the present application describes additional aspects , actions and activities and additional structure , for adding to a website of the type described in u . s . pat . no . 7 , 421 , 569 and as shown generally in fig1 . it should be understood , however , that the aspects described herein are not limited to use with the system described in fig1 . these aspects can be used with other kinds of websites and / or games ; for example , any website that allows user interaction can be used with this system . an embodiment describes new operations using the website illustrated in fig1 . in an embodiment , and in websites such as the webkinz ® website , users carry out activities to earn virtual cash that is usable on the website . the virtual cash can be used to purchase items that are usable on the website , e . g ., virtual food , furniture , virtual clothing or other items . the embodiments describe special user interface sets that allow user / player access to many different features in a simplified manner , and that shows user information for a selected item in the virtual world while providing options for controlling that item . achievements are intangible rewards to mark accomplishments in the tail towns ™ virtual world . achievements are a type of collectible , and can also be used in some cases as a measure of the player &# 39 ; s progress . in an embodiment , the player is represented by a villager that is an avatar associated with the player . these achievements are attached to the player &# 39 ; s account . unlike collectable items that can be traded and / or sold , achievements are personal , and according to an embodiment , they cannot be transferred or sold . the inventors have found that achievements build the players &# 39 ; attachment to the virtual world / game . by way of their villagers &# 39 ; achievements , players are given a sense of accomplishment , and are able to reflect on and review what they have succeeded at in the game . this helps remind them of the “ fun ” in the game , which helps prolong their investment in the game . achievements also provide short and long term goals for players without unbalancing the game . these goals drive the collector and achiever types of players , which again creates a deeper attachment to the game . achievements are rewards that mark accomplishments in a social environment or game ( e . g ., tail towns ™). fig2 shows a player &# 39 ; s profile page , and shows how icons representing the achievements are stored and displayed . each achievement has a unique system name and is representative of a different task set having been completed defined according to its condition / trigger . in particular , an achievement has a listing of condition ( s ) that the player via his villager must accomplish before triggering and earning the achievement reward . each achievement has an achievement title , which is the published name of the achievement . this title can be displayed over a villager &# 39 ; s head on her public profile , e . g . beneath her name and / or nickname in a smaller font ( fig4 ). a simple graphical ( 2d ) icon 200 can represent each achievement . fig2 shows the achievement inventory that can be associated with a game or social environment . each achievement icon can be unique or representative of the type of achievement . the area 205 shows the achievement icons which have been awarded to a player , which are shown in a first specified way ( e . g ., use of color or shading or image on the icon to distinguish between different status of displayed achievements ). there can be different types of achievement : those associated with a player , villager , or with the village itself . the inventory in fig2 shows different tabs for the player 212 , villager 213 ( e . g ., a player can own multiple villagers ) and village 214 . each achievement is displayed under an appropriate tab . there are also other achievement types such as “ known locked achievement ” icons 210 as well as “ unknown locked achievement ” icons 220 . a known locked achievement is one that has yet to be earned , but the player is aware of the achievement and the conditions which must be satisfied to earn the achievement . the unknown locked achievements 220 are kept secret from the player until the player satisfies the criteria and earns them . in different embodiments , the player may know that she is working towards receiving an unknown achievement , even though she may be unaware as to which of her actions will result in obtaining the achievement . some unknown locked achievements can transform into known locked achievements ( before they are fully awarded ) after a previous achievement is earned . for example , once a player meets a novice quester criteria ( e . g ., completes 10 quests ) to earn the novice quester achievement , the next achievement , a veteran quester achievement , changes from unknown to known . once the player completes the criteria for veteran quester , the user is awarded the achievement . known achievements are unambiguously marked on the player &# 39 ; s profile achievement pane as soon as they have been initiated . for example , a “ sunflower collector ” achievement requires the player to collect 20 sunflowers . as soon as the player collects his first sunflower , the achievement appears as one of the known locked icons such as 210 , is grayed out ( to indicate that it has not yet been earned ), and shows its corresponding achievement card ( see fig4 below ) upon rollover of the icon . the achievement card includes the name of the achievement , a list of conditions for attaining the achievement as well as the player &# 39 ; s progress towards meeting the conditions : “ sunflower collector . collect 20 sunflowers . 1 / 20 ” each achievement has a hidden “ tag ” associated with it . the achievement tags are : gamer , collector , crafter , socialite , or some other tags . the game may use these tags to classify the lifestyle of the player who receives these achievement tags . in an embodiment , the achievements are automatically awarded when the player meets the criteria . they may be associated with the sound effects such as “ zing - zing - zing !” in addition , there can also be a system message that is delivered and displayed in a villager &# 39 ; s chat history . this can also cause a trigger animation of the villager , such as causing the villager to jump up excitedly or causing a sparkle effect in the air . if the achievement has a related reward item , the player receives an in - game mail notification which indicates that she has received this reward item . according to one embodiment , a player can only earn each achievement once . even if the user meets the criteria again , the achievement ( and corresponding reward item ) will not be awarded again . fig3 illustrates the information that is revealed when rolling over an achievement icon 300 with a cursor or mouse . the achievement name 310 is displayed . as mentioned above , fig4 demonstrates that hovering the cursor over a known achievement icon 400 displays its associated achievement card 405 . the achievement card 405 includes a special achievement badge 410 which may include or consist of the achievement icon image and / or some other graphical description of the achievement . unknown achievement icons do not display achievement cards until they become known . at least some achievements have titles , which are awarded once a particular achievement is earned . a title can be given to a player after a particular achievement is earned or after a collection of achievements have been earned . for example , a player that earns his first 5 achievements may be given the title master achievement earner . for individual achievements that come with a title , the title 410 is specific to the achievement earned . according to an embodiment , a player can assign any of her achievement titles to any of her villagers . there are no restrictions to this , and the player might assign a different title to each villager ; the same title to each villager ; mix and match ; or keep some ( or all ) villagers without titles . titles are displayed whenever the villager &# 39 ; s name is displayed . the date earned 415 is also shown . 420 shows the number of the player &# 39 ; s friends that have also earned the same achievement . 425 provides other statistics such as the percentage of all players who have earned this achievement . 430 explains the activities or actions that were completed to earn the achievement . fig5 illustrates the public profile of a user and illustrates the different ways in which a user can display his achievements . the public profile 500 may include a top three achievements page 502 , where the user can select the achievement badges that she is most proud of . for each of the top three achievements shown , the representative icon , title of the achievement , and global statistics are available to view by a spectator . in this embodiment , they do not show the conditions needed to earn that achievement . for a complete list , players can display all of their achievements on their personal web pages in the social environment . the public profile 500 can also show a user &# 39 ; s username 510 , villager name 512 , and the villager title 514 . it also includes an “ add - a - friend ” icon 516 which requests that the user be added as a friend . it provides a 3 - d view of the player &# 39 ; s current villager 518 ( e . g ., active villager ), and also provides a number of object icons representing the user &# 39 ; s favorite items 520 . although only a few embodiments have been disclosed in detail above , other embodiments are possible and the inventors intend these to be encompassed within this specification . the specification describes specific examples to accomplish a more general goal that may be accomplished in another way . this disclosure is intended to be exemplary , and the claims are intended to cover any modification or alternative which might be predictable to a person having ordinary skill in the art . for example , other kinds of items can be maintained as items in the achievements , besides the specific items described herein . also , the inventors intend that only those claims which use the words “ means for ” are intended to be interpreted under 35 usc 112 , sixth paragraph . moreover , no limitations from the specification are intended to be read into any claims , unless those limitations are expressly included in the claims . the computers described herein may be any kind of computer , either general purpose , or some specific purpose computer such as a workstation . the computer may be an intel ( e . g ., pentium or core 2 duo ) or amd based computer , running windows xp or linux , or may be a macintosh computer . the computer may also be a handheld computer , such as a pda , cellphone , or laptop . the programs may be written in c or python , or java , brew or any other programming language . the programs may be resident on a storage medium , e . g ., magnetic or optical , e . g . the computer hard drive , a removable disk or media such as a memory stick or sd media , wired or wireless network based or bluetooth based network attached storage ( nas ), or other removable medium or other removable medium . the programs may also be run over a network , for example , with a server or other machine sending signals to the local machine , which allows the local machine to carry out the operations described herein . where a specific numerical value is mentioned herein , it should be considered that the value may be increased or decreased by 20 %, while still staying within the teachings of the present application , unless some different range is specifically mentioned . where a specified logical sense is used , the opposite logical sense is also intended to be encompassed .
a user interface for a virtual world controls and allows registering new characters and also registering achievement when the user has carried out a number of different items .