 5008 with commercial establishment 5002. A content provider 5009 such as an advertiser or corporation such as the "3-Bear Inc." in Fig. 98 sends a commercial content package 5010 to server 5004 preferably via Internet 5008. Such content package may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content. Server 5004 parses such a file into a toy content file suitable to be customized to the users. Alternately, content provider 5009 is already equipped with suitable development tools that allow content provider 5009 to provide toy content. In such a case, the server customizes content package 5010 to the users, preferably according to the user profiles.
Typically, server 5004 sends a customized content package 5010 to the users, typically via the Internet 5008. The content package is received via computers such as the computer 5006, which personalize the content to the users via computer monitors such as the computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which the computer communicates typically by means of RF communication.
Computer 5006 receives acknowledgement from the toy/s 5000, 5001, 5003 by means of RF communication therewith, which includes transmission by the toy/s to the computer of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via toy/s 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event server 5004 registers in a special database record. In a prefened embodiment of the present invention the toys 5000, 5001 and 5003 have a persona resembling the persona seen on the screen of the monitor 5005 and the content is operative to utilize the similarity of these persona to enhance the entertainment value of the user-toy multimedia presentation shown in Fig. 98.
Fig. 103 is a table describing a database record used in conjunction with the sensing and transferring functionality of Fig. 98. Three different content providers such as 3-Bear Inc. 5009, Content Provider 2 5110 and Content Provider 3 5112 send content to one or more users. Based on database record registrations, each content provider, 5009, 5110, 5112 pays server 5004 for both content delivery and for customizing services per item of content which has been registered as received by a toy, such as toy 5000, and/or responded to by each individual user. Thus, as can be seen in Fig. 103, 3 Bear Inc., 5009 must pay server 5004 for delivery of items to four users (users 1-4). 3 Bear Inc., 5009 received responses only from one user (User no. 4-not shown) and pays server 5004 for the response received from User no. 4.
Fig. 98 also describes interactive toys 5000, 5001, and 5003 with a given persona delivering content 5010 associated with the persona, such that the content establishes a tie in within a commercial product, such as porridge, and another commercial service, such as a reduction for movie tickets to see a "3 -bear" movie both associated with toys' persona. The content 5010 urges the users to purchase both the product and the service.
The three toys 5000, 5001, and 5003 portrayed in Fig. 98 embody the bears from the Three Bears story. The content package 5010 includes content delivered by toys 5000, 5001, and 5003 synchronized with content 5010 delivered to computer monitor 5005. The monitor shows a scene with the characters of the three bears eating porridge and with boxes of the commercial porridge brand "Three Bears". Toys 5000, 5001, and 5003 tell users that if they buy porridge of Three Bears brand, they may buy tickets to a new Three Bears movie at half price, thus urging them to purchase both a product and a service associated with the toys' persona.
In Fig. 98, the product and the service are associated with the same persona as the toys 5000, 5001, and 5003. It is appreciated that the same method may be applied for products or services associated with a persona related to the toy's persona in many other ways. For example they can be characters from the same movie or story; they can be related to real people related to each other in the real world; or they can be a family of figures sharing design or personality traits.
It is appreciated that the functionality of Fig. 98 is particularly appropriate to a toy commerce methodology comprising embodying at least one interactive toy with a given persona; and providing content to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona.
It is also appreciated that the functionality of Fig. 98 is particularly appropriate to the aforementioned toy commerce methodology and wherein the content includes content urging a user to purchase the at least one commercial product or service.
It is appreciated that the functionality of Figs. 98, 102 and 103 taken together, is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
It is further appreciated that the functionality of Figs. 98, 102 and 103 taken together, is particularly appropriate to the aforementioned methodology and wherein the transferring value includes transferring value to an entity which is a party to the commercial activity.
Fig. 99 is a partly-pictorial partly-schematic illustration of a commerce methodology comprising sending commercial content to the users via toys 5000, 5001, 5003 which content encourages the users to visit a commercial establishment 5022, sensing the presence of the toys in the commercial establishment 5022; and transferring value in respect of the visit to the commercial establishment 5022 in accordance with a prefened embodiment of the present invention.
Fig. 104 is a flowchart illustration of the sending, sensing and transferring functionality of Figs. 98 and 99.
Fig. 105 is a table describing a database record used in conjunction with the sensing and transferring functionality of Figs. 98 and 99.
As is seen in Fig. 104, a content provider such as an advertiser 5020 or incorporation such as the "3-Bear Inc." 5009 in Fig. 98, or movie producer 5027 in Fig. 99 sends commercial content package 5010 to server 5004 preferably via Internet 5028. Content package 5010 may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content. Server 5004 parses such a file into a toy content file, suitable to be customized to every individual user. Alternately, content provider 5009 is already equipped with suitable development tools that allow the content provider 5009 to provide toy content. In such a case, server 5004 customizes content package 5010 to the users, preferably according to the user profile.
Server 5004 sends a customized content package to the users, typically via the Internet 5028. Content package 5010 is received via computer 5006, which personalizes the content to the users via computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which the computer communicates typically by means of RF communication.
Computer 5006 receives acknowledgement from the toy/s by means of RF communication therewith, which includes transmission by toy/s 5000, 5001, and 5003 to computer 5006 of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via one or more toys 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event the server registers in a special database record therein.
Users act in accordance with the commercial message embedded in the content package 5010 received via toys 5000, 5001, and 5003. The users purchase a product named "3-bear" porridge and an entrance ticket to commercial establishment named "Movie Theater" 5022 at half price. Thereafter, the users arrive at theater 5022 accompanied by their toys 5000, 5001, and 5003. A computer 5026 at theater entrance senses the presence of the toys by means of wireless communication therewith, which includes a transmission by toys 5000, 5001, an 5003 to computer 5026 of the respective toy identification codes (ID).
Computer 5026 at theater 5022 communicates, typically via the Internet 5008, with the server 5004 (shown in Figs. 98 and 99) and informs the server of the arrival of toys 5000, 5001, and 5003 at theater 5022. The server registers the arrival of the toys in a database record. Typically, registration of a toy arrival at the commercial establishment, such as theater 5022 is coupled with the previous registration of receiving a commercial content package, such as package 5010, which encourages a user to visit commercial establishment 5022. Typically, server 5004 is in communication with a computer network 5025, via the Internet 5028. A billing center 5020 on network 5025 is configured to charge one or more content providers, such as movie provider 5027, 3-bear porridge manufacturer 5024, and 3-Bear Inc 5009 (in Fig. 98) for providing content to one or more users typically via an advertiser 5021 communicated via toy server 5004 to computer 5006 at a user's home 5023. Billing center 5020 pays the advertiser for services rendered, such as providing content to toy server 5004. The billing center may be on toy server 5004, or located on network 5025 in communication with server 5004. Movie producer 5027 typically provides theater 5022 with content, such as movies.
Thus, it may be appreciated that a database record registration onboard server 5004, as illustrated in Fig. 105, enables the server to ascertain that a toy user, accompanied by his toy 5000, for example, paid a visit to commercial establishment 5022 followed receipt of the commercial content, such as package 5010. The package encourages the user to visit the specific commercial establishment, such as theater 5022.
Based on database record registration, one or more content providers, such as 5009 and 5027 pay server 5004 for effective advertising services per visit of every toy 5000, 5001, and 5003 to the specific commercial establishment 5022, which followed the receipt of commercial content, which encouraged the users to visit commercial establishment 5022, accompanied by their toys 5000, 5001, and 5003.
As is seen in Fig. 105, three different content providers, namely 3-Bear Inc. 5009, Content Provider 2 5110, and Content Provider 3 5112, send content to the users, which content is intended to encourage users to visit three establishments respectively, Movie Theater 5022, a Commercial Establishment 2, designated by reference numeral 5130, and a Commercial Establishment 3, designated by reference numeral 5132.
Server 5004 records in its database whether a user received content and visited the specific commercial establishment consequentially. As is seen in Fig. 105, for example, User no. 5 received content from Content Provider 2 5110, and thereafter arrived at Commercial Establishment 2 5130. Billing Center 5020 typically charges Content Provider 2 5110 for providing User no. 5 with the content, which was intended to encourage the user to visit Commercial Establishment 2 5130 and which in actual fact resulted in User 2 visiting Commercial Establishment 2 5130.. Content providers 5009, 5027, and 5021 in Figs. 98 and 99 may or may not be commercially identified with the commercial establishment 5022, which is a party to the commercial transaction with the user. For example, content provider may be an independent advertiser providing content, such as advertiser 5021 in Fig. 99, which encourages users to visit commercial establishment 5022. Alternately, content provider 5027 may be in a corporation which includes commercial establishment 5022. Thus, it may be appreciated that the functionality of Figs. 98 and 99 taken together is particularly appropriate to a commerce methodology comprising transferring value in respect of a commercial fransaction from an entity which may or may not be a party to the a commercial transaction.
It is appreciated that the functionality of Figs. 98, 99, 104 and 105 is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
It is also appreciated that the functionality of Figs. 98, 99, 104, and 105, taken together, is particularly appropriate to a toy commerce methodology comprising sensing the involvement of a toy in a commercial activity, and transferring value from at least one entity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy.
It is appreciated that the functionality of Figs. 98, 99, 104 and 105 is particularly appropriate to a toy commerce methodology and wherein sensing the involvement of the toy comprises sensing the physical presence of the toy in a commercial establishment.
Fig. 106 is a flowchart illustration of another sending, sensing and transferring functionality of Figs. 98 and 99.
As is seen in Fig. 106, a content provider such as an advertiser or incorporation such as the "3-Bear Inc." 5009 in Fig. 98, or movie producer 5027 in Fig. 99 sends commercial content package 5010 to server 5004 preferably via Internet 5008. Content package 5010 may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content. Server 5004 parses such a file into a toy content file, suitable to be customized to every individual user. Alternately, content provider 5009 is already equipped with suitable development tools that allow the content provider 5009 to provide toy content. In such a case, server 5004 customizes content package 5010 to the users, preferably according to the user profile.
Server 5004 sends a customized content package to the users, typically via the Internet 5008. Content package 5010 is received via computer 5006, which personalizes the content to the users via computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which the computer communicates typically by means of RF communication.
Computer 5006 receives acknowledgement from the toy/s by means of RF communication therewith, which includes transmission by toy/s 5000, 5001, and 5003 to computer 5006 of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via one or more toys 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event the server registers in a special database record therein.
Users act in accordance with the commercial message embedded in the content package 5010 received via toys 5000, 5001, and 5003. The users purchase a product named "3-bear" porridge and an entrance ticket to commercial establishment named "Movie Theater" 5022 at half price. Thereafter, the users arrive at theater 5022 accompanied by their toys 5000, 5001, and 5003. A computer 5026 at theater enfrance senses the presence of the toys by means of wireless communication therewith, which includes a transmission by toys 5000, 5001, and 5003 to computer 5026 of the respective toy identification codes (ID).
Computer 5026 at theater 5022 communicates, typically via the Internet 5008, with the server 5004 (shown in Figs. 98 and 99) and informs the server of the arrival of toys 5000, 5001, and 5003 at theater 5022. The server registers the arrival of the toys in a database record. Typically, registration Of a toy arrival at the commercial establishment, such as theater 5022 is coupled with the previous registration of receiving a commercial content package, such as package 5010, which encourages a user to visit commercial establishment 5022. Typically, server 5004 is in communication with a computer network 5025, via the Internet 5028. A billing center 5020 on network 5025 is configured to charge one or more content providers, such as movie provider 5027, 3-bear porridge manufacturer 5024, and 3-Bear Inc 5009 (in Fig. 98) for providing content to one or more users typically via an advertiser 5021 communicated via toy server 5004 to computer 5006 at a user's home 5023. Billing center 5020 pays the advertiser for services rendered, such as providing content to toy server 5004. The billing center may be on toy server 5004, or located on network 5025 in communication with server 5004. Movie producer 5027 typically provides theater 5022 with content, such as movies. Movie producer 5027 receives payment via billing center 5020 for each registered visit of toys, such as toys 5000, 5001, and 5003 at theater 5022.
Based on database record registration such as that in Fig. 105, the commercial establishment, such as theater 5022 pays a content provider, such as movie producer 5027 for effective advertising services per visit of each toy to the commercial . establishment 5027. This followed the receipt of commercial content 5010, which encouraged the visit of the user, accompanied by his toy 5000, for example, to the commercial establishment 5022. It is appreciated that the functionality of Figs. 98, 99, and 106 is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value from an entity which is a party to the activity to a content provider providing at least content employed by the toy, which content is presumed to be involved in the activity.
It is appreciated that the functionality of Figs. 98, 99, and 106 is particularly appropriate to the aforementioned toy commerce methodology and wherein the content provider is an advertising content provider. Fig. 101 is a partly-pictorial partly-schematic illustration of commerce methodology comprising transferring value from an entity which a party to a commercial activity to a service provider 5048 providing at least communication service employed by a toy 5000 in accordance with a prefened embodiment of the present invention.
Fig. 107 is a flowchart illustration of the transferring functionality of Fig. 101.
Fig. 108 is a flowchart illustration of another transferring functionality of . Fig. 101.
Turning now to Fig. 101, it can be seen that three children are sitting with their respective interactive toys 5000, 5001, and 5003 in front of a television set 5046, which communicates with a set-top box 5044 and a base unit 5042. Toys 5000, 5001, and 5003 and television 5046, communicate with base unit 5042 and interactive toy server 5004 (as illustrated in Fig. 98). Server 5004 also communicates with the billing system of Fig. 99. Thus, there is communication between set-top box 5044 and server 5004 and billing center 5020, for example.
It can be seen in Figs. 98, 101, and 107, that server 5004 provides content 5049 both to television 5046 and to toys 5000, 5001, and 5003, known as integrated content 5049 to the users via a service provider; such as service provider 5048 and via a cable company 5047. Content 5049 is received via set-top box 5044 and communicated via toys 5000, 5001, and 5003 and/or TV set 5046. Server 5004 sends customized integrative content 5049 to the users via service provider 5048 such as a cable company 5047. Integrative content 5049 may comprise toy content associated with existing audio-visual TV content or it may be fully interactive including interactive TV content.
Typically, a user input is received via toys 5000, 5001, and 5003 and is communicated via set-top box 5044 to server 5004 via cable company 5047. Toy server 5004 modifies content 5049 sent to- the user, based upon the user input received. Thereafter, toy server 5004 registers the item of interaction with the user, at billing center 5020. Consequentially, value is transfened from the user of toys 5000, 5001, and 5003 to cable company 5047 per interaction item. In this case, the users are clients of a service provider 5048, users of toys 5000, 5001, and 5003 pay service provider 5048 for registered interaction items, and service provider 5048 pays server 5004 for the content 5049.
It is appreciated that a set-top box, connected to a television set and operative to provide interactive television functionality, is typically equipped with programmable computing capability, network connectivity and input/output capability (such as via a serial or USB port) enabling the connection of a base unit with an RF transceiver to the set-top box thus providing the set-top box with required functionality for communicating with and controlling an interactive toy.
In another case, illustrated in Figs. 98, 101, and Fig. 108, server 5004 provides content 5049 both to television 5046 and to toys 5000, 5001, and 5003, known as integrated content 5049 to the users via a service provider; such as service provider 5048 and via a cable company 5047. Content 5049 is received via set-top box 5044 and communicated via toys 5000, 5001, and 5003 and/or TV set 5046. Server 5004 sends customized integrative content 5049 to the users via service provider 5048 such as a cable company 5047. Integrative content 5049 may include toy content associated with existing audio-visual TV content or it may be fully interactive including interactive TV content.
Typically, a user input is received via toys 5000, 5001, and 5003 and is communicated via set-top box 5044 to server 5004 via cable company 5047. Toy server 5004 modifies content 5049 sent to the user, based upon the user input received. Thereafter, toy server 5004 registers the item of interaction with the user, at billing center 5020. Consequentially, value is transfened from the user of toys 5000, 5001, and 5003, clients of server 5004, then server 5004 pays service provider 5048, such as cable company 5047 for any registered interaction item, and users of toys 5000, 5001, and 5003 pay toy server 5004 for content 5049. Based on a database record registration, the users pay the cable-company 5047 for the communication service per interaction item. Alternately, based on a database record registration, server 5004 pays the cable-company 5047 for the communication service per interaction item. In this case the toy user is a client of the toy server rather than of the cable-company, and is regularly billed by server 5004.
It is appreciated that the functionality of Figs. 98, 101, 107 and 108 is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value from an entity which is a party to the activity to a service provider providing at least a communication service employed by the toy.
Fig. 109 is flowchart illustrating a commerce methodology comprising sensing the virtual presence of a toy at a virtual commercial establishment sensing the participation of a toy in a commercial transaction, and transferring value from a virtual commercial establishment to a toy server in accordance with a prefened embodiment of the present invention.
Turning to Figs. 98 and Fig. 109, it is seen that toy server 5004 sends a message via interactive toy 5000 suggesting to a user that the user might wish to make a visit to a virtual commercial establishment 5011, such as going to a bookstore website to look for some new books. The user agrees to do so via his computer 5006, which may provide further content on a computer monitor 5005 received from server 5004. Interactive toys 5000, 5001, 5003 may be any suitable interactive toys and are preferably toys of the type described in applicant/assignee's U.S. Patent No. 5,752,880. Based on the user's response, server 5004 sends to computer 5006 the web page of commercial establishment.4011 Alternately, server 5004 sends to computer 5006 the URL of the commercial establishment 5011, and instructs the web-browser onboard the computer to connect to the URL.
Typically, server 5004 sends a customized content package 5010 to the users, typically via the Internet 5008. The content package is received via computers 5006, which personalizes the content to the users via computer monitor 5005 and/or one or more interactive toys 5000, 5001, 5003 with which t he computer communicates typically by means of RF communication. Computer 5006 receives acknowledgement from the toy/s 5000, 5001, 5003 by means of RF communication therewith, which includes transmission by the toy/s to the computer of a toy acknowledgement signal. Alternatively or in addition, computer 5006 receives a user response via toy/s 5000, 5001, and 5003. The computer communicates to server 5004 that toy acknowledgement and/or user response has been received, which event server 5004 registers in a special database record.
Computer 5006 connects via Internet 5008 to www.bookstore.com.. Server 5004 communicates to toy 5000 which directs computer 5006 which instructs toy 5000 to direct the user to computer monitor 5005. The user is asked about details appearing on monitor 5005. The toy typically interacts with the user in a way, which allows verification of the user's viewing the content displayed on the computer monitor. For example, toy 5000 refers to a book that is displayed on the computer monitor, and the user names the color of the book-cover. Computer 5006 communicates to server 5004 the verification received via the toy of the user's viewing the content displayed on computer monitor 5005. The server, in turn, registers the verification in a database record as a virtual visit to virtual commercial establishment 5011.
Server 5004 registers the virtual presence of toy 5000 at virtual commercial establishment 5011, according to defined criteria such as receiving user response to web-page content; then the establishment 5011 pays toy server 5004 for registered toy presence. A purchase offer is made on screen 5005 to the user. If the user decides to purchase a book, for example then server 5004 communicates with the virtual commercial establishment the user's purchase decision. Based on the user's response server 5004 debits a user's account, credits an account of commercial establishment 5011, and communicates to commercial establishment 5011 the details of the user's residence. Server 5004 registers the transaction in a database record as a transaction involving participation of toy 5000. Virtual commercial establishment 5011 pays the toy server for purchase and payment services per registered toy participation. Thus, server 5004 also provides a method of payment for effecting the commercial transaction between the user and the commercial establishment 5011, and virtual commercial establishment 5011pays toy server 5004 for providing purchase and payment services. Virtual commercial establishment 5011 is billed for any registered visit of a toy 5000 to commercial establishment 5011. It is appreciated that the functionality of Figs. 98 and 109, taken together is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein sensing the involvement of the toy comprises sensing the virtual presence of the toy in a virtual commercial establishment.
It is also appreciated that the functionality of Figs. 98 and 109, taken together is particularly appropriate to the aforementioned toy commerce methodology, and wherein sensing the involvement of the toy comprises sensing the participation of the toy in a commercial transaction.
It is additionally appreciated that the functionality of Figs. 98 and 109, taken together is particularly appropriate to the aforementioned toy commerce and wherein the commercial activity is a commercial fransaction.
Fig. 100 is a partly-pictorial partly-schematic illustration of a methodology whereby sensing an involvement of a toy in a commercial transaction results in transferring value to entities that are not parties to the transaction in accordance with a prefened embodiment of the present invention;
Figs. 98 and 100 taken together illustrate a method whereby sensing an involvement of toy 5000 in a commercial transaction results in transferring value to entities that are not parties to the transaction, among which a manufacturer of toy 5000 and toy vendor. The involvement of toy 5000 in the transaction is sensed in advance of the transaction.
Fig. 110 is a flowchart describing the functionality of the commerce methodology for sensing toy involvement of Figs. 98 and 100.
It can be seen in Fig. 100 and Fig. 110, taken together, that content provider 5009 provides toy content 5010 through toy server 5004. Toys 5000, 5001, 5003 verbalize the content to one or more users, offering them to buy a product and get tickets to a movie in half price at theater 5022 (Fig. 99). Server 5004 communicates this to computer 5006, which receives toy signal and/or a response from the users, confirming that the content was delivered via toys 5000, 5001, and 5003. Server 5004 registers confirmation in users' records for future billing.
Some later time a user of toy 5000 goes to the movie, after buying a ticket, for example at half price. During the intermission, the user uses a club card 5030 which is identified by a card reader 5032 as belonging to the owner of specific toy 5000. Computer 5036 sends the user's ID to server 5004. Server 5004 identifies user and detects in user's record that the user had previously received commercial content 5010. Server 5004 performs the transaction and the billing for the purchase of popcorn 5037. Server 5004 debits the account of the user of toy 5000 for the cost of popcorn 5037 and credits an account of the movie theater 5022 for that amount, minus a commission for the prior involvement of toy 5000 in bringing the user to theater 5022 and thus also in the cunent fransaction.
It is appreciated that the functionality of Figs. 98, 100 and 110 taken together, is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value to an entity which is not a party to the activity.
It is also appreciated that the functionality of Figs. 98, 100 and 110, taken together, is particularly appropriate to the aforementioned toy commerce methodology wherein the transferring value includes transferring value from an entity which is a party to the activity to manufacturer of the toy.
It is additionally appreciated that the functionality of Figs. 98, 100 and 110, taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the transferring value includes transferring value from an entity which is a party to the activity to a seller of the toy.
Furthermore, it is appreciated that the functionality of Figs. 98, 100 and 110, taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the sensing occurs at a time substantially in advance of the time of the activity.
Moreover, it is appreciated that the functionality of Figs. 98, 100 and 110, taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the commercial activity is a commercial transaction.
Fig. I l l illustrates a method of transferring value to a user participating in a commercial activity due to a toy's involvement in the activity in accordance with a prefened embodiment of the present invention. Fig. 112 is a flowchart describing the functionality of the method of transferring value of Fig. 111.
Turning now to Figs. I l l and 112, it is seen that interactive toy 5500 suggests to a user that the user might wish to make a purchase, such as buying porridge at a particular commercial establishment, designated by reference numeral 5502. A computer 5506 may provide further content on a computer monitor 5505 received from server 5504. Interactive toy 5500 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880.
This commercial suggestion may be initiated by a suitable commercial suggestion server 5504, which communicates, typically via the Internet 5508, with one or more computers 5506, which in turn provide content input to interactive toy 5500. Server 5504 typically also communicates, as via the Internet 5508 with commercial establishment 5502.
A content provider 5509 such as an advertiser or incorporation such as the "3-Bear Inc." in Fig. 112 sends a commercial content package 5510 to server 5504 preferably via Internet 5508. Such content package may be provided as a text file, a markup language file such as html or XML, or a multimedia file comprising audio and/or visual content. Server 5504 parses such a file into a toy content file suitable to be customized to the users. Alternately, content provider 5509 is already equipped with suitable development tools that allow content provider 5509 to provide toy content. In such a case, the server customizes content package 5510 to users, preferably according to the user profiles.
Typically, server 5504 sends a customized content package 5510 to the users, typically via the Internet 5508. The content package is received via computers 5506, which personalizes the content to the users via computer monitor 5505 and/or one or more interactive toys 5500, 5501, 5503 with which computer 5506 communicates typically by means of RF communication.
Computer 5506 receives acknowledgement from the toy 5500 by means of RF communication therewith, which includes transmission by the toy to the computer of a toy acknowledgement signal. Alternatively or in addition, computer 5506 receives a user response via toy 5500. Computer 5506 communicates to server 5504 that toy acknowledgement and/or user response has been received, which event server 5504 registers in a special database record. As can be seen in Figs. Il l and 112, toy 5500 suggests to a user to buy a bearburger at specified commercial establishment 5502 named "Teddy's". The user accepts the suggestion and goes to establishment 5502. Server 5504 alerts computer 5510 at commercial establishment 5502 of possible arrival of user. Upon user's arrival, computer 5510 at commercial establishment 5502 senses proximity of user's toy 5500 and accesses the user's database on server 5504. During the purchase fransaction, computer 5510 at point of sale identifies user (user can be identified by various means, RF communication with user's toy 5500, bar-code of user's toy 5500, data entry via computer 5510, a club card (such as card 5030 in Fig. 100.). Computer 5510 instructs server 5504 to credit user's account with 30 credit points designated for use at the specific commercial establishment 5502 alone, due to the involvement of toy 5500 in the purchase transaction of the bearburger at establishment 5502. A life- size logo toy 5509 thanks the user for the purchase and notifies him of the 30 credit points that the user is to receive.
It is appreciated that the functionality of Figs. I l l and 112 taken together, is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy, and wherein the transferring value includes transferring value from an entity which is a party to the activity to a user of the toy.
Fig. 113 is a simplified pictorial illustration demonstrating a method of transferring value due to a toy's involvement in a commercial activity, such activity being a visit to a commercial establishment or a commercial inquiry in accordance with a prefened embodiment of the present invention.
Fig. 114 is a simplified flowchart in the context of Fig. 14 showing illustration of elaborates the functionality of the method of transferring value due to a toy's involvement in a commercial activity of Fig. 113.
As can be seen in Figs. 113 and 114 interactive toy 5600 suggests to a user that the user might wish to make a commercial inquiry at a particular commercial establishment, designated by reference numeral 5602. The user enters store 5602 with a toy 5600. Interactive toy 5600 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880. This commercial inquiry may be initiated by a suitable commercial suggestion server 5604, which communicates, typically via the Internet 5608, with one or more computers 5610 at store 5602 which in turn provide content input to interactive toy 5600. Server 5604 typically also communicates, as via the Internet 5608 with commercial establishment 5602.
A user with toy 5600 enters store 5602. Computer 5610 near the store enfrance establishes communication with toy 5600. It sends the toy ID to server 5604 and receives back relevant details of the user such as the user's name, age, gender, hobbies, and past purchase history. Computer 5610 at the entrance selects an interactive script according to the user's details. Toy 5600 suggests to the user to go to a specific wing of store 5602. The toy acknowledges computer 5610 that it has performed a script which was previously received from server 5604 via Internet 5608 and computer 5610. Computer 5610 informs server 5604 of performing a script. Server 5604 bills store 5602 for involvement of toy 5600 in a commercial visit of the user. The user goes with toy 5600 to the wing recommended to him by toy 5600 in store 5602. A second computer 5611 establishes communication with toy 5600. Computer 5611 sends ID of toy 5600 to first computer 5610, and then computer 5611 receives user details and a chosen script for the next interaction with toy 5600 and its user. The user picks up a product 5612. Toy 5600 detects a bar code on the product 5612 and sends second computer 5611 in store 5602 the identification code of the product. Computer 5610 sends a further script to computer 5611. Toy 5600 supplies its user with details of the product and asks for the user's opinion of it. The toy sends second computer 5611 the user's answers.. Thereafter, second computer 5611 selects a further script accordingly. Computer 5611 notifies server 5604 of the commercial inquiry made by the user of toy 5600 which took place. Server 5604 bills store 5602 for the involvement of toy 5600 in the commercial inquiry made by its user.
It is appreciated that the functionality of Figs. 113 and 114 taken together, is particularly appropriate to a toy commerce methodology comprising, sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in the commercial activity to at least another entity in respect of the commercial activity in response to the sensed involvement of the toy and wherein the commercial activity is a visit to a commercial establishment. It is also appreciated that the functionality of Figs. 113 and 114 taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the commercial activity is a commercial inquiry.
Figs. 115A and 115B taken together are pictorial illustrations of a commerce methodology comprising transferring value from a party in a commercial transaction to a mobile communicator involved in the commercial fransaction in accordance with a prefened embodiment of the present invention.
Fig. 116 is a flowchart illustration of the transferring functionality of Figs. 115A and l l5B.
As is seen in Figs. 115A, 115B and 116, an interactive mobile toy 6010 is typically travelling with a user and communicates with a store 6012 via an interactive toy server 6014 by means of a cellular phone service provider 6013 which provides a cellular phone network 6015. The user might wish to make a commercial inquiry at the particular commercial establishment, designated by reference numeral 6012. This commercial inquiry may be initiated by a suitable commercial suggestion server 6014, which communicates, typically via the Internet 6018, with one or more computers at store 6012 which in turn provide content input to interactive toy 6010. Server 6014 typically also communicates, as via the Internet 6018 with commercial establishment 6012.
Toy server 6014 typically communicates with interactive toy 6010 via a public wireless communication network such as cellular phone network 6013. The cellular phone service provider, via the cellular phone network, communicates to toy server 6014 the location of interactive toy 6010. Server 6014 sends a message to the user via cellular phone network 6013, which encourages the user to visit a commercial establishment 6012, named "Bear Store" in propinquity to the cunent location of the user, accompanied by toy 6010. The toy communicates to server 6014 via cellular phone network 6013 an acknowledgment signal and/or a user response to the message. The server registers that the message was received by the user. Consequentially, the user of toy 6010 persuades the driver, typically a subservient parent, to pull over at "Bear Store" 6012.
The user enters store 6012 with a toy 6010. Interactive toy 6010 may be any suitable interactive toy and is preferably a toy of the type described in applicant/assignee's U.S. Patent No. 5,752,880. Computer 6019 at commercial establishment 6012 senses the presence of toy 6010 by means of wireless communication therewith, which transmits via toy 6010 to computer 6019 the toy ID. The toy typically switches to communication with the computer at commercial establishment, which provides communication, typically via the Internet 6018 with toy server 6014.
When the user of toy 6010 effects a commercial transaction such as a purchase at establishment 6012, computer 6019 at the commercial establishment commumcates with server 6014, and informs server 6014 that a purchase has been made by the user of toy 6010. A cashier at commercial establishment 6012 may input the purchase details to computer 6019 in association with the toy ID, which is displayed to the cashier on a computer monitor 6020. Server 6014 registers the purchase effected at the commercial establishment 6012 following receiving a message via cellular phone network 6015 encouraging the user to visit commercial establishment 6012.
Commercial establishment 6012 typically pays cellular phone service provider 6015 for the communication service supplied, per registered purchase, that was done following receipt of a message via cellular phone network 6015 encouraging the user to visit a commercial establishment such as "Bear Store" 6012.
It is appreciated that the functionality of Figs. 115A, 115B and 116 taken together, is particularly appropriate to a commerce methodology comprising, sensing the involvement of a mobile communicator in a commercial transaction; and transferring value from at least one party in the commercial fransaction to at least another entity in respect of the commercial transaction in response to the sensed involvement of the mobile communicator.
Fig. 117 is a pictorial illustration describing a toy 7040 delivering entertainment content methodology in conjunction with a computer monitor 7045, such that the toy acts out a role in the context of the monitor content 7041 in accordance with a prefened embodiment of the present invention.
Fig. 118 is a flowchart describing the functionality . of the toy delivering entertainment content methodology of Fig. 117.
As can be seen in Fig. 117, computer 7046 communicates to toy 7040 from toy server 7044, typically via Internet 7048. Interactive toys 7040 may be any suitable interactive toys and are preferably toys of the type described in applicant/assignee's U.S. Patent No. 5,752,880. Fig. 117 further shows toy 7040 delivering entertainment content 7041 in conjunction with computer monitor 7045, such that toy 7040 acts out a role in the context of the monitor content 7041. In this example, content 7041 is delivered as an interactive version of Three Bears story, and toy 7040 embodies the character of the baby bear in the story. Content 7041 is typically delivered via the Internet 7048.
Fig. 118 is a flowchart describing the functionality of Fig. 117. A user orders entertainment content 7041 from toy server 7044, via computer 7046 via the Internet 7048. Such an order may be typically submitted to server 7044 either by selecting an item from a menu on screen 7045 or by a conversation with toy 7040 which conveys the content of the conversation to computer 7046. Computer 7046 detects toy in communication with it. Computer 7046 transmits a toy signal, requesting toy 7040 to transmit back an acknowledgement signal. In Fig. 117 only one toy transmits such a signal, identifying it as a Little Bear toy. Computer 7046 requests the content 7041 from server 7044 in a version wherein a Little Bear character is embodied by a physical Little Bear toy 7040. Computer 7046 receives the content 7041 from server 7044. Computer 7046 actualizes the content via toy 7040 and monitor 7045 in synchrony. Toy 7040 acts out the Little Bear role while other characters appear on screen 7045.
It is appreciated that the functionality of Figs. 117 and 118, taken together, is particularly appropriate to a toy commerce methodology comprising embodying at least one interactive toy with a given persona; and providing content to the interactive toy associated with the persona, the content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with the given persona, and wherein the content includes entertainment content wherein the at least one interactive toy is identifiable with a character in the entertainment content.
It is appreciated that the functionality of Figs. 117 and 118, taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the at least one interactive toy is operative to act out a role in an entertainment context defined by the entertainment content.
It is appreciated that the functionality of Figs. 117 and 118, taken together, is particularly appropriate to the aforementioned toy commerce methodology and wherein the entertainment content is downloaded to the at least one interactive toy via the Internet. Fig. 119 is a flowchart describing a method of using a toy 8010 for enabling a user to select content 8011 useful with the toy, and of effecting payment for the content by operating the toy and a computer 8016 in a network 8015 in accordance with a prefened embodiment of the present invention. Fig. 119 also shows a method for payment of commission for the content to toy server 8014 and to a communication service 8017 employed by the toy.
Typically toy 8010 is in communication with a computer 8016, which communicates in turn with toy server 8014 via the Internet 8018. Communication service 8017 and network 8015 also communicate via Internet 8018 with server 8014. In the figure, toy 8010 receives content 8011 from server 8014 and suggests to a user that the toy will tell him a story. The user agrees, and the toy identifies the word "yes". Computer 8016 sends toy server 8014 a request for a story appropriate to the specific user, which the user had not heard before.
Server 8014 searches for appropriate stories in one of its database. Appropriateness of the story may be defined by personal information regarding the user, such as gender, age and personal characteristics known to server 8014. It is appreciated that other parameters may be applied for selecting stories for a user, such as user's preferences and taste. In Fig. 119, the database has titles of stories, received from several different content providers, together with their prices, and parameters for their appropriate consumers (such as age). Alternately the database may also include the stories themselves. Server 8014 sends computer 8016 titles of appropriate stories and their prices. Toy 8010 verbalizes the titles to its user. The user then selects a story, and toy 8010 tells user the story's price and asks him to shake his hand if he wants to purchase the story. The user shakes the toy's hand so as to effect a purchase. Computer 8016 identifies hand movement of toy 8010 and requests the story from toy server 8014. Server 8014 requests the story from a content provider 8019. Server 8014 sends story to computer 8016. Toy 8010 tells story to the user. Server 8014 debits a user's pre paid account by the cost of the story. Server 8014 transfers the story's value to content provider 8019 minus a commission which is due to toy server 8014 and minus a commission to communication service 8017 which was employed by toy 8010. Server 8014 transfers commission to the communication service employed by toy.
It is appreciated that the functionality of Fig. 119 is particularly appropriate in an interactive toy environment comprising at least one interactive toy communicating via a computer network 8015, a content supply methodology comprising operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy; and operating at least one of the interactive toy and a node of the computer network 8015 to effect payment for the content.
It is appreciated that the functionality of Fig. 119 is particularly appropriate to the aforementioned content supply methodology and wherein the operating to effect payment employs the at least one interactive toy.
It is appreciated that the functionality of Fig. 119 is particularly appropriate to the aforementioned content supply methodology and also comprising effecting payment of a commission to an entity other than an entity supplying the content.
It is appreciated that the functionality of Fig. 119 is particularly appropriate to the aforementioned content supply methodology and wherein the entity other than an entity supplying the content comprises a service provider providing at least a communication service employed by the toy.
Figs. 120N and 120B are flowcharts describing a method of transferring commission to an advertising content provider for providing an advertisement for content that was later purchased by a user in accordance with a prefened embodiment of the present invention.
In Fig. 120N an advertising content provider 8041 sends an advertisement 8042 to toy server 8014, such as 8014 of Fig. 119. Server 8014 distributes advertising to appropriate users. Such users can typically be selected by server 8014 by parameters that the advertising content provider supplies (such as age groups, hobbies, content purchased etc.). Server 8014 sends advertisement to computers of appropriate users. Computer 8016 of such a user establishes communication with toy 8010. Toy 8010 verbalizes advertisement to the user. Toy 8010 acknowledges computer 8016 of delivering advertisement. Computer 8016 notifies toy server 8014 of the delivery of the advertisement. Server 8014 registers delivery in user's record, for a future billing of advertising commission in case the user purchases the advertised content. It registers ID of content item advertised, name of advertising content provider and date of delivery of the advertisement.
Fig. 120B describes the procedure of billing an advertising commission. N user requests through toy 8010 to purchase a content item. Computer 8016 sends purchase request to toy server 8014. Server 8014 sends content item to computer 8016. Server 8014 debits user's pre paid account by the price of the content item. Server 8014 checks if user's toy 8010 had previously delivered an advertisement of the content item. If such a delivery is registered in a μser's record, then server 8014 transfers to the content provider the value of the content item minus an advertising commission and transfers such a commission to the advertiser registered in the user's record. If there is no such record, server 8014 delivers the value of the content item to the content provider.
It is appreciated that the functionality of Figs. 120N and 120B, taken together, is particularly appropriate in an interactive toy environment comprising at least one interactive toy communicating via a computer network, a content supply methodology comprising operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy; and operating at least one of the interactive toy and a node of the computer network to effect payment for the content, and also comprising effecting payment of a commission to an entity other than an entity supplying the content, and wherein the entity other than an entity supplying the content comprises an advertising content provider.
Figs. 12 IN and 121B are display tables illustrating typical database records which enable a toy to help a user search content among multiple content sources in accordance with a prefened embodiment of the present invention.
Fig. 122 is a simplified flowchart of an exemplary part of a search free wherein each consecutive level results in a nanowing the scope of a search in accordance with a prefened embodiment of the present invention.
Turning now to Fig. 12 IN, it can be seen that a typical database record of a content item is displayed. It includes two tables. The first table describes the item. Typically, it includes information such a item's name, content provider, type of content, the role of toy 8010 in the content, and media channels which published a review about the item. Content providers may provide such information to the toy server 8014. The second table in the record describes a typical profile of a user of the content item. It describes characteristics of an average user.. It includes also a list of related content items. Such a list can contain the items most popular among the users of the content item described in the record. Alternately, it can contain predefined items with content relation to the item described, such as items containing the same characters. Either a content provider or a toy server 8014 can obtain such data. Fig. 121B describes a part of a user's record useful for content search. It includes reference to content items used by a user, content item advertised to the user through a toy server 8014, and registered friends of a user. A toy server 8014 obtains the data. They are particularly useful when a user searches for particular content which is known to the user to exist. It includes several channels through which a user may have encountered a content item or learned of its existence. For example, if a user searches for a content item, which he encountered at a friend's house, a toy can retrieve all content items used by all registered user's friends and perform the search on them. It includes also the many users' rating of the content.
These records enable various routes along which to perform a search. They enable a search to be performed for a particular item by use of various parameters such as a name of a content item, specific personalities therein, and tracking a channel through which a user has come to know of it. These records also enable a search for an item unknown to a user by some of its various characteristics, such as type of content, genre, and subject. The records also enable a toy to recommend content items to a user.
Fig. 122 is an exemplary part of a search tree wherein each consecutive level results in a nanowing of the scope of a search. A search based on such a free is conducted as a conversation between a toy and a user.
It is appreciated that the functionality of Figs. 121 and 122, taken together, is particularly appropriate in an interactive toy environment comprising at least one interactive toy communicating via a computer network, a content supply methodology comprising operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy; and operating at least one of the interactive toy and a node of the computer network to effect payment for the content, and wherein operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy includes searching for suitable content among multiple content sources.
Fig. 123 is a simplified flowchart illustrating a mood detection algorithm used in conjunction with a content supply methodology in accordance with a prefened embodiment of the present invention.
An interactive toy, such as toy 8010 of Fig. 119, is preferably regularly provided with activity-promoting content. Such content is typically distinguishable from content received by a user in exchange for payment, and is intended to allow detection of the user's mood. Such content may be stored on a local computer 8016 and/or downloaded from a server 8014 via the Internet 8018. The activity-promoting content preferably includes a plurality of toy utterances, which are designed to elicit response from the user. For example, a toy says: "Hey! I feel like playing a game!"
An interactive toy senses the presence of a user, for example, by means of a motion detector, voice recognition and/or video camera. Upon receiving such a sensor signal from toy 8010, local computer 8016 communicating with toy 8010 sets mood indication parameters to initial value, for example, "active"=5, "bored"=0, as shown in Fig. 123. The interactive toy presents activity-promoting content to the user. The computer 8016 analyzes the user response received via the interactive toy. The computer 8016 typically classifies the response as positive, negative or neutral. For example, in response to the utterance "Hey! I feel like playing a game!" the user may say: "Yes! Let's play a game!" (positive response), or the user may say, "No, I don't want to play now" (negative response), or again the user may say, "I don't know" or not respond at all (neutral response). The user's utterances are processed by speech recognition methods preferably using the computer 8016 or any other computer, or group of computers, accessible to computer 8016 via a network such as the Internet.
Computer 8016 updates the mood indication parameters in accordance with the classification of the user response. Typically, a mood detection algorithm is provided, which includes presenting to a user additional activity promoting content before determining if and which type content is to be proposed to the user. If the algorithm indicates an active mood on the part of the user, computer 8016 may instruct toy 8010 to suggest to the user a selection of games. If the algorithm indicates a bored mood on the part of the user, the computer 8016 may instruct toy 8010 to suggest to the user a selection of stories. And if the algorithm indicates an inactive mood on the part of the user, the computer 8016 may instruct toy 8010 to assume a dormant mood where toy 8010 is inactive until a predetermined input, such as a user touching the toy, is received.
Typically no content is downloaded without a user confirmation, notwithstanding the result of a mood detection algorithm.
It is appreciated that the functionality of Fig. 123 is particularly appropriate to a content supply methodology operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy; and operating at least one of the interactive toy and a node of the computer network to effect payment for the content and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy.
It is additionally appreciated that the functionality of Fig. 123 is particularly appropriate to the aforementioned content supply methodology and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by toy 8010 in response to an interaction with the user.
It is additionally appreciated that the functionality of Fig. 123 is particularly appropriate to the aforementioned content supply methodology and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal interaction with the user.
It is further appreciated that the functionality of Fig. 123 is particularly appropriate to the aforementioned content supply methodology and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
Figs. 124 is a simplified flowchart describing a method in which a toy enables a user to select content based upon the initiative of toy 8010 and on information received from the user regarding user preferences in accordance with a prefened embodiment of the present invention.
Figs. 125N and 125B are tables illustrating parts of a user's record and of a content item record that are applied in the procedure of Fig. 124.
Fig. 126 is a simplified flowchart demonstrating the functionality of the method of Fig. 124 for selecting a user chosen to receive a suggestion to purchase a content item.
Figs. 124-126, taken together, describe a method whereby a toy, such as toy 8010 of Fig. 119, enables a user to select content on the initiative of toy 8010 and based on information received from the user regarding user preferences.
In the procedure described toys offer users to purchase new content according to the users' preferences. Fig. 124 is flowchart describing the outline of the procedure. N content provider 8020 sends toy server 8014 description of a new content item 8021. Server 8014 selects users to whom the new content item 8021 is considered appropriate, based on their known preferences. Server 8014 sends to computer 8016 of selected users a message containing a suggestion to purchase new content item 8021 and the conditions for delivery of the suggestion to the users. Figs. 125N and 125B are tables illustrating parts of a user's record and of a content item record that are applied in the procedure. Fig. 125N shows a user record that includes ID codes of content items that a user had used, and his ratings for the items. A user typically supplies such ratings to his toy 8010, possibly after a request from his toy for his opinion concerning an item. It is appreciated that the ratings can be enhanced by objective measures, such as the number of times a user had used a content item. Fig. 125B shows a content item record that includes a name of the item, its type, and ID codes of related content item. A content provider may supply such codes. Alternately they can be established by toy server 8014 in methods of pattern matching, or by content relation between items as described hereinabove.
Fig. 126 is a flowchart which illustrates a method for selecting a user to receive a suggestion to purchase a content item 8021. A server, such as server 8014 of Fig. 801 calculates the measure of appropriateness of an item to a user. The measure is the average of ratings a user has previously given to items related to the content item. If average is higher than 9, then server 8014 sends computer 8016 a message containing a suggestion to purchase the new content item 8021, and instructs computer 8016 to deliver the suggestion to the user as soon as possible, such as when computer 8016 detects that the user is near to toy 8010. If average is between 7.5 and 9, then server 8014 sends computer 8016 a message containing a suggestion to purchase the new content item, and a condition for delivery of the suggestion, in a case when a user had not used new content for a week or more.
It is appreciated that the functionality of Figs. 124-126, taken together, is particularly appropriate in an . interactive toy environment comprising at least one interactive toy communicating via a computer network, a content supply methodology comprising operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy; and operating at least one of the interactive toy and a node of the computer network to effect payment for the content, and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy, and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
Fig. 127 is a simplified flowchart demonstrating a method whereby a toy initiates a suggestion to the user to select content in response to the physical location of the user in accordance with a prefened embodiment of the present invention. Toy 8010 in this example is communicating with a cellular network, thus enabling a server 8014 to detect its approximate location. Alternately, a toy may have a positioning system such as a GSP (Global Positioning System) onboard operative to find its location. For example, a user is on a vacation in Paris. Server 8014 detects that user is near La Place de la Concorde. Server 8014 retrieves content appropriate to the specific location.. Server 8014 sends content suggestion to the toy, and the toy verbalizes the suggestion to the user. A toy can be instructed in advance to search for tourist information. Alternately a toy provides such information to its user when it is detected that the user is far away from home.
It is appreciated that the functionality of Fig. 127 is particularly appropriate in an interactive toy environment comprising at least one interactive toy communicating via a computer network, a content supply methodology comprising operating the at least one interactive toy to enable at least one user to select content useful with the at least one interactive toy; and operating at least one of the interactive toy and a node of the computer network to effect payment for the content and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy, and wherein operating the at least one interactive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
An interactive toy server is typically in communication via the Internet, or other public network with a multiplicity of computers, such as home computers and a multiplicity of interactive toys, as described hereinabove.
Fig. 128 is a flowchart demonstrating a toy mediating between a user and an existing gambling web site in accordance with a prefened embodiment of the present invention, and Fig. 129 is a table showing a typical user record with respect to his gambling, in accordance with a prefened embodiment of the present invention.
Figs. 128 and 129 taken together demonstrate a method whereby a toy system enables a user to access by a toy a networked gambling activity and to participate in the activity through a value account managed on the toy system. The figures also demonstrate a method whereby prepayment and pre-authorization are required in order to participate in the activity.
Fig. 128 is a flowchart demonstrating a toy 8030 mediating between a user and an existing gambling web site 8031. It illustrates a case whereby a toy server 8033 has an established cooperation with the web site 8031. Such cooperation includes toy content associated with the site that allows a user to browse and use the site by a conversation with toy 8030. It is appreciated that a toy 8030 will enable a user to access a site with which it has not established such cooperation. In both cases a user can gamble either in person or through a proxy provided to the user by the toy server 8033.
It is seen in Fig. 128 that a user expresses to his toy 8030 a wish to gamble at a particular web site 8031. The user's home computer 8032 identifies a web site 8031 and checks the user's pre-authorization and account status. If these allow the user to gamble at the web site 8031, the computer 8032 opens a web browser at the web site's page. Simultaneously, his toy 8030 performs an interactive script associated with that specific web site 8031. Such a script may contain explanations about the site, recommendations, and content internal to the site's functionality. For example, the toy 8030 may speak and behave like a croupier in a game. It is appreciated that the toy content is personalized and enables a personalization of browsing according to the user's profile and preferences. It is appreciated that the toy content substitutes some or all of the browsing activity normally performed using a keyboard and mouse. For example, the toy 8030 can guide the user to follow a link verbally by the user saying a word, or verbalizing site content by the toy 8030, instead of it being shown on the screen. The toy content may be delivered either directly from a web site 8031 or from the toy server. Through interaction with toy 8030, a user is authorized to place a bet in a game at a web site 8031. The user's home computer 8032 typically checks the user's authorization and account status by communicating with the toy server 8033 via the Internet. If the server authorizes the user to take part in a game, and he is given a certain level of authorization for a game, then the user may place a bet, which is authorized by his computer 8032. If the user wins the bet, the web site 8031 transfers winnings to the toy server 8033, and thereafter the toy server 8033 transfers winnings to the user's account. If the user loses, the toy server 8033 transfers the value of the bet to the web site 8031 and debits user's account by the value of the bet.
Fig. 129 is a table showing a typical user record in relation to gambling. The record includes cunent balance in user's pre-paid account and user's authorizations with respect to various gambling activities, which are typically divided into categories, such as gambling for small sums of money, gambling with non-monetary values, gambling involving pure luck, gambling involving or requiring skills, gambling involving or requiring knowledge. The gambling for each category may be authorized or non- authorized, and maybe with or without limitations defined by the toy server and user personal characteristics. Limitations may be defined for the total sum gambled during a fixed period of time, or over the balance of the winning minus the losses over a fixed period of time.
It is appreciated that the functionality of Figs. 128 and 129, taken together, is particularly appropriate to an interactive toy system comprising at least one interactive toy maintaining at least one value account; and at least one gambling functionality which is accessible by the at least one interactive toy and interacts with the at least one value account.
It is also appreciated that the functionality of Figs. 128 and 129, taken together is particularly appropriate to the aforementioned interactive toy system comprising the at least one. interactive toy interacting with the at least one gambling functionality via a computer network.
It is also appreciated that the functionality of Figs. 128 and 129, taken together is particularly appropriate to the aforementioned interactive toy system and comprising the at least one value account is operable by a user subject to at least one of a prepayment requirement and a pre-authorization requirement.
Fig. 130 is a flowchart of a methodology of a gambling activity involving a toy being matched to a user in accordance with user characteristics in accordance with a prefened embodiment of the present invention, and Fig. 131 is a flowchart describing the functionality of determining the odds for a bet of the gambling activity of Fig. 130. Figs. 132A, 132B and 132C are tables of a screen display describing further details of the methodology of Fig. 130.
Figs. 130-132, taken together, demonstrate a method whereby a gambling activity involving a toy is matched to a user in accordance with user characteristics known from the user interaction with the toy. These figures demonstrate a method whereby toys bet against their users. Fig. 130 is a flowchart describing the general functionality of the system. A toy server 8040 defines a bet, and selects potential users for said bet. It is appreciated that a bet may be related to a public event, such as elections, a sports event or an event related to a users community. The server 8040 selects potential participants for such a bet from amongst the community of users, based on users' known characteristics obtained via prior interactions with their toys. The server 8040 sends a bet suggestion to these selected users via their toys. When a home computer 8041 detects an interaction of a selected user with its toy 8042, it queries the toy server 8040 for the cunent betting odds. The toy 8042 then offers to make a bet with its user. If the user accepts the bet and its odds, they are registered on the toy server 8040. The bets are registered and then applied to update the betting odds.
As is shown in Fig. 130, a user may also make a bet with a toy on user's initiative. In such a case the toy 8043 checks with the toy server 8040 to ascertain that the bet proposed by user is one of the many already maintained by the toy server 8040. If it is, then the toy 8043 tells the user the odds at which it will accept that specific bet. If a user wins a bet, winnings are transfened to the user's account on the toy server. If the user loses the bet, then the value of the user's bet is debited from the user's account on the toy server. It is appreciated that in order to make the event of a toy winning a bet more realistic, when the toy wins a bet, the toy may be operative to utilize its winnings. For example, a toy may purchase educational content, possibly chosen in advance by the user's parents. Alternately, a bet may be a pledge to perform a task that the toy and its user are committed to perform if they lose. For example: parents may buy toy content without the knowledge of the user. The toy may then bet and pledge the content against a user's commitment to perform a task, such as cleaning his room. The results of such bets are communicated from the toy to the home computer and to the toy server, which stores the results in a database record.
Fig. 131 is a flowchart describing the functionality of determining the odds for a bet. In the figure a bet is defined over to complementary events X or Y. The initial odds are set to 0.9 for both X and Y (meaning that a user betting on X will win 0.9 of his bet if X happens). The server informs the users via their toys of the cunent odds, and the server then registers bets. After each 100 bets registered, the server updates the odds using the relation between the total sums betted on X and on Y. This method guarantees with high probability that in a bet with a sufficient number of participants the total winnings will be less than the total losing bets.
Figs. 132A, 132B and 132C are simplified tables demonstrating a method whereby bets are matched to the users. Fig. 132A is a table illustrating a part of a user's record containing keywords characteristic of user, obtained via user's interaction with toy. Such keywords can be obtained in various ways, via various activities of a user with a toy. A computer can register keywords from a conversation of a user with a toy. It can register keywords describing web pages a user has visited accompanied by a toy. It can register keywords a user used for searching information via a toy, or keywords from network chats in which a user participated accompanied by a toy. The keywords can be words recunent in user's speech and activities. Alternately they can be taken from a pre-defined list. In such a case a computer registers each occunence of a word from such a list in user's activities. It is appreciated that a differential weight may be assigned to keywords, depending on the number of their occunences. A record of keywords can be kept on either a server or a computer.
Fig. 132B is a table describing associations between keywords. There are various relations between associated words such as a species and a sub-species, a proper name and a species, two items belonging to the same field, and associative relations. The closeness of the relation is also measured. Such a table can be elaborated manually and/or obtained by applying pattern matching techniques to the users' records.
Fig. 132C describes a record of a bet containing keywords which categorize it. When defining a bet a server selects users with records containing keywords appearing in the bet's record.
It is appreciated that the functionality of Figs. 130-132, taken together is particularly appropriate to an interactive toy system comprising at least one interactive toy maintaining at least one value account, and at least one gambling functionality which is accessible by the at least one interactive toy and interacts with the at least one value account and comprising the at least one gambling functionality includes gambling facilities matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
Fig. 133 A is a flowchart describing a methodology of a gambling game with non-real, play money in accordance with a prefened embodiment of the present invention.
Fig. 133B is a flowchart describing further detail of the methodology of Fig. 133 A.
Figs. 133A and 133B illustrates a method whereby a user's gambling activity via a toy is limited according to the user characteristics known via user interactions with a toy.
Fig. 133 A is a flowchart describing a gambling game with non-real, play money. Such a game enables a computer 8051 to identify behavior patterns of loss of control of a user in gambling. A computer tracks all parameters of user's activity such as bets winnings and losses, and total sums spent. When the user starts betting more heavily or frequently than previously, the computer defines the series of bets as a risky event. By standard pattern matching techniques, the computer 8051 defines a pattern whereby a user tends to lose control. Fig. 133B is a flowchart describing how such a defined pattern shown in Fig. 133 A is applied to a real gambling situation, as a means to prevent real loss of control of the user. When the user starts betting more heavily or frequently than previously, the computer 8051 checks the preceding bets. If they match the defined pattern noted in Fig. 133 A, then the computer does not allow the user to place his bet.
It is appreciated that the functionality of Figs. 133A-133B, taken together, is particularly appropriate to an interactive toy system comprising at least one interactive toy maintaining at least one value account; and at least one gambling functionality which is accessible by the at least one interactive toy and interacts with the at least one value account, and wherein the at least one value account is operable by a user subject to at least one activity limitation matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
It is appreciated that the functionality of Figs. 133A-133B, taken together is particularly appropriate to an interactive toy system comprising at least one interactive toy maintaining at least one value account; and at least one gambling functionality which is accessible by the at least one interactive toy and interacts with the at least one value account, and wherein the at least one gambling functionality is associated with a gambling therapeutic functionality matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy.
Fig. 134 is a flowchart describing a gambling functionality of a toy associated with a gambling therapeutic functionality matched to a user in accordance with user characteristics in accordance with a prefened embodiment of the present invention. In the figure a toy server 8061 establishes baseline values for a user, which when exceeded, suggest a possible that the user may be developing addictive behavior. These values include the total of money lost in gambling, the time spent on gambling, and the percentage of the former value out of a total time spent with his toy 8060. When a user exceeds the defined values, the server applies gradual steps to lower or prevent the user's gambling activity. In the figure a toy server 8061 establishes baseline values for a user, exceeding of which testifies to a possible addiction to gambling being developed. These values include the total of money lost in gambling, the time spent on gambling, and the percentage of the former value from the total time spent with toy 8060. When a user exceeds the values the server 8061 applies gradual steps to lower or prevent the user's gambling activity.
It is appreciated that the functionality of Fig. 134, is particularly appropriate to an interactive toy system comprising at least one interactive toy maintaining at least one value account and wherein the at least one gambling functionality is associated with a gambling therapeutic functionality matched to a user of the at least one interactive toy in accordance with user characteristics known via user interaction with the toy. Fig. 135 is a simplified block diagram of a toy system in accordance with a prefened embodiment of the present invention.
Fig. 136 is a simplified block diagram showing some of the functional units included in a typical toy in accordance with a prefened embodiment of the present invention.
Fig. 137 is a simplified block diagram showing typical sources of input and typical destinations of output of a typical toy in accordance with a prefened embodiment of the present invention.
Fig. 138 is a simplified block diagram showing various electronic units typically included in a toy in accordance with a prefened embodiment of the present invention.
Fig. 139 is a simplified pictorial illustration of a child holding an interactive toy visiting a store. In a prefened embodiment of the present invention the toy is operative to communicate by wireless means such as RF with a computer in the store thus providing a means for the computer to be aware of the presence of the toy in the store.
Fig. 140 is a simplified pictorial illustration of a mobile toy which is operative to be aware of its location and of points of interest in its vicinity. In a prefened embodiment of the present invention the toy is equipped with cellular commumcation capabilities and possibly with a GPS (Global Positioning System) allowing precise determination of its location.. Fig. 141 and Fig. 142 are simplified flowcharts describing a methodology and system of sales promotion utilizing interactive toys in accordance with a prefened embodiment of the present invention.
Fig. 143 and Fig. 144 are simplified partly pictorial block diagrams describing the functionality of a sales promotion system toys in accordance with a prefened embodiment of the present invention.
Fig. 145 is a simplified partly-pictorial partly schematic illustration showing typical sensors and actuators that may be used on a typical interactive toy toys in accordance with a prefened embodiment of the present invention.
Fig. 146 and Fig. 147 are simplified illustrations describing typical electronic components Of an interactive toy toys in accordance with a prefened embodiment of the present invention.
Figs. 148-155 are simplified pictorial illustrations of a methodology and system of sales promotion with networked interactive toys in accordance with a prefened embodiment of the present invention.
Fig. 156 is a simplified computer screen display showing a typical registration screen that may be used by interactive toy users to register their preferences with an interactive toy server.
Figs. 157-161 are simplified flowcharts describing methods of advertising products and services with networked interactive toys in accordance with a prefened embodiment of the present invention.
Figs. 162-163 are simplified screen displays showing examples of database records that store information relevant to interactive toys and their user in accordance with a prefened embodiment of the present invention.
Figs. 164A, 164B and 164C are simplified block diagrams showing examples of database records that store information relevant to mteractive toys and their user in accordance with a prefened embodiment of the present invention.
Fig. 165 is a simplified screen display showing examples of database records that store information relevant to interactive toys and their user in accordance with a prefened embodiment of the present invention.
Figs. 166-174 are simplified flow charts describing methodologies of authenticating users and determining the authorization status of the users regarding the purchase of products and services via networked interactive toys in accordance with a prefened embodiment of the present invention. Fig. 175 is a simplified screen display showing a database record which includes a list of items which the user of a networked interactive toy is authorized to purchase, in accordance with a prefened embodiment of the present invention.
Fig. 176 is a simplified screen display showing a database record which may appear, for example, on the screen of a computer which shows spending limits which have been imposed on a user of a networked interactive toy, in accordance with a prefened embodiment of the present invention.
Fig. 177 is a simplified partly pictorial block diagram describing a networked interactive toy system in accordance with a prefened embodiment of the present invention.
Fig. 178 is a simplified flowchart describing the functioning of an auction system utilizing networked interactive toys in accordance with a prefened embodiment of the present invention.
Fig. 179 is a simplified block diagram describing a portion of a networked interactive toy system in accordance with a prefened embodiment of the present invention.
Fig. 180 is a simplified flowchart describing the use of a game as part of an auction activity carried out by an interactive toy and a user in accordance with a prefened embodiment of the present invention.
Fig. 181 is a simplified flowchart describing a method of updating a database which includes an interactive toy user's preferences for items which the user is interested in purchasing in an auction in accordance with a prefened embodiment of the present invention.
Figs. 182-183 are simplified flowcharts describing a reverse auction procedure in accordance with a prefened embodiment of the present invention.
Figs. 184 is a simplified block diagram describing a portion of a reverse auction procedure in accordance with a prefened embodiment of the present invention.
Figs. 185-188 are simplified flowcharts describing a reverse auction procedure in accordance with a prefened embodiment of the present invention.
Fig. 189 is a simplified pictorial illustration of a methodology and system of sales promotion, in accordance with a prefened embodiment of the present invention. Figs. 190-197 are simplified flowcharts describing methodologies of interactive advertising in a system of networked interactive toys, in accordance with a prefened embodiment of the present invention.
Figs. 198-200 are simplified flowcharts describing methodologies by which an interactive toy may help a user find and purchase items via a networked system of interactive toys, in accordance with a prefened embodiment of the present invention.
Figs. 201-203 are simplified flowcharts describing the allocation and utilization of credit points as an alternative for cash and gifts in a commercial system including networked interactive toys, in accordance with a prefened embodiment of the present invention.
It is appreciated that the software components of the present invention may, if desired, be implemented in ROM (read-only memory) form. The software components may, generally, be implemented in hardware, if desired, using conventional techniques.
It is appreciated that the particular embodiment described in the Appendices is intended only to provide an extremely detailed disclosure of the present invention and is not intended to be limiting.
It is appreciated that various features of the invention which are, for clarity, described in the contexts of separate embodiments may also be provided in combination in a single embodiment. Conversely, various features of the invention which are, for brevity, described in the context of a single embodiment may also be provided separately or in any suitable subcombination.
It will be appreciated by persons skilled in the art that the present invention is not limited to what has been particularly shown and described hereinabove. Rather, the scope of the present invention is defined only by the claims that follow:

Claims

C L A I M S
1. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising: maintaining at least one value account via at least one interactive toy; and at least one of crediting and debiting said at least one value account in connection with a commercial transaction.
2. A marketing methodology according to claim 1 and wherein said at least one value account is associated with a user rather than with a toy.
3. A marketing methodology according to claim 1 and wherein said at least one value account is associated with a toy rather than with a user.
4. A marketing methodology according to claim 1 and also comprising: transferring value between value accounts associated with different interactive toys.
5. A marketing methodology according to claim 4 wherein fransfemng value between value accounts associated with different interactive toys also comprises: debiting value from a first value account; crediting said value to a second value account so as to enable debiting said second value account in connection with said commercial transaction; and thereafter returning said value from said second value account to said first value account.
6. A marketing methodology according to claim 1 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of said toy.
7. A marketing methodology according to claim 1 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of said toy.
8. A marketing methodology according to claim 1 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with said toy.
9. A marketing methodology according to claim 4 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a status level of said toy.
10. A marketing methodology according to claim 4 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of said toy.
11. A marketing methodology according to claim 4 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with said toy.
12. A marketing methodology according to claim 6 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a physical identity of said toy.
13. A marketing methodology according to claim 6 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a commercial transaction and based at least in part on a user interaction with said toy.
14. A marketing methodology according to claim 1 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
15. A marketing methodology according to claim 14 and wherein said noncommercial activity comprises supplying electrical power to said toy.
16. A marketing methodology according to claim 14 and wherein said noncommercial activity comprises undertaking an activity having an ameliorative effect on said toy.
17. A marketing methodology according to claim 14 and wherein said value is based at least in part on a user interaction with said toy.
18. A marketing methodology according to claim 14 and wherein said noncommercial activity is playing a game.
19. A marketing methodology according to claim 14 and wherein said noncommercial activity is establishing a predetermined relationship with said toy.
20. A marketing methodology according to claim 14 and wherein said noncommercial activity is responding to an inquiry.
21. A marketing methodology according to claim 14 and wherein said noncommercial activity is creating content.
22. A marketing methodology according to claim' 1 and comprising crediting value to a value account in connection with a user receiving advertising content.
23. A marketing methodology according to claim 1 and comprising crediting value to a value account in connection with a user making a purchase when accompanied by the toy.
24. A marketing methodology according to claim 23 and wherein said crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a physical commercial establishment.
25. A marketing methodology according to claim 23 and wherein said crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a virtual commercial establishment.
26. A marketing methodology according to claim 1 and comprising crediting value to a value account in connection with a user's personal anniversary.
27. A marketing methodology according to claim 1 and wherein said value account includes multiple sub-accounts each restricted to a category of purchase.
28. A marketing methodology according to claim 27 and also comprising at least one of crediting and debiting said at least one value account in com ection with a non-commercial transaction.
29. A marketing methodology according to claim 27 and wherein said at least one of crediting and debiting said at least one value account in connection with a non-commercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
30. A marketing methodology according to claim 27 and wherein said at least one of crediting and debiting said at least one value account in coimection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial transaction.
31. A marketing methodology according to claim 1 and wherein said at least one value account comprises an interest-bearing account.
32. A marketing methodology according to claim 1 and also comprising managing of said at least one value account utilizing multi-media functionality.
33. A marketing methodology according to claim 1 and also comprising user educational activities related to managing said value account.
34. A marketing methodology according to claim 1 and also comprising user play activities related to managing said value account.
35. A marketing methodology according to claim 33 and wherein said user educational activities include multi-media functionality.
36. A marketing methodology according to claim 34 and wherein said user play activities include multi-media functionality.
37. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing methodology comprising: operating at least one of said multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
38. A marketing methodology according to claim 37 and comprising operating at least one of said multiplicity of interactive toys to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose and an activity having a non-commercial purpose.
39. A marketing methodology according to claim 37 and wherein said at least one of said multiplicity of interactive toys provides an output containing content which encourages the user to visit a physical commercial establishment.
40. A marketing methodology according to claim 37 and wherein said at least one of said multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
41. A marketing methodology according to claim 37 and wherein said at least one of said multiplicity of interactive toys provides an output containing a coupon.
42. A marketing methodology according to claim 39 and wherein said at least one of said multiplicity of interactive toys provides an output providing a coupon.
43. A marketing methodology according to claim 40 and wherein said at least one of said multiplicity of interactive toys provides an output providing a coupon.
44. A marketing methodology according to claim 37 and wherein said multiplicity of interactive toys communicate via said computer network with a commercial establishment.
45. A marketing methodology according to claim 44 and wherein said multiplicity of interactive toys communicate via said computer network with a physical commercial establishment.
46. A marketing methodology according to claim 45 and wherein said multiplicity of interactive toys communicate via said computer network with another interactive toy located at a point of sale of a physical commercial establishment.
47. A marketing methodology according to claim 44 and wherein said multiplicity of interactive toys notify a commercial establishment that a given user has received said content which encourages the user to engage in activity having a commercial purpose with said commercial establishment.
48. A marketing methodology according to claim 47 and wherein said commercial establishment engages in a personalized interaction with said given user.
49. A marketing methodology according to claim 48 and wherein said aid personalized interaction takes place by means of at least one of said multiplicity of interactive toys.
50. A marketing methodology according to claim 49 and wherein said commercial establishment is a physical establishment.
51. A marketing methodology according to claim 50 and wherein said content encourages said user to bring at least one of said multiplicity of interactive toys to the physical establishment.
52. A marketing methodology according to claim 51 and wherein the user is rewarded for bringing said at least one of said multiplicity of interactive toys to the physical establisliment.
53. A marketing methodology according to claim 51 and wherein said at least one of said multiplicity of interactive toys communicates via said computer network while it is located at said physical establisliment.
54. A marketing methodology according to claim 51 and wherein said at least one of said multiplicity of interactive toys communicates via said computer network while it is located at said physical establisliment for facilitating commercial activity between the user and the physical establisliment.
55. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a self-marketing interactive toy operative to provide an output to a potential user urging said user to purchase said interactive toy.
56. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, an interactive toy operative to provide a benefit to a purchaser only when both the interactive toy and at least one designated user thereof are present at a physical commercial establishment.
57. A method of effecting sales using a toy comprising: providing an interactive toy which has the capability of bidirectional communication with a user; and effecting, by a user, a purchase decision in the course of said bidirectional communication between said toy and said user.
58. A method according to claim 57 and wherein said bidirectional communication comprises at least one of audible communication, visual communication and tactile communication.
59. A method according to claim 57 and wherein said bidirectional communication comprises at least one of voice communication and movement communication.
60. A method according to claim 57 and wherein said bidirectional communication includes marketing communication via said toy to said user.
61. A method according to claim 60 and wherein said bidirectional communication includes user response to said marketing communication.
62. A method according to claim 57 and wherein said bidirectional communication includes verification of an authorization status of the user.
63. A method according to claim 62 and wherein said verification of an authorization status includes verification of a user's purchase entitlements.
64. A method according to claim 63 and wherein said verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
65. A method according to claim 64 and wherein the given category of purchase is defined monetarily.
66. A method according to claim 64 and wherein the given category of purchase is defined by a class of goods or services.
67. A method according to claim 62 and wherein said authorization status of the user is determined by a combination of disparate factors.
68. A method according to claim 67 and wherein said disparate factors include behavior of a user and predetermined behavior criteria.
69. A method according to claim 62 and wherein said disparate factors include monetary factors and non-monetary factors.
70. A method according to claim 62 and wherein said verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
71. A method according to claim 70 and wherein said coded authorization input to the toy comprises a motion imparted to the toy by the user.
72. A method according to claim 70 and wherein said coded authorization input to the toy comprises a voice input to the toy by the user.
73. A method according to claim 71 and wherein said coded authorization input to the toy comprises a voice input to the toy by the user.
74. A method according to claim 57 and wherein said purchase decision is effected by a user selected input to said toy.
75. A method according to claim 57 and wherein said user selected input to said toy comprises a voice input.
76. A method according to claim 57 and wherein said user selected input to said toy comprises a non- voice input.
77. A method according to claim 65 and wherein said category of purchase is determined at least partially by a person other than the user.
78. A method according to claim 65 and wherein said category of purchase is determined prior to effecting said purchase decision.
79. A method according to claim 65 and wherein said category of purchase is detennined by at least one of multiple persons and multiple factors.
80. A method according to claim 57 and wherein said purchase decision is effected by a user not only via the toy but also via a computer.
81. A method according to claim 63 and also comprising making an alternative suggestion to said user in a situation where authorization status for a purchase is not forthcoming.
82. A method according to claim 60 and wherein said marketing communication via said toy to said user is based at least in part on the predetermined authorization status of the user.
83. A method according to claim 62 and wherein said authorization status is a function at least in part of a past purchasing history of the user.
84. A method according to claim 57 and also comprising obtaining a confirmation of a purchase decision.
85. A method according to claim 57 and wherein said confirmation of a purchase decision is provided by the user.
86. A method according to claim 57 and wherein said confirmation of a purchase decision is provided by the person other than the user.
87. A method according to claim 57 and wherein said purchase decision is effected on an item by item basis.
88. A method according to claim 57 and wherein said purchase decision is effected for multiple items together.
89. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction methodology comprising: operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network.
90. A methodology according to claim 89 and also comprising: operating said at least one interactive toy to provide non-auction interactive play activity with said at least one user.
91. A methodology according to claim 89 and wherein said operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network includes employing said at least one interactive toy as an intermediary between the user and an auction web site.
92. A methodology according to claim 89 and wherein said operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
93. A methodology according to claim 92 and wherein said employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
94. A methodology according to claim 89 and wherein said operating said at least one interactive toy enables said at least one user to function as an auctioneer in an auction conducted at least partially over said computer network.
95. A methodology according to claim 89 and wherein said at least one interactive toy functions as an auctioneer in an auction conducted at least partially over said computer network.
96. A methodology according to claim 95 and wherein said at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in said auction.
97. A methodology according to claim 89 and wherein said operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network, includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to said user.
98. A methodology according to claim 89 and also comprising: employing personal details supplied by said at least one interactive toy about at least one user to involve given users in given auctions.
99. A methodology according to claim 98 and wherein said personal details include details obtained from a user in a play environment.
100. A methodology according to claim 97 and wherein said functioning as at least one of a memory-enhanced or lαiowledge-enhanced adjunct to said user includes recommending specific auction activity to a user based on known user preferences.
101. A methodology according to claim 89 and also comprising: limiting participation of said at least one user in said auction in terms of at least one of: spending limits; lower price limits for the user's sale of an item; upper price limits for the user's purchase of an item; parental or legal guardian control of at least one aspect of participation; and investigation of auction history of buyers and sellers.
102. A methodology according to claim 89 and also comprising: providing fransactional functionality for a user acting as a seller or purchaser in said auction.
103. A methodology according to claim 89 and also comprising: directing a user to participate in a particular auction based on the persona of said at least one interactive toy.
104. A methodology according to claim 89 and wherein said operating said at least one interactive toy enables said at least one user to participate in an auction conducted at least partially over said computer network using value in a user's value account maintained via said at least one interactive toy.
105. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a volume purchase methodology comprising: operating said multiplicity of interactive toys to employ information obtained by said multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of said multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
106. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction methodology comprising: operating said at least one interactive toy to enable at least one user to participate in a barter transaction conducted at least partially over said computer network.
107. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction methodology comprising: operating said at least one interactive toy to enable at least one user to participate in a commercial transaction conducted at least partially over said computer network.
108. A methodology according to claim 107 and wherein said at least one interactive toy operates as a proxy in said commercial transaction.
109. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction methodology comprising: operating said at least one interactive toy to enable at least one user to participate along with a plurality of other users in a commercial transaction conducted at least partially over said computer network, wherein potential buyers and sellers are matched.
110. A methodology according to claim 109 and wherein said at least one interactive toy operates as a proxy in said commercial transaction.
111. A toy commerce methodology comprising: sensing the involvement of a toy in a commercial activity; and transferring value from at least one party in said commercial activity to at least another entity in respect of said commercial activity in response to the sensed involvement of said toy.
112. A toy commerce methodology comprising: sensing the involvement of a toy in a commercial activity; and transferring value from at least one entity to at least another entity in respect of said commercial activity in response to the sensed involvement of said toy.
113. A toy commerce methodology according to claim 111 and wherein sensing the involvement of said toy comprises sensing the physical presence of said toy in a commercial establishment.
114. A toy commerce methodology according to claim 111 and wherein sensing the involvement of said toy comprises sensing the virtual presence of said toy in a virtual commercial establishment.
115. A toy commerce methodology according to claim 111 and wherein sensing the involvement of said toy comprises sensing the participation of said toy in a commercial transaction.
116. A toy commerce methodology according to claim 111 and wherein said transferring value includes transferring value to an entity which is a party to said commercial activity.
117. A toy commerce methodology according to claim 111 and wherein said transferring value includes fransfemng value to an entity which is not a party to said activity.
118. A toy commerce methodology according to claim 111 and wherein said transferring value includes fransfemng value from an entity which is a party to said activity.
119. A toy commerce methodology according to claim 111 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a user of said toy.
120. A toy commerce methodology according to claim 111 and wherein said t ransferring value includes transfening value from an entity which is a party to said activity to a manufacturer of said toy.
121. A toy commerce methodology according to claim 111 and wherein said transferring value includes transfening value from an entity which is a party to said activity to a seller of said toy.
122. A toy commerce methodology according to claim 111 and wherein said sensing occurs at a time substantially in advance of the time of said activity.
123. A toy commerce methodology according to claim 111 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a content provider providing at least content employed by said toy, which content is presumed to be involved in said activity.
124. A toy commerce methodology according to claim 111 and wherein said content provider is an advertising content provider.
125. A toy commerce methodology according to claim 111 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a service provider providing at least a communication service employed by said toy.
126. A toy commerce methodology according to claim 111 and wherein said commercial activity is a commercial transaction.
127. A toy commerce methodology according to claim 111 and wherein said commercial activity is a visit to a commercial establishment.
128. A toy commerce methodology according to claim 111 and wherein said commercial activity is a commercial inquiry.
129. A commerce methodology comprising: sensing the involvement of a mobile communicator in a commercial transaction; and transferring value from at least one party in said commercial transaction to at least another entity in respect of said commercial transaction in response to the sensed involvement of said mobile communicator.
130. A toy commerce methodology comprising: embodying at least one interactive toy with a given persona; and providing content to said interactive toy associated with said persona, said content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with said given persona.
131. A toy commerce methodology according to claim 130 and wherein said content includes content urging a user to purchase said at least one commercial product or service.
132. A toy commerce methodology according to claim 130 and wherein said content includes entertainment content wherein said at least one interactive toy is identifiable with a character in said entertainment content.
133. A toy commerce methodology according to claim 132 and wherein said at least one interactive toy is operative to act out a role in an entertainment context defined by said entertainment content.
134. A toy commerce methodology according to claim 132 and wherein said entertainment content is downloaded to said at least one interactive toy via the
Internet.
135. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, a content supply methodology comprising: operating said at least one interactive toy to enable at least one user to select content useful with said at least one interactive toy; and operating at least one of said interactive toy and a node of said computer network to effect payment for said content.
136. A content supply methodology according to claim 135 and wherein said operating to effect payment employs said at least one interactive toy.
137. A content supply methodology according to claim 135 and also comprising effecting payment of a commission to an entity other than an entity supplying said content.
138. A content supply methodology according to claim 137 and wherein said entity other than an entity supplying said content comprises an advertising content provider.
139. A content supply methodology according to claim 137 and wherein said entity other than an entity supplying said content comprises a service provider providing at least a communication service employed by said toy.
140. A content supply methodology according to claim 135 and wherein operating said at least one interactive toy to enable at least one user to select content useful with said at least one interactive toy includes searching for suitable content among multiple content sources.
141. A content supply methodology according to claim 135 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy.
142. A content supply methodology according to claim 141 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an interaction with the user.
143. A content supply methodology according to claim 141 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal interaction with the user.
144. A content supply methodology according to claim 141 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
145. A content supply methodology according to claim 141 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
146. A content supply methodology according to claim 141 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
147. An interactive toy methodolo gy comprising : maintaining at least one value account via an at least one interactive toy; and accessing an at least one gambling functionality by said at least one interactive toy and interacting with said at least one value account.
148. An interactive toy methodology according to claim 147 and comprising interacting said at least one interactive toy with said at least one gambling functionality via a computer network.
149. An interactive toy methodology according to claim 147 and comprising operating said at least one value account by a user subject to at least one of a prepayment requirement and a pre-authorization requirement.
150. An interactive toy methodology according to claim 147 and comprising matching to a user of said at least one interactive toy in accordance with user characteristics known via user interaction with said toy, said at least one gambling functionality including gambling facilities.
151. An interactive toy methodology according to claim 147 and comprising limiting activity matched to a user of said at least one interactive toy in accordance with user characteristics known via user interaction with said toy with said at least one value account operable by a user subject to at least one activity limitation
152. An interactive toy methodology according to claim 147 and comprising associating a gambling therapeutic functionality matched to a user of said at least one interactive toy in accordance with user characteristics Icnown via user interaction with said toy to said at least one gambling functionality
153. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing system comprising: at least one interactive toy at least partially maintaining at least one value account; and a clearinghouse performing at least one of crediting and debiting said at least one value account in connection with a commercial transaction.
154. A marketing system according to claim 153 and wherein said at least one value account is associated with a user rather than with a toy.
155. A marketing system according to claim 153 and wherein said at least one value account is associated with a toy rather than with a user.
156. A marketing system according to claim 153 and wherein said clearinghouse is operative to transfer value between value accounts associated with different interactive toys.
157. A marketing system according to claim 153 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a status level of said toy.
158. A marketing system according to claim 153 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of said toy.
159. A marketing system according to claim 153 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with said toy.
160. A marketing system according to claim 156 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a status level of said toy.
161. A marketing system according to claim 156 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of said toy.
162. A marketing system according to claim 156 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with said toy.
163. A marketing system according to claim 157 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a physical identity of said toy.
164. A marketing system according to claim 157 and wherein said clearing house is operative to at least one of credit value to and debit value from a value account in connection with a commercial transaction and based at least in part on a user interaction with said toy.
165. A marketing system according to claim 153 and also comprising: at least one of crediting value to and debiting value from a value account in connection with a non-commercial activity.
166. A marketing system according to claim 165 and wherein said non-commercial activity comprises supplying electrical power to said toy.
167. A marketing system according to claim 165 and wherein said non-commercial activity comprises undertaking an activity having an ameliorative effect on said toy.
168. A marketing system according to claim 165 and wherein said value is based at least in part on a user interaction with said toy.
169. A marketing system according to claim 165 and wherein said non-commercial activity is playing a game.
170. A marketing system according to claim 165 and wherein said non-commercial activity is establishing a predetermined relationship with said toy.
171. A marketing system according to claim 165 and wherein said non-commercial activity is responding to an inquiry.
172. A marketing system according to claim 165 and wherein said non-commercial activity is creating content.
173. A marketing system according to claim 153 and comprising crediting value to a value account in connection with a user receiving advertising content.
174. A marketing system according to claim 153 and comprising crediting value to a value account in connection with a user making a purchase when accompanied by the toy.
175. A marketing system according to claim 174 and wherein said crediting value to a value account in connection with a user making a purchase when accompanied by the toy to a physical commercial establishment.
176. A marketing system according to claim 174 and wherein said crediting value to a value account in coimection with a user making a purchase when accompanied by the toy to a virtual commercial establisliment.
177. A marketing system according to claim 153 and comprising crediting value to a value account in connection with a user's personal anniversary.
178. A marketing system according to claim 153 and wherein said value account includes multiple sub-accounts each restricted to a category of purchase.
179. A marketing system according to claim 178 and also comprising at least one of crediting and debiting said at least one value account in coimection with a non-commercial transaction.
180. A marketing system according to claim 178 and wherein said at least one of crediting and debiting said at least one value account in connection with a non-commercial transaction includes crediting at least one sub-account in accordance with a type of non-commercial transaction.
181. A marketing system according to claim 178 and wherein said at least one of crediting and debiting said at least one value account in connection with a commercial transaction includes crediting at least one sub-account in accordance with a type of commercial fransaction.
182. A marketing system according to claim 153 and wherein said at least one value account comprises an interest-bearing account.
183. A marketing system according to claim 153 and also comprising managing of said at least one value account utilizing multi-media functionality.
184. A marketing system according to claim 153 and also comprising user educational activities related to managing said value account.
185. A marketing system according to claim 153 and also comprising user play activities related to managing said value account.
186. A marketing system according to claim 184 and wherein said user educational activities include multi-media functionality.
187. A marketing system according to claim 185 and wherein said user play activities include multi-media functionality.
188. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network a marketing system comprising: at least one interactive toy operative to provide an output to a user containing content which encourages the user to engage in activity having a commercial purpose.
189. A marketing system according to claim 188 and wherein said at least one interactive toy provides an output to a user containing content which encourages the user to engage in activity having a commercial purpose and in an activity having a non-commercial purpose.
190. A marketing system according to claim 188 and wherein said at least one of said multiplicity of interactive toys provides an output containing content which encourages the user to visit a physical commercial establishment.
191. A marketing system according to claim 188 and wherein said at least one of said multiplicity of interactive toys provides an output containing content which encourages the user to visit a virtual commercial establishment.
192. A marketing system according to claim 188 and wherein said at least one of said multiplicity of interactive toys provides an output containing a coupon.
193. A marketing system according to claim 190 and wherein said at least one of said multiplicity of interactive toys provides an output providing a coupon.
194. A marketing system according to claim 191 and wherein said at least one of said multiplicity of interactive toys provides an output providing a coupon.
195. A marketing system according to claim 188 and wherein said multiplicity of interactive toys communicate via said computer network with a commercial establishment.
196. A marketing system according to claim 195 and wherein said multiplicity of interactive toys communicate via said computer network with a physical commercial establishment.
197. A marketing system according to claim 196 and wherein said multiplicity of interactive toys communicate via said computer network with another interactive toy located at a point of sale of a physical commercial establisliment.
198. A marketing system according to claim 195 and wherein said multiplicity of interactive toys notify a commercial establisliment that a given user has received said content which encourages the user to engage in activity having a commercial purpose with said commercial establishment.
199. A marketing system according to claim 198 and wherein said commercial establishment engages in a personalized interaction with said given user.
200. A marketing system according to claim 199 and wherein said aid personalized interaction takes place by means of at least one of said multiplicity of interactive toys.
201. A marketing system according to claim 200 and wherein said commercial establishment is a physical establishment.
202. A marketing system according to claim 201 and wherein said content encourages said user to bring at least one of said multiplicity of interactive toys to the physical establisliment.
203. A marketing system according to claim 202 and wherein the user is rewarded for bringing said at least one of said multiplicity of interactive toys to the physical establishment.
204. A marketing system according to claim 202 and wherein said at least one of said multiplicity of interactive toys communicates via said computer network while it is located at said physical establishment.
205. A marketing system according to claim 202 and wherein said at least one of said multiplicity of interactive toys communicates via said computer network while it is located at said physical establisliment for facilitating commercial activity between the user and the physical establishment.
206. A system of effecting sales using a toy comprising: an interactive toy which has the capability of bidirectional communication with a user; and a purchase decision effecter enabling a user to effect a purchase decision in the course of said bidirectional communication between said toy and said user.
207. A system according to claim 206 and wherein said bidirectional communication comprises at least one of audible communication, visual communication and tactile communication.
208. A system according to claim 206 and wherein said bidirectional communication comprises at least one of voice communication and movement communication.
209. A system according to claim 206 and wherein said bidirectional communication includes marketing communication via said toy to said user.
210. A system according to claim 209 and wherein said bidirectional communication includes user response to said marketing communication.
211. A system according to claim 206 and wherein said bidirectional communication includes verification of an authorization status of the user.
212. A system according to claim 211 and wherein said verification of an authorization status includes verification of a user's purchase entitlements.
213. A system according to claim 212 and wherein said verification of a user's purchase entitlements includes verification of entitlement of the user to effect a given category of purchase.
214. A system according to claim 213 and wherein the given category of purchase is defined monetarily.
215. A system according to claim 213 and wherein the given category of purchase is defined by a class of goods or services.
216. A system according to claim 211 and wherein said authorization status of the user is determined by a combination of disparate factors.
217. A system according to claim 216 and wherein said disparate factors include behavior of a user and predetermined behavior criteria.
218. A system according to claim 211 and wherein said disparate factors include monetary factors and non-monetary factors.
219. A system according to claim 211 and wherein said verification of authorization status of the user involves provision of a coded authorization input to the toy by the user.
220. A system according to claim 219 and wherein said coded authorization input to the toy comprises a motion imparted to the toy by the user.
221. A system according to claim 219 and wherein said coded authorization input to the toy comprises a voice input to the toy by the user.
222. A system according to claim 219 and wherein said coded authorization input to the toy comprises a voice input to the toy by the user.
223. A system according to claim 206 and wherein said purchase decision is effected by a user selected input to said toy.
224. A system according to claim 206 and wherein said user selected input to said toy comprises a voice input.
225. A system according to claim 206 and wherein said user selected input to said toy comprises a non- voice input.
226. A system according to claim 214 and wherein said category of purchase is determined at least partially by a person other than the user.
227. A system according to claim 214 and wherein said category of purchase is determined prior to effecting said purchase decision.
228. A system according to claim 214 and wherein said category of purchase is determined by at least one of multiple persons and multiple factors.
229. A system according to claim 206 and wherein said purchase decision is effected by a user not only via the toy but also via a computer.
230. A system according to claim 212 and also comprising making an alternative suggestion to said user in a situation where authorization status for a purchase is not forthcoming.
231. A system according to claim 209 and wherein said marketing communication via said toy to said user is based at least in part on the predetermined authorization status of the user.
232. A system according to claim 211 and wherein said authorization status is a function at least in part of a past purchasing history of the user.
233. A system according to claim 206 and also comprising obtaining a confirmation of a purchase decision.
234. A system according to claim 206 and wherein said confirmation of a purchase decision is provided by the user.
235. A system according to claim 206 and wherein said confirmation of a purchase decision is provided by the person other than the user.
236. A system according to claim 206 and wherein said purchase decision is effected on an item by item basis.
237. A system according to claim 206 and wherein said purchase decision is effected for multiple items together.
238. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction system comprising: at least one interactive toy operative to enable at least one user to participate in an auction conducted at least partially over said computer network.
239. A system according to claim 238 and also comprising: operating said at least one interactive toy to provide non-auction interactive play activity with said at least one user.
240. A system according to claim 238 and wherein said operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network includes employing said at least one interactive toy as an intermediary between the user and an auction web site.
241. A system according to claim 238 and wherein said operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network includes employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality.
242. A system according to claim 241 and wherein said employing at least one of speech recognition functionality and toy-user human-like interaction recognition functionality is operative for effecting auction transactions.
243. A system according to claim 238 and wherein said operating said at least one interactive toy enables said at least one user to function as an auctioneer in an auction conducted at least partially over said computer network.
244. A system according to claim 238 and wherein said at least one interactive toy functions as an auctioneer in an auction conducted at least partially over said computer network.
245. A system according to claim 244 and wherein said at least one interactive toy functions as an auctioneer in a personalized manner in interacting with a plurality of different users in said auction.
246. A system according to claim 238 and wherein said operating said at least one interactive toy to enable at least one user to participate in an auction conducted at least partially over said computer network, includes functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to said user.
247. A system according to claim 238 and also comprising: employing personal details supplied by said at least one interactive toy about at least one user to involve given users in given auctions.
248. A system according to claim 247 and wherein said personal details include details obtained from a user in a play environment.
249. A system according to claim 246 and wherein said functioning as at least one of a memory-enhanced or knowledge-enhanced adjunct to said user includes recommending specific auction activity to a user based on known user preferences.
250. A system according to claim 238 and also comprising:. limiting participation of said at least one user in said auction in terms of at least one of: spending limits; lower price limits for the user's sale of an item; upper price limits for the user's purchase of an item; parental or legal guardian control of at least one aspect of participation; and investigation of auction history of buyers and sellers.
251. A system according to claim 238 and also comprising: providing fransactional functionality for a user acting as a seller or purchaser in said auction.
252. A system according to claim 238 and also comprising: directing a user to participate in a particular auction based on the persona of said at least one interactive toy.
253. A system according to claim 238 and wherein said operating said at least one interactive toy enables said at least one user to participate in an auction conducted at least partially over said computer network using value in a user's value account maintained via said at least one interactive toy.
254. In an interactive toy environment comprising a multiplicity of interactive toys communicating via a computer network, a volume purchase system comprising: a multiplicity of interactive toys operative to employ information obtained by said multiplicity of interactive toys with respect to a multiplicity of users to organize a plurality of said multiplicity of users having a commonality of preferences which is relevant to a volume purchase.
255. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction system comprising: at least one interactive toy operative to enable at least one user to participate in a barter transaction conducted at least partially over said computer network.
256. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction system comprising: at least one interactive toy operative to enable at least one user to participate in a commercial transaction conducted at least partially over said computer network.
257. A system according to claim 256 and wherein said at least one interactive toy operates as a proxy in said commercial transaction.
258. In an interactive toy environment comprising at least one interactive toy communicating via a computer network, an auction system comprising: at least one interactive toy operative to enable at least one user to participate along with a plurality of other users in a commercial fransaction conducted at least partially over said computer network, wherein potential buyers and sellers are matched.
259. A system according to claim 258 and wherein said at least one interactive toy operates as a proxy in said commercial transaction.
260. A toy commerce system comprising: a sensor, sensing the involvement of a toy in a commercial activity; and a value clearinghouse, transfening value from at least one party in said commercial activity to at least another entity in respect of said commercial activity in response to the sensed involvement of said toy.
261. A toy commerce system according to claim 260 and wherein sensing the involvement of said toy comprises sensing the physical presence of said toy in a commercial establishment.
262. A toy commerce system according to claim 260 and wherein sensing the involvement of said toy comprises sensing the virtual presence of said toy in a virtual commercial establisliment.
263. A toy commerce system according to claim 260 and wherein sensing the involvement of said toy comprises sensing the participation of said toy in a commercial transaction.
264. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value to an entity which is a party to said commercial activity.
265. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value to an entity which is not a party to said activity.
266. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value from an entity which is a party to said activity.
267. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a user of said toy.
268. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value from an entity which is a party to said activity to manufacturer of said toy.
269. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a seller of said toy.
270. A toy commerce system according to claim 260 and wherein said sensing occurs at a time substantially in advance of the time of said activity.
271. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a content provider providing at least content employed by said toy, which content is presumed to be involved in said activity.
272. A toy commerce system according to claim 260 and wherein said content > provider is an advertising content provider.
273. A toy commerce system according to claim 260 and wherein said transferring value includes transferring value from an entity which is a party to said activity to a service provider providing at least a communication service employed by said toy.
274. A toy commerce system according to claim 260 and wherein said commercial activity is a commercial transaction.
275. A toy commerce system according to claim 260 and wherein said commercial activity is a visit to a commercial establishment.
276. A toy commerce system according to claim 260 and wherein said commercial activity is a commercial inquiry.
277. A commerce system comprising: a sensor, sensing the involvement of a mobile communicator in a commercial transaction; and a value clearinghouse, transferring value from at least one party in said commercial transaction to at least another entity in respect of said commercial transaction in response to the sensed involvement of said mobile communicator.
278. A toy commerce system comprising: at least one interactive toy embodied with a given persona; and content supplied to said interactive toy associated with said persona, said content being operative to establish a tie-in within at least one commercial product or service having a persona identical to or associated with said given persona.
279. A toy commerce system according to claim 278 and wherein said content includes content urging a user to purchase said at least one commercial product or service.
280. A toy commerce system according to claim 278 and wherein said content ; includes entertainment content wherein said at least one interactive toy is identifiable with a character in said entertainment content.
281. A toy commerce system according to claim 280 and wherein said at least one interactive toy is operative to act out a role in an entertainment context defined by said entertainment content.
282. A toy commerce system according to claim 280 and wherein said entertainment content is downloaded to said at least one interactive toy via the
Internet.
283. In an interactive toy enviromnent comprising at least one interactive toy communicating via a computer network, a content supply system comprising: at least one interactive toy operative to enable at least one user to select content useful with said at least one interactive toy; and a payment effecter, operating at least one of said interactive toy and a node of said computer network to effect payment for said content.
284. A content supply system according to claim 283 and wherein said operating to effect payment employs said at least one interactive toy.
285. A content supply system according to claim 283 and also comprising effectmg payment of a commission to an entity other than an entity supplying said content.
286. A content supply system according to claim 285 and wherein said entity other than an entity supplying said content comprises an advertising content provider.
287. A content supply system according to claim 285 and wherein said entity other than an entity supplying said content comprises a service provider providing at least a communication service employed by said toy.
288. A content supply system according to claim 283 and wherein operating said at least one interactive toy to enable at least one user to select content useful with said at least one interactive toy includes searching for suitable content among multiple content sources.
289. A content supply system according to claim 283 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy.
290. A content supply system according to claim 289 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an interaction with the user.
291. A content supply system according to claim 289 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy in response to a verbal interaction with the user.
292. A content supply system according to claim 289 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy in response to an indication of the mood of a user derived at least partially from a verbal interaction with the user.
293. A content supply system according to claim 289 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy based on information received from the user regarding user preferences.
294. A content supply system according to claim 289 and wherein operating said at least one interactive toy to enable at least one user to select content is initiated by the toy at least partially in response to the physical location of the at least one user.
295. An interactive toy system comprising: at least one interactive toy maintaining at least one value account; and at least one gambling functionality which is accessible by said at least one interactive toy and interacts with said at least one value account.
296. An interactive toy system according to claim 295 and wherein said at least one interactive toy interacts with said at least one gambling functionality via a computer network.
PCT/IL2001/000245 2000-03-16 2001-03-15 Methods and apparatus for commercial transactions in an interactive toy environment WO2001069572A1 (en)

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