| CPC G06Q 50/01 (2013.01) [A63F 13/69 (2014.09); G06Q 20/389 (2013.01); G06Q 30/08 (2013.01); A63F 2300/575 (2013.01); A63F 2300/609 (2013.01)] | 12 Claims |

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1. A method for including a virtual asset within a video game, comprising:
receiving the virtual asset designed by a specific user for use in the video game, the virtual asset defined to include a plurality of characteristics;
presenting the virtual asset in a virtual marketplace accessible to users of the video game and receive feedback;
evaluating the feedback received from the users of the video game for the virtual asset at the virtual marketplace, the feedback from the users used to compute a value indicative of a level of acceptance of the virtual asset amongst the users of the video game, wherein the feedback is evaluated to determine preference of the users to each characteristic of the virtual asset and assigning a weight for said each characteristic in accordance to the preference and reputation of said users, and the value computed using said weight of said each characteristic, the weight and the value dynamically adjusted based on new feedback received from the users; and
providing access to the virtual asset to allow incorporation of the virtual asset in the video game for use during play of the video game, based on the value of the virtual asset,
wherein providing the access includes minting a non-fungible token (NFT) for the virtual asset and sharing location link of the virtual asset for incorporating, the NFT of the virtual asset stored in a blockchain and used to track the use of the virtual asset in the video game, and
wherein operations of the method are performed by a machine learning algorithm incorporated within a virtual asset marketing engine executing on a game cloud server that is accessed by the video game.
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