provided is an entertainment system including an online “ virtual world ” where the user of a toy can register the toy using a unique registration number provided with the toy at purchase , adopt the toy online , and play with a virtual representation of the toy ( the “ virtual toy ) in the virtual world . in a current embodiment , mostly as implemented by the software of the computer program listing appendix , incorporated by reference , the “ virtual world ” is implemented using an interactive website via a user computer connected to the internet . in this manner , a user can play with the virtual toy in a computer generated fantasy world ( i . e ., the virtual world ). graphics , animation , sound , and even recorded images might be utilized to generate this virtual world . even live images might be utilized , if desired . in addition , other sources of material can also be utilized . in essence , the virtual world creates an interactive playland for the toy owner to encourage imagination using the toy , and at the same time , provide an incentive to purchase additional toys or encourage additional individuals to also purchase toys in order to participate in the entertainment system . throughout this disclosure , the term “ virtual ” is used , for example , to describe the user viewable / hearable material presented to the user on the user computer from data and / or computer programs and commands generated and / or provided by the entertainment system , to the user computer running one or more computer applications ( e . g ., a web browser with the appropriate plug - ins , applets , and / or other support programs , etc .). the system provides the data and / or programs , via a communication network connected to the system and the user computer ( e . g ., the internet ). the term “ virtual ” does not necessarily mean that the displayed item is not “ real ”, because the displayed item could , for example , be a video or picture of a real item , for example . furthermore , the “ virtual world ” is presented using “ real ” physical phenomena ( e . g ., light and sound ), and is impacted by “ real ” user interactions ( e . g ., mouse and keyboard manipulations ). rather , the term “ virtual ” is used to describe the computer generated and / or provided presentation to the user , including both visual and audible effects , via the user computer . it is a “ virtual world ” in the sense that it is primarily a computer presented fantasy world with which the user can interact via manipulations of the user computer . in this manner , the “ virtual ” items of the virtual world can be presented as interacting with each other and with the user . furthermore , the user is provided access to games and trivia as well . in the current embodiment , the virtual world provides a biography of the toy , a virtual representation of the toy ( the virtual toy ) using graphics and / or sound ( such as an animated image , for example ) to participate in games and activities . the system also provides a virtual means for maintaining the “ health and well - being ” of the character through various maintenance activities , such as virtual feeding and playing , virtual shopping , and virtual medical checkups , for example . furthermore , in the current embodiment , the entertainment system can be utilized for marketing additional toys and / or accessories and / or services related to the toy to allow restricted access to additional online activities and features to those who purchase the toys . the entertainment system of the current embodiment may provide some general services and features open to the public , such as information about the toys and where to purchase them , a description of the features of the website , and other similar information . however , the primary purpose of the system in the current embodiment is to encourage the public to purchase a toy to obtain a registration code for access to the primary features and services . accordingly , the primary features of the system are restricted to registered users . the existence of the system may encourage initial sales of the toy by new users ( such as via word - of - mouth from current users ), and the system will also encourage the purchase of additional toys by current users . online sales may be supported and encouraged in an alternate embodiment , but in the current embodiment the invention is intended to be utilized to sell toys in retail establishments . thus , the invention becomes a marketing tool , utilizing word - of - mouth and the desire to increase participation in the virtual world , and thusly makes the toys more attractive to retail merchants and increases their sales . in essence , the present invention in its current embodiment provides an entertainment system including an online virtual world with a virtual toy representing a toy purchased at a retail store . the toys might be plush toy animals , for example . however , there is no limit to the type of toy that the system could support , as long as the toy can be represented by a virtual replica . the current system functions basically as follows : a consumer purchases a toy ( such as the plush toy animal representing a particular animal , for example , or some other toy ). the toy includes a tag attached to the toy body or the toy packaging ( or alternatively , another indicator and / or a storage device ) indicating a web site address and a registration code . the user can load the system web site using the web address in a browser application running on the user &# 39 ; s computer , and then enter the registration code to register the toy , thereby obtaining access to restricted portions of the system website . in an alternative embodiment , the code can be automatically entered via the storage device , for example , for automatically loading , and / or downloading , and / or registering the user with the system . registration allows the user to participate in a virtual adoption process utilizing a virtual online replica of the toy ( the “ virtual toy ”) to provide an analogous online representation of the toy . the virtual toy should look somewhat like the real toy ( e . g ., same type of toy , similar shapes , color patterns , etc . ), but could be more “ cartoonized ”, for example , and can be animated , which may or may not be the case for the real toy . the registered user can then participate in various activities both for enjoyment , and to virtually “ maintain ” the virtual toy in a happy , healthy , contented state . the system of the current embodiment utilizes a server subsystem including a web server subsystem for generating both dynamic and static web pages as is known in the art , and for receiving data and / or commands from the user computer . one or more databases support the functioning of this server subsystem . the web server utilizes various scripting or other executable programs for providing dynamic content to the user &# 39 ; s computer , which is attached to the web server via some computer network , such as the internet , for example . the web server can also utilize various animated motion programs , such as a flash program , java scripts , etc ., to provide dynamic content to the user . fig1 shows a top - level block diagram of the entertainment system 1 , interacting with various users 10 . the users 10 should have previously purchased and registered one or more toys from a retail merchant 9 , who obtained the toys from a manufacturer 8 , or via a distributor . if the user has not yet purchased a toy , he can still access the system 10 to obtain information about the system and / or the toys , but will not , in the current embodiment , have access to much of the site until a toy is purchased and registered . the entertainment system 1 is comprised of a server subsystem 2 for interacting with the users 10 via a user computer being operated by the user . the server subsystem can utilize a server 3 , for serving content , including web pages , data , commands , and / or programs , for example , to the user computer . in addition , the server subsystem can include a reception subsystem 4 , for receiving information and commands from the users 10 . alternatively , the server 3 and reception subsystem 4 might be combined into a single computer application , such as a commercially available web server , for example , running on one or more computers . the current system will utilize commercially available applications to implement much of the server subsystem . the entertainment system 1 also comprises a storage subsystem 5 , for storing system data , user ids and passwords , toy registration codes , personalized user information , etc . utilized by the various subsystems . the storage subsystem 5 of the current system will utilize a commercially available database application running on commercially available hardware , for example . a registration subsystem 6 is used for registering the user and the user &# 39 ; s toy into the system , so that the user has access to restricted portions of the system . the registration subsystem 6 may utilize its own dedicated application and hardware , or could be combined with or share the server subsystem 2 applications and / or hardware . the registration subsystem examines the registration code against stored data relating to a plurality of registration codes each representing a toy for sale . a virtual world providing subsystem 7 generates and / or provides the virtual world data to be served by the server 3 to the users 10 for use in displaying a virtual world on the users computers . portions of this data may be generated on the fly in response to user interactions , and portions are likely to be obtained and / or derived from data stored in the storage subsystem 5 . ( for example , in the current embodiment , items owned by the user ( the items in the dock for example ), the virtual room state [ virtual furniture in the room for example ], virtual cash , health , happiness , hunger parameters are all examples of “ stored data ”, whereas data generated on the fly include position in the room [ which also gets stored ], and arcade game scores , all of which are described in more detail below ). again , the subsystem 7 may utilize unique applications and / or hardware , or may be combined with one or more of the registration subsystem 6 and / or the server subsystem 2 applications and hardware . fig2 shows an example implementation 1 a of the evaluation system 1 , in one of its simplest forms . the system 1 a comprises a server 12 , a database 14 , and a router / modem 16 to connect to a public communications network 20 . a user 10 a , utilizing a workstation 18 , is also connected to the communications network via a router and / or modem 19 , for example . in this implementation , the server 12 , along with the database 14 and router / modem 16 and the appropriate software , implement all of the subsystem functions of the system 1 shown in fig1 by executing various application programs on the server 12 hardware , for example . of course , the system 1 a may also support many additional users in a manner similar to that shown for user 10 a , for example . the current embodiment can utilize the internet as the public communications network . however , other communications networks could be utilized , such as telephone networks , cellular networks , dedicated networks , cable tv networks , power lines , etc . furthermore , combinations of these networks can be used for various functions . however , because of the ubiquitous nature of the internet , a solution utilizing that diverse network ( which can utilize many individual communications networks ) is utilized in the current embodiment . furthermore , the system 1 might also utilize a private communication network for at least part of the system . for example , the registration subsystem 6 of fig1 might be connected to a private computer network located at the retail store 8 , where the user might register the toy , for example , as discussed in more detail below . alternatively , the toy might automatically be registered at the time of purchase ( e . g ., by scanning a code at the register , for example ), and thus not require any user interaction at all beyond purchasing the toy . or the user might send in a registration card to implement registration , as another example . fig3 shows a more complex implementation 1 b of the system 1 . in this example system 1 b , a plurality of servers 21 a - 21 n can be utilized to implement the server subsystem 2 functions of fig1 . furthermore , a plurality of cpus 23 a - 23 n can be utilized to implement the virtual world providing subsystem 7 functions of fig1 . a plurality of database storage devices 25 a - 25 n may be used to implement the storage subsystem 5 functions of fig1 . and a cpu 30 can be used to implement the registration subsystem 6 functions of fig1 , for example . finally , a router 29 can be used to connect to the public communications network 20 note that , although fig3 shows multiple servers 21 a - n , multiple cpus 23 a - n , and multiple databases 25 a - n , any of these might be implemented on one or more shared computers in various configurations , executing one or more computer program applications , as desired . as the number of users supported by the system 1 c grows , additional hardware can be added to increase the capacity of the system , as necessary , in a manner similar to that shown in the figure . continuing with fig3 showing the more complex implementation 1 b , a plurality of users can be supported in various configurations . for example , a plurality of users 10 b operating single workstations 18 a - 18 n , individually connected to the public communications network 35 , can be supported . furthermore , complex user networks can also be supported . retailers and or toy manufacturers might also have access to the system , as represented by the example shown in 8 a , should an online - ordering system be implemented for selling toys . of course , alternate implementations are also possible , depending on the types and number of users and / or retailers being supported , and also depending on the state - of - the - art computer technology . in the current embodiment , the system uses an apache web server running in a linux environment . for webserver hardware , an intel 2 ghz + cpus with 2 gb ram running gentoo linux with the appropriate extensions ( e . g ., mod_php 4 and mod_per 1 ) can be utilized . the server will serve flash content to a web browser running a web browser application using php , perl , and actionscript , and flash plugins . a mysql database application will also be utilized for the storage subsystem . the client ( user ) side flash application make the calls to a number of php files . these php files then “ interface ” with the mysql database to obtain the necessary data . all are served by the apache web server , which can serve html , xml , along with the appropriate flash and other content . for multi - user environments ( e . g ., the multi user rooms discussed below ) these are served by a socket server written in perl . this is effectively a 3 layer type of setup : flash layer & lt ;--& gt ; php layer ( this handles requests to the back end ) & lt ;--& gt ; mysql database , as shown in fig1 a . fig1 b and 1 c show the interaction between the client ( user ) and server subsystem data flows in more detail . a dedicated database server running mysql on a dedicated computer running the gentoo linux os can be used in the current system . a secure apache ssl server can be utilized for the registration subsystem , likely sharing the computer with the other apache server . fig1 a shows an implementation of the current system utilizing an apache secure web server 240 for serving files over secure connection ( https , ssl mode ), and an apache web server 250 for serving files over regular http . a custom socket server 260 , which is an xml socket server , written in perl , is also utilized for providing independent environments for game sessions . items 242 , 244 , and 246 are parts of adoption center ( discussed below ), which is a flash application with php backend . item 242 provides for user registration , using a form - driven flash application which validates the registration code and creates a user account within the system . a pet creation application 244 , is a form driven flash application designed for guiding the user through pet creation process , and validating the registration code . authentication / login process 246 is a flash application validating user credentials on the server side and spawning an api core in case of validation . it also has module designed for password retrieval based on collected user information , and currently passes user data to a client side api , and may in the future pass user data and a generated encryption key for a current session to a client side api . items 252 & amp ; 254 are different media ( files ) available on the server subsystem for user use . item 254 represents flash movies and games available for the user . item 256 represents the server side api . chat 262 and multi - user games interactions api ( mapi ) 264 are a part of client side api and are used for setting up and maintaining connection to the socket server , authenticating the user , and work in a pass - through mode for multi - user games / environment to exchange messages . fig1 b and 1c show the api as a functional layer , serving end user applications ( flash games and such ) with stored data ( users statistics , virtual toys &# 39 ; properties , item parameters , etc .) retrieved from the database ; it also is used to modify / enter certain data . the scheme of the api is subdivided into client part 280 ( flash application ) and server part 270 ( php script ). flash clip / movie game 290 calls a function within the api client side [ core 283 ] passing a request to some arbitrary data . the client side api [ generator 285 ] sends the request to [ parser 272 ] server side api . the server side [ core 273 ] processes it and retrieves data from the database , wraps it in xml [ generator 274 ] and sends it back to the client side api [ parser 282 ], which calls specified a callback function within originator flash clip / movie [ game 290 ] and passes received data to it . to ensure users privacy , prevent cheating and preserve validity / authenticity of information , additional security layers can be designed which encrypts all data being passed back and forth in - between parts of the apis ( client / server ). the chosen encryption technique of the current embodiment is a modification of tea routines , using a feistel cypher with 128 bit key . keys are generated at the login stage and securely passed to client side via https , after which the adoption centre spawns the client side api and passes the encryption data specific for the session . additional measures which can be taken to prevent cheating and maintain data coherency include using different permutations of the original key for every data transmission . the software of the computer program listing appendix supports the above described current configuration of the system . fig4 shows an alternate embodiment of the entertainment system where the toys are sold to user via an online merchant . in this alternate embodiment , the entertainment system 1 b includes an online store 40 for a user 10 to purchase toys . the user 10 purchases the toys using the user computer 11 , making an online payment using a credit card or online payment service , for example . a warehouse or retailer 42 then delivers the purchased toys , via a delivery service 44 , for example , to the user 10 . registration of the toys could be automated , or as described above and below for a store - purchased toy . fig5 shows a diagrammatic representation of some features of the virtual world . an interesting feature of the current embodiment is maintaining the virtual well - being of the virtual toy . the well - being parameters 100 include happiness 101 , hunger 102 , and health 103 . in the current embodiment , numerical values for each of these parameters are tracked and displayed to the user , as described in more detail below . furthermore , each virtual toy can have a specific temperament / personality 104 which impacts how the happiness 101 , hunger 102 , and health 103 parameters interact with each other , and with activities in the virtual world , and how quickly they change . for example , a virtual toy representing a toy sheep might be more easily be made happy , and have less of an appetite , than a virtual toy representing a toy lion , which may be more grumpy and have a greater appetite , for example . thus , the virtual toy sheep may be easier to please and need less food than the virtual toy lion , for example . alternative parameters could also be utilized . for example , a robot toy might have a “ charge ” or “ energy ” level , and an automobile might have a “ fuel ” parameter , rather than a hunger parameter , for example . one of the features of the entertainment system in the current embodiment is to provide online user games and activities 110 , which can be used to win more virtual cash 111 . some of these games / activities 110 are described in more detail below . the collection of virtual cash 111 is for use in making “ virtual purchases ” of various “ virtual commodities ”, for example . in the current embodiment , each registration of additional new toys adds an increasing amount of virtual cash , which is monitored and tracked by the system , the balance of which is shown to the user when the user is participating in the virtual world . virtual cash can be earned by playing games , successfully answering trivia questions , and via other means as well . furthermore , virtual cash 111 can be used to shop for virtual furnishings and accessories 114 . these can be used to furnish one or more virtual rooms set up for the virtual toy . furthermore , by furnishing the virtual room ( s ) and adding virtual accessories , the well - being parameters 100 of the virtual toy can be improved by the system , especially the happiness parameter 101 and the health parameter 103 . thus , a user can improve these parameters by using virtual cash to accessorize and outfit the various virtual rooms . furthermore , in the current embodiment , the user can purchase virtual food and virtually feed the virtual toy 112 , in order to satisfy the virtual toy &# 39 ; s hunger parameter 102 . this will also improve the virtual toy &# 39 ; s happiness 102 and health 103 parameters in a manner determined by the system ( utilizing , for example , the temperament / personality 104 of the toy ). finally , in the current embodiment , by playing 115 with the virtual toy , the virtual toy &# 39 ; s happiness and health parameters are improved . playing may , however , make the toy hungry , thus affecting the toy &# 39 ; s hunger parameter 102 . the virtual cash virtual cash may also be used to provide a virtual medical checkup for the virtual toy to improve the virtual toy &# 39 ; s health parameter 103 . in this manner , the entertainment system uses the well - being parameters and virtual cash to help balance a platform for providing fun and activities , with an incentive to purchase new additional toys , and to increase the user &# 39 ; s attachment to the physical toy . the fun and enjoyment obtained through the use of the system provides free word - of - mouth advertising , which also helps sell additional physical toys . in this manner , the entertainment system is a marketing tool that will increase the overall sales of the toys , and thus provide a benefit to retailers selling the toys . fig6 shows the preferred manner of a user registering with the system for utilizing the entertainment system . the user typically makes his first purchase 120 from a retail store . however , in an alternate embodiment , online purchases might also be supported using an online store ( as discussed above for fig4 ), especially for subsequent purchases . the toys might be , for example , plush toy animals , robots , action figures , figures based on cartoon characters , vehicles , aliens , inanimate objects , etc . fig9 shows an example sketch of a plush toy horse that might be purchased at a retail store and used for the entertainment system . the toy will be paired with a hang tag or other device having the system website address and a registration code imprinted thereon or stored therein . for example , in the current embodiment , a simple paper or cardboard hang tag , as shown in fig1 a ( front ) and 10 b ( back ), has the website ( fig1 a ) and the registration code ( fig1 b ) imprinted on the tag . alternatively , an electronic storage device , such as a usb key , or wireless rf tag or bluetooth device , could be embedded within or provided with the toy and / or its packaging at purchase . the electronic device would then have the registration code stored in the device using electronic memory ( ram , rom , eeprom , etc . ), for example . as electronic storage devices become cheaper , using such a device for storing the registration code may become the preferred approach . for the current embodiment , after the user takes the toy home , the user begins the registration process by visiting the entertainment system website using the address on the tag and a user computer via an internet connection to load the home page ( see screen shot fig1 a ) and logging on to the system website ( see screen shot fig1 b ) to load the adoption center 122 . the system then displays an adoption center page ( item 123 of fig6 ), and example of which is shown in screen shot fig1 e . in the current embodiment , the user then registers the toy , thus receiving access to the various online features of the invention , as discussed herein . the registration process 124 of the current embodiment is performed by manually entering the registration code printed on the registration tag via the user computer connected to the internet . the user also chooses a user id and password . the system can ensure that at least the combination of id and password is unique , or might also insure that each user id is unique as well . personal information might also be requested in order to recover user id and password information . such personal information might be a favorite color , user &# 39 ; s birth date , etc . in an alternative embodiment using an electronic storage device with the registration code stored therein , the electronic device will communication with the user computer via a corresponding device , and thus automatically or manually transfer the registration code to the user computer . for example , the system could request that the user plug in a usb key into the user computer at the appropriate time , or the user computer may wirelessly read an rf or bluetooth device located in or on the toy . in the current embodiment , after the user enters the registration code , and before or after the user enters the user id and password , the system checks the registration code in any one of a number of ways . in essence , the system uses stored data relating to all of the registration codes associated with corresponding toys for sale . the system might check the registration code against a list of valid registration codes stored in the system database , for example . in this case , the stored data are the actual registration codes themselves . if there is a match , the registration code has been validated , and the system then determines the type of toy that the user purchased based on information stored with the registration code in the database . for example , each code could be linked to information about the type of toy ( e . g ., a basset hound , a fish , a lion , a robot , a soldier , etc . ), its coloration and appearance , its temperament , etc . the system may display a user agreement at some point , providing the terms of usage and legal notices , for example . the system require an affirmative response from the user in order to complete registration . in such an embodiment discussed above , it would be beneficial to make each registration code unique and complicated , in order to make it difficult for an imposter or unauthorized user to make up a code or use a previously registered number to obtain unauthorized access or unauthorized additional virtual toys . as an alternative , after being entered , the registration code is used in a mathematical algorithm to determine its authenticity , and such an algorithm might also be used to determine the type of toy being registered . for example , all lion plush toy registration codes might start with the letter “ l ”, and might use a following number that can be factored into exactly 5 prime numbers , for example , or the number might fall into a particular range or format . another example is the use of an algorithmic pass - code based on a central key value . in these examples , the stored data relating to the registration codes provides the proper information to perform the validation process ( e . g ., the proper letters , number ranges , acceptable factors , the central key , or the algorithm itself ). accordingly , by these methods , the actual registration numbers need not be stored , but could still be verified . then , perhaps by storing the registered registration code , uniqueness could be guaranteed by never allowing that same code to be used again . of course , additional techniques can be used to determine a registration code authenticity as well , as long as the registration process ensures that it is likely the user has purchased a valid toy , and thus is an appropriate user of the system . referring again to fig6 , after validation and registration has occurred , and the user name and password accepted , the user is prompted to provide a name for the virtual toy 126 ( or in an alternative embodiment , one is suggested by the site ). the system can then display a biography of the virtual toy 127 , and can also show the user what the appearance of the virtual toy will be . the biography may show such items as a virtual birth certificate , adoption certificate and / or information , likes and dislikes and favorite foods of the virtual toy , etc . the biography may be related to the personality / temperament of the virtual toy , the type of toy , etc . a virtual identity for the toy is thus created by the system , including the biographical information , the name provided by the user , etc . the user might then be prompted to register any additional toys ( 128 & amp ; 130 ), if any . finally , the system might provide the user with an initial virtual medical checkup 132 for the new virtual toy at a virtual clinic ( see screen shot fig1 d for an example view of the clinic ). the toy &# 39 ; s wellness parameters can then be displayed to the user for the first time , and the registration process is thereby finished , and the user now has access to at least some of the restricted portions of the entertainment system website . note that alternative means of registering the toy are also possible in alternative embodiments . for example , the user might phone in the registration code using a telephone , and be given a user id and password , or choose one over the phone . or the user may register the toy at the place of purchase using a dedicated or general purpose computer on a private network . or , if the toy is purchased online , the registration might occur at the time of purchase , before the user has obtained the actual physical toy . thus , different communication networks may be utilized for registration as are utilized for website access , for example . the system website can present various interactive scenes into which the virtual toy is incorporated . in the current embodiment , the toy characters can be animals that reside in a virtual village , for example . new features can be opened based on the number of toy animals a user owns and registers . for example , there might be a special adventure that opens when the user purchases and registers his fifth toy , regardless of what those toys are . in an alternative embodiment , the scenes might be customized based on the type of toy . for example , a basset hound plush animal could be shown in an urban landscape or setting . likewise , a cow could be shown in the countryside , a monkey in the jungle , and a lobster under the sea , as additional examples . furthermore , in another embodiment , each type of toy might have different traits that can impact the way the toy reacts based on the type of toy . thus , a toy lion might be a mean carnivore , while a toy monkey eats fruit and is playful , for example . soldiers might be aggressive , while dancers are graceful , for example . thus , any of the above concepts are not limited to animal toys , but could easily support other toys such as human dolls , robots , machines , soldiers , etc . having virtually adopted their toy by registering it with the system , the consumer can then participate in a variety of online games , some involving the virtual representation of the toy ( i . e ., the virtual toy ). these games can include adventure games , trivia games , arcade - style games , and the like . participants can collect “ virtual cash ”, which is virtual money which can be spent to purchase virtual items for their toys , as discussed above and below . this virtual cash may or may not be useable at other sites , and may or may not represent legal tender . furthermore , a participant may purchase additional toys , register them , adopt them , and thus add them their virtual world , creating additional virtual toys . these purchases are preferred to be actual toy purchases using legal tender where the user obtains a real toy . however , in an alternative embodiment , “ virtual toys ” represented only online might also be utilized , whether purchased with legal tender or merely online “ money ”. each of the new toys is , after registration , represented as a virtual toy which can interact with other virtual toys ( including those created to represent other actual toys ), including team game play , for example . participants can also chat with other registered users using online chatting or posting features . the current embodiment utilizes a symbol chat with preset icons , rather than general text chat , to protect children from inappropriate language . however , generalized chatting features could also be added , such as provided by a commercially available chat program , for example . fig7 shows an example of how a user might utilize the entertainment system for a session or two . first , the user purchases one or more toys 200 . then , the user registers one of the toys 202 , as described above . the user then purchases virtual furnishings and virtual accessories 204 for the virtual toy , and uses the purchased items to furnish the toy &# 39 ; s virtual rooms 206 . the user can virtually move the furnishings around the room by “ point , click , & amp ; drag ” operations , for example , thus testing various types of decorating schemes . the user can also paint / wallpaper the room , provide flooring , etc . all of which were purchased 204 . the user might then play with the virtual toy 208 for a while , increasing the toy &# 39 ; s health and happiness parameters . the user might then add a friend to the site , and interactively play 212 with the friend , who can be online using his own computer . the friend will have virtual toy &# 39 ; s that can be seen and interacted with , even though the friend may be remotely located , and thus not seen by the user . the user and his friend may chat with each other using the chat icons , for example . the user might want to perform a checkup 214 of his virtual toy , if the toy displays some low health parameters . the user might then play various online games 216 , including online arcades and trivia , in order to generate more virtual cash 218 . the user might then use the new virtual cash to purchase virtual food , and then virtually feed 222 the virtual toy . if the user bought additional toys , he can register the additional toys 224 , which will also generate additional virtual cash 218 . the user can then use both the original virtual toy and the additional virtual toy to play together , increasing the happiness parameter of both virtual toys , and perhaps making the toys hungry . the user then might end his online activities , or continue with additional online activities in a similar manner . of course , actual user sessions can involve an infinite combination of the various features of the invention , and the process of fig7 is merely an example . fig8 shows a site mapping of the various features that are available in almost any order the user should desire . fig8 a - 8h show these features in more detail . in the current embodiment , the virtual items in the virtual world can be made to interact with each other . for example , the virtual toy might sit in virtual chair , or climb on top of a virtual table . the virtual toy might walk around the virtual world , and play with its own virtual toys . virtual toys may play and interact with each other . virtual accessories might be placed on a table , and virtual pictures “ hanged ” on a virtual wall . virtual chairs might be moved around , and slid up to a virtual table . the virtual toy might sit in a chair . virtual food might be placed on a virtual plate , for example , and the virtual toy may simulate eating the virtual food . thus the user is provided with an animated display of these interactions , including both video and / or audio components . in this manner , the virtual world simulates activity in the real world . the user can also zoom in and out of various views , virtually move from room to room ( i . e ., display different rooms ), etc . all by manipulating the mouse and keyboard of the user computer . the virtual world and the games represented on the entertainment system website may be changed and updated on a regular basis to maintain the interest of the user participants . for example , trivia game questions may be updated , and new games periodically added . further , new types of plush toy animals can be periodically introduced to encourage consumers to make additional purchases . special or limited addition toys could be introduced , for example , on holidays . for example , an american bald eagle might be introduced to commemorate independence day , and a santa claus for christmas . these new toys can be introduced to the user in a virtual manner , and the user encouraged to purchase the actual toy . bonuses of virtual cash , or special activities might be provided to those who do purchase special toys . subsequent purchases of toys , when registered , may lead to increasingly greater deposits of virtual cash as a reward . for example , the first toy registration may lead to $ 1500 in virtual cash , a second purchase and registration may add $ 2000 , and a third add $ 2500 , for example . furthermore , purchasing and registering a certain number of toys could lead to bonuses , such as additional virtual rooms , and / or access to additional games ( e . g ., an outdoor tennis court with game ). these bonuses encourage subsequent purchases , and keep the user interested in both the system and the toys . additional features that can be included in additional embodiments , as discussed above , are incorporating a storage medium into the plush toy animal instead of , or as a complement to , the registration tags , for example . this might allow the online profile of the toy , including everything the toy has “ learned ”, to be stored in the device with the toy . the toy could then be connected to another computer at another location , for example at a friend &# 39 ; s house , in order to participate in online activities , as long as that computer is connected to the internet , for example . furthermore , the storage medium could be used to store other information for its owner , such as homework assignments , photographs , music or shortcuts to favorite online websites . the entertainment system website for providing this virtual world is a site where children and other toy owners that own an appropriate toy can adopt and care for their virtual toy ( e . g ., “ virtual pets ”), play games , and go on adventures , as discussed above . after registration , the user can begin to enjoy the complete ‘ game ’ in the virtual world , which is a combination of caring for the toy , going on fun adventures , being surprised by rollovers and trivia , and generally having interesting and entertaining experiences . it is a multi - faceted world , rich in amusement and learning opportunities , including both audio and video ( graphics , animation , photos , etc .) representations . in the current embodiment , there are about 7 or more main sections to explore in this virtual world . fig8 provides a top - level view of the various features , with more detail shown in fig8 a - 8h . fig8 a provides a mapping of the home page , public pages , adoption center , and registration functions 302 . fig8 b provides a mapping of the pet virtual room , status , dock , and biography functions 308 . fig8 c provides a mapping of the trivia / question corner functions 304 . fig8 d provides a mapping of the shopping functions 312 . fig8 e provides a mapping of the newspaper functions 314 . fig8 f provides a mapping of the arcade functions 306 , and fig8 g provides a mapping of the multi - user functions 310 . some of these functions and features of the current embodiment , all of which utilize parts of the software of the computer program listing appendix , and are described in more detail , below : this section is preferably open to the public , whether an animal has been purchased or not , and features one or more splash movies , for example . the options presented on the home page include : a site tour , collection ( s ) portraits — plush and virtual — of each toy animal in the collection ( s ), access to the free arcade , as well as user log on , and entrance to user registration . this section can encourage a person to purchase a toy if he has not yet done so for access to other site locations . see fig1 a for the screen shot of the example home page , and fig1 b for the example logon page . in the ac , the user is guided through the registration process , with the help of the host , miss birdie , for example . a user agreement is presented here . each user fills in “ adoption ” forms here , including choosing his or her user name ( or “ special name ”) and password (“ secret word ”). the user enters the multi —( e . g ., nine ) digit alphanumeric code found on the hang tag of the toy that will authenticate his or her toy , and provide them access to the final steps of registration / adoption . see fig1 e for the example adoption center page . in the current embodiment , the user is given an initial amount of “ virtual cash ” in order to begin “ virtual furnishing ” the room , purchasing “ virtual food ” for the toy , etc ., as described in more detail above and below . in an alternative embodiment , the user chooses the color of the toy &# 39 ; s room , and also might choose a number ( e . g ., five ) of free items for the toy &# 39 ; s room . finally , the adoption is completed with the presentation of a unique biography for the toy , randomly generated using many variables . users have the option of changing the name of the toy , and perhaps generating a new biography . after the successful registration of the toy , the user is brought to the clinic for a check - up / familiarization . the host for this page is a virtual doctor ( e . g ., dr . quack ), who gives the virtual toy a quick check - up and gives it a clean bill of health . a user may return to the clinic at any time , for another check - up or when virtual toy &# 39 ; s health parameter is low . if the toy requires medical attention , the user chooses and purchases medicine , for example . other treatments may also be provided . see fig1 d for the example clinic page screen shot . the virtual toy &# 39 ; s room is made up of a series of animated ( e . g ., flash based ) screens that depict the virtual room or rooms where the toy “ lives ”, “ eats ” and “ plays ”. in the current embodiment , a single isometric view of the room is provided . the virtual room can , in time , be converted into a large virtual house or even multiple virtual houses , through the use of room expansions via spending the virtual cash , for example . in the current embodiment , the user can purchase virtual flooring and virtual wallpaper or paint , and virtual furnishings , to prepare the virtual room for the virtual toy . see fig1 c for the screen shot of an example virtual pet room already furnished , showing an animated pig as the virtual pet . virtual outdoor yards , that have their own virtual furniture and exclusive virtual objects ( i . e . trees ) that cannot be placed inside the house , for example , can also be provided for “ purchase ” using virtual cash . in the current embodiment , a user interface section located at the bottom of the window known as the “ dock ”, or “ control panel ” is provided , as shown in the example virtual room screen shot of fig1 c , showing the dock at the bottom of the screen shot . the user may virtually store many or all virtual purchases , collectibles , and adventure objects in the dock , ( some of which are functional , such as a virtual calculator for example ) or place them throughout the room by dragging them from the dock . the dock displays a visual description of the virtual toy &# 39 ; s well - being parameters ( e . g ., a numerical index ), as the toys need food and attention to remain healthy and happy . also in the dock are the user &# 39 ; s points level , and available “ virtual cash ” earned in virtual games and adventures that can be used throughout the site . in an alternative embodiment , there might be a number ( e . g . 3 ) of views of the room , and each scene might be accompanied by the dock . if the user has multiple registered virtual toys , the dock interface will allow the user to switch between toys and view them when not in use . furthermore , a plurality of virtual toys might be moved into a room for interactive play , for example . further , the user can add friends to a friends list , and then the friends can virtually visit each other &# 39 ; s rooms , each seeing the same room and playing with their virtual toys , both interacting with the room objects , and chatting using a chatting tool , for example . in the current embodiment , the chatting tool can use “ chat symbols ”, for example , rather than using typed words , so that pre - defined phrases can be chosen and transmitted to the other participant . in an alternative embodiment , users would be encouraged to revisit be receiving daily rewards , such as an ‘ allowance ’ or pieces of a puzzle that can be put together , or one piece will be put in the puzzle box every day , thus encouraging users to revisit . in the current embodiment , a user can go virtually “ shopping ” using the computer in a dedicated shopping location / room ( e . g ., at the “ wshop ”). this simulated virtual shopping experience allows the user to simulate the purchase of virtual online goods for their virtual toy ( s ). an example screen shot of the w shop is shown in fig1 f . furthermore , real - life shopping for additional physical toys and / or their accessories , such as via mail - order , might also be supported . a family album , which may be available from the dock , for example , can be used to contain all the important documents including one or more of : if the user has multiple toys , all records can appear in the album . the arcade is a collection of online games for the user to play via the user computer . the user can “ take ” his or her toy to play some of the games games , which in turn provides them with happiness points for their happiness parameter , and allows the user to earn online virtual cash . in the current embodiment , registered users may have full access to all games , with full access requiring the purchase of a toy with the accompanying registration code and registration , although in an alternate embodiment , the arcade may be made open to the general public with limited access to some limited number of the games . fig1 g shows an example screen shot from the arcade . examples of arcade games in the current embodiment are : bananza ; color storm ; dashing dolphin ; driving school ; tulip trouble ; jazz monsters ; leaf leaf ; lily padz ; icecap adventure ; picnic ; hungry hog ; pumpkin patch protector ; webkinz wishing well ; and wacky zingoz , for example . in an alternative embodiment , a virtual clubhouse is provided which is a virtual location which houses important community information . the blackboard displays statistics , such as high scores ranking for games . the usernames , or a subset of the user names ( such as the first three letters , for example ), of the high scores can be listed . the system website may provide users with the opportunity to provide feedback through a suggestion card interface at the clubhouse , for example . there may also be an online survey , or poll , area that allows administrators to poll the community &# 39 ; s members on various topics . in the current embodiment , most of the features of the above clubhouse are provided in a virtual newspaper ( e . g ., webkinz gazette ) providing news and information , including a “ what &# 39 ; s new ” section that informs users of the latest additions to the site . the virtual paper might also list the usernames ( or the subset of the usernames ) of the users with the high scores in various arcade games and / or trivia , for example . fig1 i shows an example screen shot of a page of the gazette , and fig1 j shows a summary of the virtual pet biography and well - being parameters displayed by a user selecting a call - up . in an alternate embodiment , each virtual toy belongs to one of a number of areas ( e . g ., urban , country , undersea , jungle ), with a corresponding adventure . each adventure area can consist of a large isometric map in four quadrants , and detailed scenes for playing games . the map is constructed in a maze - like fashion that allows the user to explore the different areas of the environment . the map is embedded with rollovers , pop - ups , trivia questions , and various virtual collectible objects that the virtual toy can pick up along the way . within the map , there may be five or more extended play areas ( the “ scenes ”) that allow the user to play games that provide virtual prizes and clues to aid them in completing the adventure . upon completion of the initial adventure , the user acquires a special virtual key . there are a number of virtual keys ( e . g . four keys ) in total , one from each adventure area in the series . as a bonus for recovering all of the keys , the user is granted access to a “ wonder world ”, or “ ww ”. ( see below .) adventures can be an important part of play at the website . the game could involve a number of separate environments ( e . g . four ). initially , each adventure takes place only in the designated environment ( e . g ., jungle , undersea , urban and country ). every adventure involves points and / or virtual cash . the virtual cash is useful in the virtual world as the users can make virtual purchases for their toys . in an alternative embodiment , after the user buys a number of toys ( one from each environment , for example ) and registers them and successfully completes the adventures , he or she can go to another ( e . g . fifth ) environment called the wonder world ( ww ). each additional registered toy can add new sections to the adventure areas of the virtual website for the individual user . the only way a user can experience these additions is to buy a new toy , an accessory , or perhaps a service ( whether virtual or actual — both can be supported ). this will give the toy owner added value and entertainment . if the user has more that one toy from the same environment , they will have the option to go on an “ extreme adventure ” that combines the use of all owned and registered toys . multiple product purchases will be encouraged through access to new features being opened to use once the purchaser has entered multiple registration codes into the system . for example , while the first pet code opens access for the basic features of the site , the third pet code entered on the same account may open access to a virtual pet adventure , and the fifth pet code entered may add a special room to the virtual toy &# 39 ; s house , such as a home theatre or tennis court . in an alternate embodiment , core functionality could also require multiple product purchases , such as multi - use play being only accessible from the magical land of a wonderworld ( ww ) that is accessed through the purchase of a set of toys . one of the things the user could get in ww is access to the “ magic w ”, represented by a giant statue of a ‘ w ’ in the middle of ww . when the user gets to the magic w , they get a virtual ring version of the magic w in his or her dock . this will enable the user to initiate some multi - use activities on the website , among other things . in ww , there may be a midway full of virtual games , a vast magical virtual land , a virtual puzzle center , and a virtual vector world . this world can be made growing all the time and thus be full of excitement . in the center of it all , is the magic “ w ”. here , the user can play in a new world that allows them to participate in multi - user games , multi - user adventures , and a user chat interface developed to utilize pre - scripted phrases and symbols , for the safety of the users . this is an area for users to answer trivia questions and age - appropriate educational questions based on u . s . and canadian educational standards . in the current embodiment , the questions can be sorted by age in a “ learn and play ” section and there is a daily trivia question that is tracked so that a user at anytime can answer the historical daily trivia question . both sections reward the user with virtual cash and virtual stickers that are stored and viewable in a virtual sticker album . the user can earn virtual cash by correctly answering the questions . fig1 h shows an example screen shot from the question corner . the multi - use capabilities of the site are used in the current embodiment to increase user satisfaction . users can “ invite ” their friends ( other users ) over to their room and interact with the room objects together , including playing games . this can occur even though the users may be remotely located from one - another using different user computers . these multiplayer concepts might be brought into the question corner and arcade allowing for competitive play between multiple users . some of the features of the current embodiment include the option to offer various additional toys , accessories , and / or services to the user , whether real or virtual , and perhaps entwined with the activities being participated in the virtual world ( such as via a game , for example , or a health checkup , etc .). some of the characters found in the current embodiment are ms birdie — the adoption centre penguin ; dr . quack — the clinic duck ; and quizzy — the quizzy &# 39 ; s question corner bear . the site web pages should be quick to load so as to make it useful and fun . finally , additional enhancements can be provided for additional benefits . for example , some information on the toy might be stored locally , such as on a usb key , which can be carried by the user and used to access the site from various locations . the computer program listing on cd rom made a part of this application provides the preferred code at the time of its generation for implementing the above system on a web server as is known in the art . the features and functionality of this code are incorporated herein by reference . the invention has been described hereinabove using specific examples ; however , it will be understood by those skilled in the art that various alternatives may be used and equivalents may be substituted for elements or steps described herein , without deviating from the scope of the invention . modifications may be provided to adapt the invention to a particular situation or to particular needs without departing from the scope of the invention . it is intended that the invention not be limited to the particular implementation described herein , but that the claims be given their broadest interpretation to cover all embodiments , literal or equivalent , covered thereby .
provided are a method and computer system for providing a virtual world . the computer system includes a virtual product interface system , which includes a server system with an encrypted part , a non - encrypted part , and a computer - readable memory for storing an encryption key . the server system includes a network connection and sends the encryption key over the network connection addressed to a client via a secured protocol . the non - encrypted part of the server system sends multimedia information addressed to the client over the network via a non - secure protocol . the encrypted part controls adopting a virtual product by receiving a code that is indicative of a virtual product to be virtually adopted by a user and confirming the code . a communication indicative of a specific product that has been registered is carried out using the encryption key , and communication indicative of the multimedia information is carried out unencrypted , without using the encryption key .