| CPC A63F 13/65 (2014.09) [A63F 13/31 (2014.09); A63F 13/35 (2014.09); A63F 13/79 (2014.09); A63F 2300/5513 (2013.01); A63F 2300/69 (2013.01)] | 20 Claims |

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1. A method of gamification of real-life events over a computerized network, comprising the steps of:
a) receiving real-life data corresponding to an observation of a real-life event;
b) automatically building a game object using a processor of an R-to-G translation module, the game object sharing a characteristic with the received real-life data and including a variably selected characteristic that is not associated with the real-life data;
c) injecting the game object into an ongoing computer game such that a player of the ongoing computer game is able to interact with the game object;
d) triggering a G-to-R translation module based on an interaction of a player with the game object; and
e) automatically creating an instruction using a processor of a G-to-R translation module, wherein the instruction relates to deployment of real-life resources and is derived from the interaction of a player with the game object.
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