U.S. patent application number 10/172771 was filed with the patent office on 2003-02-06 for system, method and article of manufacture for providing a progressive-type prize awarding scheme in an intermittently accessed network game environment.
Invention is credited to Kelly, Bryan M., Kelly, Matthew F., Kroeckel, John G., Link, John E., Petermeier, Norman B..
Application Number | 20030027630 10/172771 |
Document ID | / |
Family ID | 23721726 |
Filed Date | 2003-02-06 |
United States Patent
Application |
20030027630 |
Kind Code |
A1 |
Kelly, Matthew F. ; et
al. |
February 6, 2003 |
System, method and article of manufacture for providing a
progressive-type prize awarding scheme in an intermittently
accessed network game environment
Abstract
The present invention provides a system, method, and article of
manufacture for providing a progressive prize awarding and
redeeming scheme in an intermittently accessed network gaming
system. A host server of a network system transmits a beginning
prize credit value and an increment rate which are received by a
game apparatus connected to the network system. Periodically, a
current progressive prize credit value is calculated based on the
beginning prize credit value and the increment rate and is
displayed to the user. At the end of the game, the current
progressive prize credit value is transmitted from the game
apparatus of the user to the host server for redemption
purposes.
Inventors: |
Kelly, Matthew F.; (San
Ramon, CA) ; Kelly, Bryan M.; (Alamo, CA) ;
Petermeier, Norman B.; (Pleasanton, CA) ; Kroeckel,
John G.; (San Ramon, CA) ; Link, John E.;
(Tracy, CA) |
Correspondence
Address: |
PERKINS COIE LLP
P.O. BOX 2168
MENLO PARK
CA
94026
US
|
Family ID: |
23721726 |
Appl. No.: |
10/172771 |
Filed: |
June 13, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10172771 |
Jun 13, 2002 |
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09433838 |
Nov 3, 1999 |
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6255865 |
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09433838 |
Nov 3, 1999 |
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09040654 |
Mar 17, 1998 |
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6007426 |
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09040654 |
Mar 17, 1998 |
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08746755 |
Nov 14, 1996 |
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5816918 |
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Current U.S.
Class: |
463/27 |
Current CPC
Class: |
G07F 17/3262 20130101;
A63F 3/081 20130101; G07F 17/3248 20130101; G11C 27/026 20130101;
G07F 17/3244 20130101; G06Q 20/04 20130101 |
Class at
Publication: |
463/27 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A method for providing a progressive prize awarding scheme in an
intermittently accessed network environment, comprising: receiving
information from a host server prior to beginning a game for
allowing the determination of a progressive prize credit;
displaying a current progressive prize credit value during the game
based on the received information; and sending information to the
host server after the game for allowing the determination of the
current progressive prize credit value.
2. A method as recited in claim 1 wherein the received information
includes a beginning prize credit value, and an increment rate.
3. A method as recited in claim 2 and further comprising:
periodically determining the current progressive prize credit value
based on the beginning prize credit value and the increment
rate.
4. A method as recited in claim 3 wherein the beginning prize
credit value and the increment rate are received upon connection
with the host server.
5. A method as recited in claim 3 wherein the network is the
Internet.
6. A method as recited in claim 3 wherein the increment rate is
determined based on a number of users playing the game in the
network environment.
7. A method as recited in claim 3 and further comprising awarding
the progressive prize credit value to a user based an outcome of
the game.
8. A method as recited in claim 1 wherein the received information
further includes a maximum value of the progressive prize credit
value for preventing the determination of the progressive prize
credit value to be greater than the maximum value.
9. A method as recited in claim 1 wherein the information that is
sent includes a time that a goal associated with the game is
accomplished.
10. A method for providing a progressive prize awarding scheme in
an intermittently accessed network environment, comprising:
transmitting information to a client computer prior to beginning a
game for allowing the determination of a progressive prize credit;
and receiving information from the client computer after the game
for allowing the determination of a current progressive prize
credit value.
11. A method as recited in claim 10 wherein the transmitted
information includes a beginning prize credit value or score, and
an increment rate.
12. A method as recited in claim 11 wherein the beginning prize
credit value and the increment rate are transmitted upon connection
with the client computer.
13. A method as recited in claim 11 wherein the network is the
Internet.
14. A method as recited in claim 11 wherein the increment rate is
determined based on a number of users playing the game in the
network environment.
15. A method as recited in claim 10 and further comprising awarding
the progressive prize credit value to a user based an outcome of
the game.
16. A method as recited in claim 10 wherein the transmitted
information further includes a maximum value of the progressive
prize credit value for preventing the determination of the
progressive prize credit value to be greater than the maximum
value.
17. A method as recited in claim 10 wherein the information that is
sent includes a time that a goal associated with the game is
accomplished, and the current progressive prize credit value is
determined based on the time.
18. A computer program embodied on a computer readable medium for
providing a progressive prize awarding scheme in an intermittently
accessed network environment, comprising: a code segment for
receiving information from a host server prior to beginning a game
for allowing the determination of a progressive prize credit; a
code segment for displaying a current progressive prize credit
value during the game based on the received information; and a code
segment for sending information to the host server after the game
for allowing the determination of the current progressive prize
credit value.
19. A computer program embodied on a computer readable medium for
providing a progressive prize awarding scheme in an intermittently
accessed network environment, comprising: a code segment for
transmitting information to a client computer prior to beginning a
game for allowing the determination of a progressive prize credit;
and a code segment for receiving information from the client
computer after the game for allowing the determination of a current
progressive prize credit value.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation-in-part of co-pending
parent patent application 09/040,654 filed Mar. 17, 1998 which in
turn is a continuation of patent application 08/746,755 filed Nov.
14, 1996, now issued under U.S. Pat. No. 5,816,918 all of which are
hereby incorporated by reference herein in their entirety.
FIELD OF THE INVENTION
[0002] The present invention generally relates to prize awarding
schemes and more particularly pertains to providing prize awarding
schemes implemented on a network gaming system.
BACKGROUND OF THE INVENTION
[0003] Providers of multi-player gaming systems often like to
include an award scheme so that users of the gaming system may win
prizes through the play of games in the gaming system. By offering
prizes, providers have a powerful tool for enticing users to their
gaming system. In many cases, the greater the value of the prize
offered by the provider, the greater the number of users may be
enticed to use the provider's gaming system.
[0004] One type of prize system that a provider may use allows a
group of users of the gaming system to each compete for prize
credits that accumulate progressively during play. In such an
awarding scheme, the users of the gaming system each contribute to
the collective progressive score in the gaming system. Typically,
the first user to accomplish a goal wins the collective progressive
score or a portion thereof which is then added to this winning
user's personal game score.
[0005] The collective progressive score may be incrementally
increased in a variety of ways. For example, the collective
progressive score may be incrementally increased with every game
credit used in the gaming system. In another example, the
collective progressive score may be automatically incremented over
a predetermined or randomly selected interval. The collective
progressive score may also be manually increased by the provider as
well. In any of these versions, the collective progressive score
may be accumulated based on current and previous games played on
the gaming system.
[0006] Such types of gaming systems with progressive awarding
schemes may also be provided to remotely located users via
standardized large-scale network systems such as the Internet and
World Wide Web. This way, users may participate in games on a
gaming system in the comfort of their own home through a connection
by a personal computer, a video game console, a set top box, or
other device to a remote server of a gaming system provider using
telephone lines, coaxial cable lines or other connections to
location of the user. This way, a gaming system provider may
provide access to their gaming system for a large number of
remotely located users so that the users may compete or interact
with one another while attempting to win progressive scores of
games offered by the gaming system.
[0007] However, providing a gaming system with a progressive
awarding scheme using the Internet creates several challenges to
the gaming system provider. A major problem for gaming system
providers using the Internet is unplanned or accidental
disconnection of a user from the Internet connection to the gaming
system during play. Most at home and remote location connections to
the Internet are very fragile and susceptible to frequent unplanned
and unwanted disconnections.
[0008] Progressive awarding schemes typically require the
collective progressive score to be constantly updated. This
requires the gaming system to be in constant or frequent contact
with each of the users so that actions by the individual users that
affect the collective progressive score are collected by the gaming
system. If a user is disconnected from the gaming system, the
gaming system is unable to obtain the information needed from the
particular user to run the progressive awarding scheme. Further, a
progressive score of this particular user may not be able to be
updated. If this event happens, the gaming system (and its
progressive awarding scheme) may fail or crash. Upon failure of the
gaming system from an unplanned disconnection, the disconnected
user's accumulated points are lost and the disconnected user is
taken out of contention from winning the collective progressive
score.
[0009] With the fragility of most at home and remote location
connections to the Internet, it is very difficult for a gaming
system provider using the Internet to link users to its system to
use a progressive awarding scheme that can continue to function
with frequent disconnections of its users' links to the gaming
system. Frequent disconnections lead to user dissatisfaction with
the particular gaming system and also discourages users from repeat
use of the particular gaming system.
[0010] Furthermore, every unplanned disconnection forces the user
to loose the user's already accumulated points towards the
predetermined progressive goal. When the user re-connects to the
gaming system, the user is forced to start the accumulation of
points towards the predetermined progressive goal. Now the user may
be disheartened in playing with the gaming system because all of
their previous efforts to reach the predetermined progressive goal
were wasted. Few people would put up with such a loss more than one
or two times and therefore, frequent disconnections would lead to
fewer and fewer users playing with the particular provider's gaming
system.
[0011] Frequently, prior art gaming systems using an Internet
connected network have no choice but to rule out any type of
progressive prize awarding scheme in order to avoid risking loosing
users from dissatisfaction with frequent disconnections from the
gaming system.
SUMMARY OF INVENTION
[0012] The present invention provides a system, method, and article
of manufacture for providing a progressive prize awarding and
redeeming scheme in an intermittently accessed network gaming
system. The present invention provides a powerful tool to entice
users to their network gaming system. In this scheme, users of the
network gaming system each contribute to a collective progressive
score in the gaming system. The first user to accomplish a
predetermined goal wins the collective progressive score which is
then added to this winning user's personal game score.
[0013] Specifically, a beginning prize credit value or score and an
increment rate transmitted from a host server are received by a
game apparatus connected to the network system. Periodically, a
current progressive prize credit value or score is calculated based
on the beginning prize credit value or score and the increment rate
and is displayed to the user. At the end of the game, the current
progressive prize credit value or score is transmitted from the
game apparatus of the user to the host server. The present
invention solves the problem of how to offer a progressive prize
awarding and redeeming scheme on a network system subject to
frequent disconnections. With this invention, prize providers are
free to offer a progressive prize scheme without fear of user
dissatisfaction caused by frequent disconnections of the user to
the network system.
[0014] In one embodiment of the present invention, the beginning
prize credit value or score and the increment rate are received
upon connection of the user's game apparatus with the host server.
In a similar embodiment, the beginning prize credit value or score
and the increment rate are received prior to beginning the user's
game. In another embodiment of the present invention, the increment
rate may be determined based on the number of users that are
playing the particular game in the network gaming system. In one
version of the present invention, the progressive prize credit
value may be awarded to a user based an outcome of the user's
game
[0015] With these embodiments of the present invention, unplanned
disconnections no longer force users to loose their already
accumulated points towards the predetermined progressive goal.
Further, users may continue to accumulate prize credits even when
disconnected from the network system.
[0016] These and other advantages of the present invention will
become apparent to those skilled in the art after reading the
following descriptions and studying the various figures of the
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. 1 is a schematic diagram of a wide area network which
interconnects a plurality of game apparatuses for facilitating a
prize redemption system in accordance with one embodiment of the
present invention;
[0018] FIG. 2 is a block diagram of various components used in one
of the game apparatuses of FIG. 1;
[0019] FIG. 3 is a general functional diagram of the prize
redemption system of FIG. 1 in accordance with one embodiment of
the present invention;
[0020] FIG. 4 is a functional diagram illustrating various
interfaces accessed during the course of use of the present
invention in addition to underlying supporting components of such
interfaces;
[0021] FIG. 4A is a functional diagram illustrating the operation
of the prize database server of the present invention;
[0022] FIG. 5 is a schematic diagram illustrating various software
components of one of the game apparatuses of the present invention
and further multiple servers associated therewith;
[0023] FIG. 6 is a flowchart illustrating various operations
associated with the present invention;
[0024] FIG. 7 illustrates the process of the present invention by
which the player registration operation 602 of FIG. 6 is
executed;
[0025] FIG. 8 illustrates the process of the present invention by
which the purchase game credits operation 604 of FIG. 6 is
executed;
[0026] FIG. 9 illustrates the process of the present invention by
which the play games operation 608 of FIG. 6 is executed;
[0027] FIG. 10 illustrates the process of the present invention by
which the error handling operation 610 of FIG. 6 is executed;
[0028] FIG. 11 illustrates the process of the present invention by
which the awarding prizes operation 612 of FIG. 6 is executed;
[0029] FIG. 11A illustrates a method of the present invention for
determining payment for participating in a network gaming
tournament;
[0030] FIG. 12 illustrates the process of the present invention by
which the awarding prizes operation 614 of FIG. 6 is executed;
[0031] FIG. 13 is an illustration of a graphical user interface of
the present invention; and
[0032] FIG. 14 is a flowchart illustrating the acts involved with
an advertisement feedback aspect of the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0033] FIG. 1 is a schematic diagram of the present invention which
is adapted for allowing redemption of prizes won while playing
games on a plurality of networked game apparatuses. As shown in
FIG. 1, a wide area network 100, i.e. the Internet, interconnects a
plurality of game apparatuses 102 for facilitating a prize
redemption system. Such game apparatuses 102 are each adapted for
displaying a user interface which in turn allows a user to play a
plurality of games. Also included is a prize database server 104,
adapted for connecting to the game apparatuses 102 via the wide
area network 100 for communication via a protocol such as TCP/IP or
IPX. As an option, the prize database server 104 may also function
at least in part as a game apparatus 102.
[0034] In use, a user identification code is received by the prize
database server 104 from the game apparatuses 102 that corresponds
to the user. After play of a game is complete, an indication of an
outcome of the game is also received by the prize database server
104. The prize database server 104 also tracks a number of prize
credits awarded the user based on the outcome of the present game
and/or previous games. Further, the prize database server 104
functions to allow redemption of the prize credits for a prize.
[0035] With continuing reference to FIG. 1, at least some of the
game apparatuses 102 include dedicated game units 106 which are
commonly used in combination with televisions or are portable in
nature for the sole purpose of playing various games. Such
dedicated game units 106 may include a NINTENDO, SEGA or SONY game
unit or a game implemented on a personal digital assistant such as
a PALM PILOT.
[0036] In one embodiment, the dedicated game units 106 each include
a modem to connect with the wide area network for communication
purposes. In the alternative, the dedicated game units may each
include a removable cartridge 108 which may or may not contain one
or more specific games, and also allow storage of information, i.e.
an identification code and an indication of an outcome of the game.
Such cartridges 108 may further be adapted for being releasably
received in a specially-adapted port such as a DEXDRIVE connected
to a computer which is in turn connectable with the wide area
network 100 for communication purposes. In the case of a personal
digital assistant such as a PALM PILOT, a HOTSYNC module may be
used to communicate information with the computer.
[0037] In another embodiment, at least some of the game apparatuses
102 include desktop or laptop computers 110 each having a modem to
connect with the wide area network 100 for communication purposes.
In still yet another embodiment, at least some of the game
apparatuses 102 include servers 112 for allowing communication with
a plurality of computers 1 10 via the wide area network 100.
[0038] As an option, some of the game apparatuses may include
stand-alone units capable of printing prize credits in the form of
tickets, coupons, magnetically readable cards, cards with
bar-codes, or any other type of "smart" card which may be
redeemable at the site of the game apparatus. More information on
such game apparatuses may be had by reference to U.S. Pat. No.
5,292,127, by Kelly et al. which is hereby incorporated by
reference herein in its entirety. It should be noted that the
various aforementioned game apparatuses may be used in any
combination.
[0039] FIG. 2 is a schematic diagram of one of the aforementioned
computers 110. As shown, input devices 200 may be used by a player
or user to provide input to the game unit to influence game events
during a game process and to achieve one or more predetermined
goals or tasks for scoring points and winning prizes or other types
of awards. The input devices 200 can also be used to select prizes
within the redemption system of the present invention.
Alternatively, separate input controls can be used for the prize
functions of the game unit.
[0040] Player input typically includes game commands provided by
controlling devices such as buttons, keyboard, dials, joystick
controls, touch screen, track ball, mouse, gun device, steering
wheel, foot pedals, speech input through a microphone, or any other
input used in playing a game and providing selections. For example,
the player can move a joystick to control a graphical object
displayed on a video screen. Each type of user input can provide a
particular game command to the computer, and the computer
interprets the commands and influences game states and game events
in the game process accordingly.
[0041] With continuing reference to FIG. 2, the computer 110
receives signals and commands from the player input devices 200 and
translates/interprets those signals and commands so that the game
process can be updated. The computer 110 preferably includes a
microprocessor 202, random access memory (RAM) 204, read-only
memory (ROM) 206, and input/output (I/O) 210. Microprocessor 202
can be any processor or controller with features sufficient to
control the game apparatus. For example, a suitable microprocessor
202 for many mechanical game applications is the Intel 8031 8-bit
microprocessor, which includes eight data lines and sixteen address
lines. Alternatively, more powerful microprocessors, such as
Pentium-class/Power PC class microprocessors, or specialized
graphical or digital signal processors, can be used. Microprocessor
202 executes a process, described by software instructions stored
in memory, which recognizes a game command from player input
devices 200. The software instructions can be stored in a "computer
readable medium", which, by way of example, includes memory such as
RAM and ROM, magnetic disks, magnetic tape, optically readable
media such as CD ROMs, semiconductor memory such as memory chips or
PCMCIA cards, etc. In each case, the medium may take the form of a
portable item such as a small disk, diskette, cassette, memory
module, etc., or it may take the form of a relatively larger or
immobile item such as a hard disk drive.
[0042] Microprocessor 202 is coupled to RAM 204 by a data
(D)/address (A)/control (C) bus 208 to permit the use of the RAM
204 for scratch-pad memory and other functions during a game
process. ROM 306 is preferably an erasable, programmable read-only
memory (EPROM) that contains the start-up instructions and
operating system for the microprocessor 202. Methods for coupling
RAM 204 and ROM 206 to the microprocessor 202 by bus 208 including
data, address, and control lines are well-known to those skilled in
the art.
[0043] I/O 210 includes buffers, drivers, ports, registers, and
other analog and/or digital circuitry to interface inputs and
outputs with the bus 208. Game output devices 212 and input devices
200 can be coupled to I/O 210. For example, a display screen can be
coupled to I/O 210 so that the microprocessor or another video
processor can control the display of images on the display screen,
as is well known to those skilled in the art.
[0044] The computer can include plug-in interface cards such as
video cards, 3-D graphics cards, sound cards, controller cards,
etc. Standard peripherals can be coupled to the I/O 210 as input
devices 200 and output devices 212, such as a CDROM drive, storage
device (floppy disk drive, hard disk drive, etc.), PCMCIA card,
printer, stylus and tablet, microphone for voice recognition,
camera, or communication device.
[0045] FIG. 3 is a functional diagram illustrating an overview of
the interaction among various users, computers, servers, business
entities, etc. during the course of use of the present invention.
As shown, in one embodiment, a user utilizes a game apparatus, i.e.
computer, for directly or indirectly accessing a server which
provides a plurality of games in operation 300. In one embodiment,
the user may access the game server via any particular related or
unrelated hosting web site. Next, in operation 302, the user logs
on, purchases credits(optional), and plays a game provided by the
server. During the course of the game, any prize credits earned are
deposited in an account of the user, as indicated in operation
304.
[0046] With continuing reference to FIG. 3, the user is notified of
any prize credits that may have resulted from the play of the game,
as indicated in operation 306. Thereafter, in operation 308, the
user may again use the game apparatus to access the prize database
server which may or may not be separate from the game server. An
account of the user is then checked to verify a current number of
prize credits available. See operation 310. Then, in operation 312,
the game database orders any prizes selected by the user from a
prize vendor. The prize is then delivered to the user in operation
314. In the case where a prize credit that represents a specific
prize is awarded in operation 316, the prize database server does
not require any selection prior to ordering in operation 312.
[0047] Any monetary gain resulting from the method of the present
invention may be distributed in various ways. For example, an owner
of a hosting web site may be compensated for providing access to
the games via the hosting web site. Note operation 318. Further, a
developer of the games may be compensated in operation 320. The
prize vendor may also receive funds for cost of prizes, shipping,
handling, etc. in operation 322.
[0048] FIG. 4 illustrates a functional diagram illustrating some of
the user interfaces, supporting software, and hardware associated
with an alteration of the flowchart in FIG. 3. In terms of
hardware, a server 400 is shown to include software having a game
settings cartridge 402, an advertising cartridge 404, and a prize
redemption cartridge 406. It should be understood that any of the
foregoing cartridges may be executed from separate servers.
[0049] In use, a user interface 405, i.e. web page, of a hosting
web site allows access to a game interface 407 via the game
settings cartridge 402 of the server 400. In contrast to operation
302 of the method of FIG. 3, the present alternate method does not
require the user to log on or purchase credits. Instead, funding is
afforded by advertising that is provided during the course of the
game by way of the advertising cartridge 404. Upon winning a number
of prize credits, the user is then forwarded to a prize redemption
interface 409 governed by the prize redemption cartridge 406.
[0050] When access is gained to the prize redemption interface 409,
the user is required to log on via a log-on interface 411, unless,
of course, the user is already logged on. Thereafter, a
confirmation interface 410 is displayed for indicating that the
prize has been delivered. As an option, a "cookie" may be placed on
the computer of the user in operation 412.
[0051] FIG. 4A is a general functional diagram illustrating the
operation of the prize database server of the present invention.
Irrespective of whether the present invention is implemented in the
manner shown in FIG. 3 or FIG. 4, or any other manner, the prize
database server may carry out fundamental operations. In
particular, the prize database server is adapted for allowing
redemption of prizes resulting from playing games on a plurality of
networked game apparatuses.
[0052] To accomplish this, the prize database server is capable of
connecting to the game apparatuses via a wide area network, i.e.
the Internet, or any other communication system in operation 450.
Upon the connection being established, the prize database server
receives a user identification code from the game apparatuses that
corresponds to the user in operation 452. Also received is an
indication of an outcome of a game or games upon the user playing
the game(s). Note operation 454. The prize database server also
tracks a number of prize credits awarded the user based on the
outcome of the game in addition to allowing redemption of the prize
credits for a prize, as indicated in operations 456 and 458,
respectively.
[0053] FIG. 5 illustrates software that may be resident in one of
the game apparatuses mentioned hereinabove. Client-side software
501 is shown to include an activator module 500, a communicator
module 502, and a buffer module 504 which are adapted to interface
with a game module 506, a modem 508, and internal storage 510 among
other components of the game apparatus. Together, the foregoing
software components constitute an application program interface
(API) that may be accessed via a C++ dll for Win32 games and
obfuscated Java class(es) for Java applet games.
[0054] Also shown is server-side software 512. The server-side
software is shown to include a secure credit card transaction
module 514, a shopping module 516, an advertising module 518, a
redemption module 520, and a payment server 522 which may be
interconnected with any of the game apparatuses via a web server
524 and an associated firewall 526. A plurality of supporting
servers 528 may also be included per the desires of the user.
[0055] In order for the process of FIG. 3 to be effectively carried
out, variables, or game settings, must be transmitted to the game
apparatuses from the server and further identification codes and
game outcomes must be transmitted to the server from the game
apparatuses.
[0056] Examples of the game settings include a table of prize
credits awarded in terms of various game outcomes possible on the
game. For instance, 10 prize credits may be awarded for every 1000
points earned during play of the game. Yet another example of game
settings may include the enabling or disabling of various features
of the game based on the geographic location of the user as
indicated by the identification code. It should be noted that the
transmission of the identification codes and game outcomes to the
game server is critical for tracking the prize credits awarded a
user when prize redemption is desired. Further examples of game
settings, identification codes, and other information that may be
exchanged for various purposes will be set forth hereinafter in
greater detail.
[0057] To accomplish the foregoing exchange of information, the
activator module 500 is adapted to interface with the game module
506 and request information from the communicator module 502 as
needed. At the time of each request, the activator module 500
identifies the game module 506 to the communicator module 502 for
purposes that will soon become apparent later. As such, the
activator module 500 is specifically tailored for use with the
corresponding game. For security purposes, additional information
relative to the game developer may be stored on the game
server.
[0058] The communicator module 502 in turn make numerous calls for
information from the server. Such calls are made over the modem. In
order to accommodate situations where a connection can not be made
with the game server or a connection is lost temporarily, various
features are afforded. First, upon the receipt of information from
the server resulting from a call, such information is stored in
internal storage which may constitute any type of memory. As such,
when a connection to the server can not be made, the game settings
may be retrieved directly from the internal storage. Further, the
communicator module 502 may be adapted to manually or automatically
connect with the server periodically or on any other time frame for
synchronization purposes.
[0059] Since the present invention may be used with many types of
games and communication with the game server may some times be
compromised, it is preferred that a minimum amount of calculations
be performed on the game apparatus itself. Instead, information is
received from the game apparatus by way of the API, calculated by
the game server, and transmitted back to the game apparatus.
Further, the communicator module 502 may be capable of requesting
core assets from the game server for storage on the client
computer. Such core assets may be used universally with any type of
game and include universal graphics, playing cards, sound affects,
mahjongg tiles, sound effects, graphics, etc. The core assets would
only need to be downloaded once and may be updated, deleted or
supplemented as needed.
[0060] The calls that may be executed by the API in order to
communicate necessary information will now be discussed. Such
function may actually include a plurality of URL-based calls. The
calls may correctly format the data, connect to the server, send
information to the game server using secure sockets layer (SSL) and
then correctly format the return code and any data that was
returned to it from the server. The communication layer is
responsible for formatting parameters and for maintaining as many
internal variables as possible. This shields the game module 506
from continuously having to pass the same parameters. The game
module 506 is responsible, however, for appropriately handling
return codes returned from the server.
[0061] Some examples of calls will now be set forth:
[0062] getGameSettings
[0063] This function takes a few different forms. First, if it is
called from a Java applet game, then it is safe to assume the
player is connected to a network, i.e. the Internet, in which case
it is safe to retrieve game settings from the game server
regardless if the game is being played in a demonstration
(play-for-fun) mode or a pay-to-play mode. Any other kind of game
requires default game settings to be used if in the demonstration
mode. Any game in the pay-to-play mode assumes it is safe to query
the server to get game settings. The data is specific to each game
and is returned in the form of name-value pairs (e.g.
"PointsLevel1=10"). The game apparatus is responsible for
extracting the value for each known piece of data. This call is
also used to validate the game version. Games are not allowed to
continue if they are not the latest version. This helps to ensure
reliable redemption play.
[0064] beginGame
[0065] The present call may or may not be available in games played
in the demonstration mode. With this call, the server is given the
number of credits to be played and attempts to debit the player's
account. Prior to doing so, however, the server determines whether
the player has any specific business rules that prevent him from
playing. When the player has been successfully validated and his
account has been debited, the server adds a row to a table in a
database indicating that he has started the game, and then returns
the appropriate return code to the game apparatus.
[0066] endGame
[0067] The present call may or may not be available in games played
in the demonstration mode. The present call is sent to the prize
database server to provide game data including end time and score.
This data is used to update the database row that was added when
the game was started. The score is fed into the points-to-prize
credits conversion table to determine if any award should be given.
The present call also prompts the prize credits in the player's
account to be appropriately changed.
[0068] getNextlnstaPrizes
[0069] The present call may or may not be available in games played
in the demonstration mode. The present call is sent to the prize
database server to obtain a description and unique prize ID of the
next specific prize. The redemption engine on the server generates
this data. All next specific prizes are predetermined based on the
previous prize and reside locally on the game apparatus. The server
notes the prize ID in order to validate against the wonInstaPrize
call.
[0070] wonInstaPrize
[0071] The present call may or may not be available in games played
in the demonstration mode. The present call is used when a specific
prize is won at which time the prize ID of the specific prize is
sent to the server for validation within the redemption cartridge.
This effects at least one of three occurrences:
[0072] If game credits were won, such game credits are added to the
account of the player.
[0073] If prize credits were won, such prize credits are added to
the account of the player.
[0074] If merchandise has been won, such merchandise is added to
the player's shopping cart. Procurement is delayed until the player
checks-out.
[0075] getAvailableCredits
[0076] The present call may or may not be available in games played
in the demonstration mode. In use, this call is used prior to each
game as a way of displaying to the player a number of credits that
are available.
[0077] canPlay
[0078] The present call may or may not be available in games played
in the demonstration mode. This call serves as a separate function
to check business rules preventing game play (parental controls,
bad account, available credit, etc.)
[0079] getAdvertisements
[0080] This call may be available in the demonstration mode
depending upon the game platform. The present call serves to
retrieve the latest advertisements which are to be played. This may
be accomplished by calling the advertisement in the form of an
advertisement ID and checking to see if the appropriate
advertisement has already been downloaded. If the appropriate
advertisement has not already been downloaded, default
advertisements are used that were downloaded previously during
which downloading begins to obtain the latest advertisements while
the player is playing the game or browsing a related site.
[0081] postGameStatus
[0082] The present call sets a persistent game state in the event
of a failure of the game apparatus, connection loss, etc.
[0083] getGameStatus
[0084] This call gets the persistent data (see postGameStatus) from
the game apparatus.
[0085] getErrors
[0086] The present call retrieves any error information that was
generated during use of the game apparatus.
[0087] In terms of security, the various variables that are passed
may be named in a counter-intuitive, obfuscated manner. For
example, a variable relating to a personal identification code may
be named "prize_credits_awarded." Further, digital signing may be
employed where feasible. Even if security is breached, the present
invention inherently prevents significant fraud since the value of
prize credits awarded is always a fraction of the value of game
credits required to play the game. In addition to the foregoing
features, when requests start flooding the server from one
particular location, the present invention may lock out all future
requests from that location.
[0088] FIG. 6 illustrates a functional diagram showing the various
aspects of the method associated with use of the present invention.
The various operations shown in the functional diagram of FIG. 6
include a player registration operation 602, a purchase game
credits operation 604, a select game operation 606, a play game
operation 608, an error handling operation 610, an award prizes
operation 612, and a prize redemption operation 614. It should be
noted that the foregoing functional aspects of the present
invention may be carried out in any order or not at all.
[0089] For example, in demonstration mode, the purchase game
credits operation 604 is not necessary and the awarding prizes and
prize redemption operations 612 and 614 are optional. Further, the
player registration operation 602 is only necessary if the prize
redemption operation 614 is executed. Still yet, the select games
operation 606 is required only if multiple games exist and the
error handling operation 610 is optional.
[0090] FIG. 7 illustrates the process of the present invention by
which the player registration operation 602 of FIG. 6 is carried
out. Player registration may be executed at any time by the prize
database server or not at all in some embodiments where a game is
being played in demonstration mode. In one embodiment, player
registration is required only upon redemption of prize credits for
prizes. In such embodiment, the registration process makes it clear
that in the event the user does not register, the user forfeits any
prize credits that have been won.
[0091] When registration is required, unregistered players are
provided a registration link in operation 702. Such link effects
the display of an interface such as a web page which prompts the
user to create a personal user name, or user identification code,
and a password. Note operation 704. Further, the registration
interface requires entry of minimal necessary information such as a
name and an e-mail address. Optional information such as
demographics, game preferences, etc. may also be entered if desired
by the user. It is then determined if the necessary information has
been entered and is complete in decision 706. Upon entry of at
least the necessary information, a confirmation may be sent to the
user in operation 708.
[0092] At anytime, the user may update any of the foregoing profile
information. As an option, the user may be precluded from altering
the user identification code for security purposes. As a further
option, a hint may be provided in order to facilitate remembering
the user identification code and/or the password.
[0093] In one embodiment, a person registering, or a primary
account holder, may establish a plurality of secondary accounts for
secondary account holders. Such feature allows a parent to assume a
primary account holder role and control various aspects of the
secondary account holders who may include children of the parent.
Examples of aspects which may be varied independently or
simultaneously for each player include a duration or specific range
of time a secondary account holder may play games, a dollar amount
of game credits that can be purchased in a specified amount of
time, and/or the types of games that may be played. The control of
the type of game permitted to be played may be based on a current
game industries rating system.
[0094] In addition to limiting the ability of the secondary account
holders to use the present invention, the primary account holders
are also given exclusive authority to modify and/or delete a
current account, and transfer game credits, prize credits, and
prizes to and from the various secondary accounts. This allows
pooling of prize credits for obtaining desired prizes, etc. In
order to add secondary accounts, a primary account holder may be
required to enter at least one valid credit card number as a way to
establish eligibility. It should be noted that a credit card may
not be used to create two separate main accounts during use of the
present invention. Further, game credits, prize credits, and prizes
may not be transferred between main account holders to inhibit
fraud.
[0095] FIG. 8 illustrates the process of the present invention by
which the purchase game credits operation 604 of FIG. 6 is carried
out. Such game credits are used to play games in order to win prize
credits. It should be noted that in some embodiments, purchase of
game credits is unnecessary due to the presence of advertisements
or because the game is merely being played in a demonstration
mode.
[0096] The process of FIG. 8 begins by determining whether the
player is registered in decision 800. If not, the player
registration operation 602 (see FIG. 7) is executed. Once it is
ascertained that registration is complete, the purchase of the game
credits is permitted in operation 804.
[0097] Upon purchase, the game credits are automatically stored
under the corresponding account in operation 806. The system may
have the capability to provide a non-linear purchasing scale,
giving players incentives to purchase larger quantities of credits
at a lower per unit cost. For example, when purchasing credits the
player might be offered 10 game credits for $1.00, 30 game credits
for $2.50, 60 game credits for $4.75, and 120 games for $8.50.
[0098] While the prize database server handles all of
dollar-to-game credit conversion, the conversion factors may be
also dictated by managers of the game apparatuses. When a player
makes a purchase request, the prize database server validates the
account and check business rules to verify that the user is
qualified to make the purchase. In the event that a user is either
restricted by parental controls or his or her account has been
flagged, the user may be notified of such with the appropriate
messages on how to correct the situation, i.e. contacting support
personnel.
[0099] The prize database server may also be designed to support
"incentive suppliers." Entities which desire to provide free game
plays to their customers may present various customers with a URL
and a key code to be able to use a predetermined amount of game
credits. The customer, or user, would then go to the URL, enter the
key code, and receive a predetermined number of free game credits.
In the present embodiment, the incentive supplier would be
responsible for all costs related to the key codes that are
distributed.
[0100] In operation 606 of FIG. 6, a selection of a game to be
played occurs. Two optional types of games that are available
include games played in exchange for payment and free games
including games played in a demonstration mode. The payment games
require the prior execution of operations 602 and 604 of FIG. 6. In
the case of free games, however, player registration in operation
602 may be delayed until prize redemption is required.
[0101] The free games may include games supported by Java Applets,
ShockWave, Flash, etc. without communication of identification
codes or the like. Further free games may be created to entice
users to register with the prize database server. It should be
noted that free games may award only a limited amount of prize
credits, if any. As an option, the free games may only simulate
winning. In any case, the user may be required to register before a
prize is redeemable after which future prize credits awarded to the
registered use may be limited or prevented. Further, the free games
may be supported by advertising.
[0102] Payment games may be supported by Java Applets, ShockWave,
Flash, Windows95/98/2000, macros, etc. It is imperative that it is
understood that payment games may include any type of
advertising-supported game or a game that is supported by any type
of compensation scheme. In one embodiment, the payment games may be
played in a tournament mode. Ideally, tournament games present all
tournament players with the same exact game settings so that all
players have the same odds. In one type of tournament game, a
duration-type game, a variable number of games are to be played in
a fixed amount of time.
[0103] In each of the previous embodiments, the games may include a
"game of skill" that requires a predetermined goal, task, or
objective for a game to be accomplished in a skillful manner such
that an outcome of the game is determined primarily by the amount
of skill of the player. The greater the player's skill, the closer
or more easily a desired goal in the game can be reached by the
player. Points associated with the predetermined goals or
objectives can be added to a game score such that a higher game
score, on average, indicates a greater amount of skill by the
player. In the alternative, the games may include a "game of
chance" where the outcome of the game is determined primarily on
chance. It should be noted that games of chance may be restricted
based on an age of the user and/or a geographic location where the
user resides.
[0104] FIG. 9 illustrates the process of the present invention by
which the play games operation 608 of FIG. 6 is carried out. As
shown, the prize database server is adapted for receiving a
plurality of identification codes in operation 900. For example, a
site code may be receive which is representative of a web site, or
game apparatus, which is supporting a game. In addition to the site
identification code, a game identification code, a user
identification code, a prize credit identification code, a mode
identification code, or any other type of identifier may be
received by the prize database server.
[0105] As an option, the prize or any other feature associated with
the present invention may be determined based on any of the
foregoing identification codes. Further, other aspects of the
present invention may be specifically tailored for a particular
profile. For example, the cost of game credits, a prize, a name, a
number or value of the prize credits awarded, advertising, sounds,
graphics, and/or limited access may be altered based on any of the
aforementioned identifiers. In each of the foregoing cases, such
tailored aspects may be handled by the game server.
[0106] One objective of the use of identifiers is to allow for
partnerships, especially between the prize database server and
other game servers. One game server, for example, may allow all its
players to play a specific game for free thus modifying the value
of credits, but only for that particular site. Accordingly, each
game server may have settings specific to that site and thus when a
player launches a game, the prize database server must know the
originating location of the game in order to return the appropriate
game settings. In addition, players will be able to register with
the prize database server at partner game servers, or sites.
Further, the interfaces provided by the prize database server may
be modified in accordance with the interface of the partner game
servers. This creates the perception that a user is still
interfacing with the partner game server when actually he or she is
interfacing with the prize database server. As an option, activity
for all players may be maintained for each of the game servers as a
way to track site traffic and thus be able to pay commissions of
the game credits revenue, sale advertising, and collect advertising
revenue.
[0107] In addition to facilitating partnerships, the identifiers
may be used to control the experiences of particular users. As
mentioned earlier, an age of the user or account status, i.e.
secondary account holder, may affect the user's ability to perform
various functions of the present invention. Further, the user
identification code may be used to indicate a location of the user.
This may be accomplished by referencing registration information of
the user or tracking an IP address by which the user has gained
access to the server. Given the identity of such geographic
location, the present invention may preclude access to certain
games in accordance with local jurisdiction laws. This may be
particularly beneficial in the case of "games of chance" as
discussed hereinabove. It should be noted that alternate game
settings may be changed for each particular jurisdiction.
[0108] Upon the receipt of the identification codes, it is then
determined in decision 902 whether a current version of the game is
present and valid. If the current version is unacceptable, an
installer may be executed in operation 904. Such installer may be
downloaded from the prize database server and subsequently executed
on the game apparatus.
[0109] When it is verified that the current version of the game on
the game apparatus is valid, advertisement software may be
executed. Prior to execution, however, the advertisement software
may be identified in operation 906 after which it is determined in
decision 908 whether a version of the advertisement software is
present and valid. If not, the advertisement is updated in
operation 910 by downloading, etc. Finally, the game is executed in
operation 912.
[0110] Advertising software may be executed between or during
games. Such advertisements can include still shots, animation,
movies, sound, etc. Advertisements sponsored by companies, prize
providers, game providers, or other sources can be displayed and,
in another aspect of the present invention, can be directly related
to prize or game information. For example, a sponsor may have
contributed to prizes available to players on the advertising game
apparatus, so that the advertisement has a direct relation to
prizes and can thus increase the effectiveness of such advertising.
A sponsor might also supply free games for players in exchange for
displaying advertisements, or may simply pay the game or prize
database server for advertising time. Still yet, a player can play
an advertiser-sponsored game and directly win an advertiser's prize
if a task is accomplished. Thus, using the linked advertising and
prize redemption system disclosed herein, multiple revenue streams
from advertisers are offered to a game operator and also offer the
sponsors more effective advertising.
[0111] FIG. 10 illustrates the process of the present invention by
which the error handling operation 610 of FIG. 6 is carried out.
Error handling is executed upon a loss of connection between the
prize database server and the desktop or laptop computer, as
determined by decision 1000. If a loss of connection is detected,
the game parameters in the prize database server will not have had
the chance to be updated at game end-time. As such, in order to
compensate the user, a predetermined number of game or prize
credits may be awarded to the user in operation 1006.
[0112] Since awarding game or prize credits in response to
connection loss may provide an incentive for intended connection
loss during game play, certain precautions are necessary. In one
embodiment, a method may be implemented for tracking players who
regularly `drop` connections. The software on the game apparatus,
i.e. the communicator module, may try to solve the problem when
communication is re-established, but if it cannot fix the problem,
the player may be given the opportunity to play the game again for
free as long as they have not exceeded a predetermined maximum
number of free game or prize credits. Such predetermined maximum
number of free games may be established in predetermined time
intervals, i.e. 10 credits/month, to limit the negative affects of
fraud.
[0113] In the event that a user has exceeded the predetermined
maximum number of free games in decision 1002, the user may be
notified and given a customer service number to call in operation
1004. Customer service will have the ability to give the user some
more credits on a discretionary basis. Once connection has been
reestablished, the communicator module will update the server with
any data cached prior to the connection loss.
[0114] In the awarding prizes operation 612 of FIG. 6, prizes of
various types may be awarded. The term "prize", as used herein, is
intended to generically refer to any merchandise, souvenir, food
item, game credits or other physical goods or services which can be
offered to players of redemption games and which may have value
other than as a medium of exchange for use in the gaming
environment. A radio, stuffed animal, toy model, coupon for
monetary value outside the gaming environment, gift certificate,
cash, and free games to be played on game apparatus are all
examples of "prizes." A prize might also be a promotional coupon or
cash prizes, which can encourage players to return to the current
gaming environment more quickly in the future.
[0115] "Prize credits" differ from a "prize" since they can be used
to redeem other types of prizes. In one embodiment, the prize
credits that are awarded represent a type of universal currency
that may be used for prize redemption purposes. In use, prizes may
be made available for various amounts of the universal prize
credits.
[0116] The amount of prize credits awarded to the player may be
based upon a game score or other result of a game process. In
addition, special or progressive goals may be achieved by the
player to win an additional or specified number of universal prize
credits. In the preferred embodiment of the redemption system,
"prize credits" are used as a medium of conversion from game score
to prize value.
[0117] As an option, specific prize credits may be awarded which
may be redeemed for specific prizes awarded to the user. Specific
prize credits are to be distinguished from the universal credits
described above. A "specific prize" or "instant prize," as referred
to herein, is a particular prize or type of prize that a player can
be directly and immediately awarded and, in most cases, can
immediately receive due to a particular winning result on a game
apparatus. A "specific prize credit," as referred to herein, is
thus an electronic voucher that can be exchanged for the specific
prize only.
[0118] The prize credits, as described hereinabove, may be awarded
by any one of various methods. In the case of the specific prize
credit, the same may be downloaded prior to beginning play of the
game. This prevents complications if a connection with the prize
database server is lost during play. Further, such feature allows
the player to know the prize(s) at stake prior to play for legal
purposes, and also allows the specific prize credit to be
immediately displayed upon being awarded without delay due to
downloading. As an option, the specific prize credit may even be
displayed during play prior to being awarded for enticement
purposes.
[0119] In another embodiment, an ordered list of specific prize
credits may be displayed during play. Ideally, such list of
specific prize credits may be generated based on business rules on
a periodic, i.e. 24 hours, basis. Such business rules may include a
current total number of specific prize credits a current player has
been rewarded in the past, a desired payout percentage, a current
average number of game credits that the current player spends per
game, a current total number of specific prize credits available,
and a value of game credit. It should be noted that the foregoing
business rules may vary based on other factors such as a web site
through which the game was accessed, a profile of the player, etc.
If such information is not available for any reason, the present
invention may employ default values to generate the appropriate
specific prize credits. Additional information on such business
rules may be had by reference to U.S. Pat. No. 5,292,127, by Kelly
et al. which is incorporated herein by reference.
[0120] In yet another embodiment, a "frenzy" is afforded by listing
a plurality of specific prize credits along with a current number
of such specific prize credits that are remaining, or have not yet
been awarded. Rules governing how the specific prize credits are
awarded in the present mode are similar to those discussed
previously. However, the types and number of specific prize credits
awarded are predetermined. It should be noted that when the
quantity of any given specific prize credits reaches zero, such
specific prize credit may remain on the list but will graphically
indicate that it is no longer available.
[0121] As an option, the previous embodiment may be modified by
increasing the variety and/or number of specific prize credits
under certain circumstances. This number may be increased based on
the amount of times a particular game is played, the number of
times that different games are played, or by achieving a
game-related goal, thus affording a "frenzy"-type situation.
[0122] In still yet another embodiment, the prize credits may be
awarded in a "progressive" manner. In such embodiment, each user
contributes to a collective progressive pool. The progressive pool,
for example, can be incremented with every game credit spent on any
game apparatus, incremented based on an amount of advertisement
impressions that are served(ideal for when advertiser is paying or
supporting the progressive score), automatically incremented over
time at regular or random intervals, manually incremented by an
operator of the prize database server, calculated in real-time,
etc. The progressive pool is accumulated from the current and
previous games that have been played on any linked game apparatus.
In one embodiment, the increment rate of the progressive pool can
be determined independent of the number of players playing or
advertisements viewed.
[0123] The first player that achieves a predetermined progressive
goal on any of the linked game apparatuses wins the progressive
prize credits pool, where the progressive amount of prize credits
is added to that player's prize credits count. It should be noted
that a progressive bonus number of prize credits may also be
awarded in lieu of a bonus score, thereby avoiding the need for
conversion. Once the progressive bonus score is won, the process is
restarted at a default value for continued play. Progressive goals,
scores, and bonus apparatuses are described in additional detail in
U.S. Pat. 5,292,127, by Kelly et al. which is hereby incorporated
by reference herein in its entirety.
[0124] FIG. 11 illustrates the process of the present invention by
which the awarding prizes operation 612 of FIG. 6 is carried out in
order to contend with the possibility of losing a connection with
the prize database server. Specifically, FIG. 11 illustrates the
process associated with awarding a progressive score or prize
credit amount.
[0125] As shown in FIG. 11, prior to the beginning of each game,
information including a current progressive prize credit or score
amount is retrieved along with a current predetermined increment
rate from the server in operations 1100 and 1102. During use, the
progressive prize credit or score amount is periodically
incremented at the increment rate in operation 1104 for the
duration of the game.
[0126] During the course of the game, the current prize credit or
score amount may be displayed, as indicated in operation 1106. If
the player achieves the high score or some other related goal, all
of the current progressive prize pool or score amount is awarded
the user. At the end of the game in operation 1108, information
including the current prize credit or score amount is sent to a
host server for redemption purposes. By downloading both an
increment rate and a progressive prize credit or score amount,
communication with the server need only be established once at the
beginning of the game.
[0127] In one embodiment, a particular method may be used to
calculate a dynamic progressive score increment rate during the
course of the game. In such embodiment, a calculation is made
periodically to determine the current increment rate which is, in
turn, used to calculate the current progressive pool that is to be
displayed. In one embodiment, such calculation may be carried out
every 2 minutes. It should be noted that the increment rate
reflects the amount of time required for the progressive prize
credit pool to be incremented by one prize credit, e.g., a prize
credit is incremented every 1.824 seconds.
[0128] To calculate the current increment rate, a current total
number of games played is first determined. The current total
number of games increments each time a game is begun at a certain
site on the network and in a certain mode, i.e. progressive mode,
tournament, etc. Next, a previous total number of games is
subtracted from the current total number which, of course, will be
larger. The previous total number of games is the total number of
games that was retrieved when the increment rate was last
calculated. Thereafter, a difference between the current total
number of games played and the previous total number of games
played is multiplied by a prize credit fraction that determines a
desired pay-out of the progressive game, thus rendering a prize
credit increment product.
[0129] Next, an amount of time that has elapsed since the last
calculation of the increment rate is determined by subtracting a
last counter read time from a current time. This elapsed time is
then converted into milliseconds and divided by the prize credit
increment product. This renders the current increment rate.
[0130] In another embodiment, a client computer may store a time
when the player achieves the high score or other related goal.
Subsequently, upon reconnection with the host server, information
including such time may be communicated thereto. This time may then
be used in conjunction with tables on the host server that have
different progressive scores based on different times and dates.
For example, as time progresses from a designated start time of the
progressive scoring, the amount of the awarded progressive score
increases.
[0131] Further information including a cap or maximum progressive
score may be retrieved from the host server prior to the game or
any other time to prevent such score from exceeding a predetermined
amount. In the alternative, such information may be stored and
utilized on the host server. These features aid in preventing
fraudulent activity.
[0132] As an option, the games may be played in a tournament-type
fashion. During tournament play, various user may play against each
other. To ensure fairness, various aspects of the games played may
be maintained constant. For example, in the case of card games, the
electronic virtual playing deck may be made to deliver similar
results in the games of each of the players. To enhance tournament
play, top scores of tournament players may be tracked over a period
of time for the purpose of awarding a particular prize pool or a
portion thereof to the highest score, etc. More information on
tournament play may be had by reference to U.S. Pat. No. 5,292,127,
by Kelly et al. which is hereby incorporated by reference herein in
its entirety.
[0133] FIG. 11A illustrates a method of the present invention for
determining payment for participating in a network gaming
tournament. As shown, a plurality of networked game apparatuses are
first provided in operation 1150 for allowing games to be played by
a plurality of players in a tournament. Such game apparatuses allow
the play of games in exchange for game credits, or rely on funding
provided by advertisers or the like.
[0134] After the play of game(s) during a tournament, an indication
of an outcome, i.e. score, of at least one game played by each of
the players is then received in operation 1152. Such outcome may be
manually sent by the player, or automatically sent. Based on a sum
of the outcomes of the games of all of the players, a total amount
of prize credits or prizes is determined in operation 1154. It
should be noted that the game apparatuses are already equipped with
the ability to convert between outcomes of the games and a number
of appropriate prize credits or prizes. Such ability is necessary
for the games to be played during non-tournament play.
[0135] Subsequently, a first portion of the total amount of prize
credits or prizes is partitioned for payment for participation in
the tournament, and a second portion of the total amount of prize
credits or prizes is awarded to one or more winning players based
on the outcome of the at least one game thereof. Note operations
1156 and 1158. As an option, a first predetermined part of the
second portion may be allocated for a first winner, a second
predetermined part of the second portion may be allocated for a
second winner, and so on.
[0136] In one embodiment, at least one winning player may be
indicated on a list accessible on a site on the network. Such list
may be updated upon receiving an indication of an outcome of at
least one game played by another one of the players. This process
may continue until all of the outcomes are received. As an option,
a notice may be sent to at least one player each time the list is
updated. Such notice, i.e. e-mail, may be given only to those
players whose winnings are affected, or anybody desired.
[0137] In another embodiment, the total amount of prize credits or
prizes may be determined by receiving a total sum of outcomes of
the games for each of the players. Such total sum may then be
divided by a number of the games played by each player. Such
process renders an average outcome value per game for each player.
The total amount of prize credits or prizes may be then determined
based on a sum of the average values of the players. For additional
incentive purposes, each of the players may be awarded a
predetermined number of prize credits or prizes irrespective of an
outcome of the games.
[0138] It should be noted that the game experience of each of the
players may be set to be the same. Further, the network gaming
system may tailor the experience upon each game. In a trivia game
example, the network gaming system may track each time a tournament
trivia game is played. Thereafter, each consecutive time the trivia
game is played, a different line of questions may be provided. In
operation, all players in the tournament may be given the same set
of questions depending on whether it is their first, second, third,
etc. entry. After the database of questions is exhausted, the
questions may be "wrapped back" around to the first set of
questions.
[0139] FIG. 12 illustrates the process of the present invention by
which the prize redemption operation 614 of FIG. 6 is carried out.
In order to accomplish this, the prize database server is adapted
for displaying at least one prize redemption interface page in
operation 1200 to allow redemption of the prize credits. As an
option, the user interface of the game apparatuses may include a
link to the prize redemption interface page of the prize database
server.
[0140] Once the prize redemption interface page, or "shopping
center", has been accessed, the user is required to register in
operation 602 (see FIG. 7) if it is determined that he or she is
not already registered in decision 1202. After an identity of the
user is verified, selection of a desired prize may be executed in
operation 1204. In the case where the prize credit is a specific
prize credit which corresponds with an undesired prize, the user
may have the option of replacing the specific prize credit with
universal prize credits. Upon selection of the desired prize,
shipping information may be verified in operation 1206.
Subsequently, the prize may be delivered by any capable means and
the account of the user may be adjusted to reflect the current
available prize credits accordingly. Note operation 1208. It should
be noted that user registration may not be required for merely
browsing the prize redemption interface page.
[0141] In an alternate embodiment, a user may elect for the prize
database server to automatically deliver a prize corresponding to
any specific prize credit awarded. In such case, the prize database
server may use the player's default account settings for shipping.
During the course of delivery, the users may receive emails
indicating that a delivery has been confirmed and also when the
prize is to be shipped. As an option, the user may be notified of a
back-order.
[0142] In addition to the foregoing capabilities, the prize
redemption interface page and prize database server may include a
virtual shopping cart function, a checkout capability, shipping
address modification module, etc. If the virtual shopping cart
function is employed, any specific prize credit that is awarded may
be immediately deposited therein. At any desired time, prizes
depicted on the prize redemption interface page may be added and
removed. Optionally, the prize redemption interface page may
display advertisements, notification of specials, legal
disclaimers, etc.
[0143] FIG. 13 is a graphical user interface 1300 for allowing play
of a game that is "prize-enabled" in accordance with the present
invention. As shown, a frame 1302 is shown to include a first
display 1304 for depicting a current amount of available credits of
a particular user based on the user identification code. A second
display 1306 is provided for depicting a number of prize credits
that are currently awarded to the user. Also positioned on the
frame 1302 is a third display 1308 for indicating either a
point-to-prize credit conversion table, a list of possible prizes,
or a list of high scores.
[0144] The frame 1302 is also equipped with links including a
select game link 1310 for allowing selection of a game to play and
buy credits links 1312, 1313 for purchasing additional game
credits. Upon selection of either the select game link 1310 or the
buy credits links 1312, 1313, both the user identification code and
the site identification code is transmitted to the prize database
server for the reasons set forth earlier. Shop links 1314, 1316 are
also provided for linking to the prize redemption user interface of
the prize database server. Upon selection of one of the shop links
1314, 1316, a site identification code is transmitted in order to
allow the prize redemption user interface to be equipped with
specifically tailored insignias and other "look and feel"
features.
[0145] With continuing reference to FIG. 13, a start button 1318
may be included to execute the game that is currently selected. A
display bar 1320 may also be shown for advertisement, informative,
or any other purposes. Further, a member link 1322 and a help link
1324 may be included for providing various miscellaneous services.
Positioned in the frame is a game interface 1326 that is to be
executed. Ideally, the game is configured with dynamic HTML.
[0146] FIG. 14 illustrates an optional advertisement feedback
capability of the present invention. Such feature is adapted for
reporting interest in an advertisement displayed during use of a
network system, and in particular, a network gaming system of the
present invention. This system enables a provider of the network
gaming system to focus advertising towards particular users of the
network system and also report the interest shown by particular
users towards particular advertisers and advertisements.
[0147] As shown in FIG. 14, the advertisement feedback system of
the present invention stores user profiles of a plurality of users
of a network system in operation 1400. After a user logs onto the
network system in operation 1402, an advertisement by a sponsor of
the network system is displayed on a visual display of the
particular user in operation 1404.
[0148] In response to an action by the user, the network system
sends the particular user's profile to the sponsor. Note operation
1406. The user profile may contain a great deal of previously
collected information. Thus, this system allows a network system
provider to strategically pass on a wealth of marketing information
of the users of the network system. As an option, the method by
which the marketing information is delivered may be selected by the
user and may include modes of communication such as electronic
mail, ground mail, etc. This selection may be effected during
log-on, registration, or at any other time. Also, the user may be
connected to a site on the network associated with the advertisers
upon a user selecting, or "clicking" on the advertisement. If the
marketing information is sent by a network provider, the advertiser
may be informed of the delivery of the appropriate information.
[0149] The advertisement may relate to an offered prize or a
particular game capable of being played on the network gaming
system. As an option in this network gaming system embodiment, the
user profile of the user may be sent to the advertiser as a result
of the user being awarded a prize.
[0150] In one embodiment, the user action may occur while the
advertisement is being displayed. As one option for this
embodiment, the user action may comprise the user actually
selecting the displayed advertisement. This way, the provider has a
way to identify immediate user interest in a particular
advertisement. With such an embodiment, the network system provider
is able to easily relay user interest in a particular sponsor at
the time that the user actually experiences the sponsor's
advertisement. This embodiment also provides a way for a network
system provider to determine which advertisements their users are
more interested in. With this information, the provider is then
able to arrange and time the display of advertisements in an manner
to optimize the effectiveness of the advertisements towards the
users of the network system.
[0151] While various embodiments have been described above, it
should be understood that they have been presented by way of
example only, and not limitation.
[0152] Thus, the breadth and scope of a preferred embodiment should
not be limited by any of the above described exemplary embodiments,
but should be defined only in accordance with the following claims
and their equivalents.
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