U.S. patent application number 10/822611 was filed with the patent office on 2004-10-14 for system and method for providing products to game players.
Invention is credited to Gelman, Geoffrey M., Heinemann, Kurt H., Jorasch, James A., Suarez, Jose A., Tedesco, Daniel E., Tedesco, Robert C., Tulley, Stephen C., Walker, Jay S..
Application Number | 20040204247 10/822611 |
Document ID | / |
Family ID | 33136355 |
Filed Date | 2004-10-14 |
United States Patent
Application |
20040204247 |
Kind Code |
A1 |
Walker, Jay S. ; et
al. |
October 14, 2004 |
System and method for providing products to game players
Abstract
According to some embodiments of the present invention a system
and method are provided for enabling a player to receive at least
one entitlement to a product or service. The method may include
receiving information about at least one merchant, enabling play of
a game by a player, determining merchant information to communicate
to the player, and providing at least one entitlement to the
player. In some embodiments, one or more steps may be based on the
player's play of the game.
Inventors: |
Walker, Jay S.; (Ridgefield,
CT) ; Heinemann, Kurt H.; (Wilton, CT) ;
Suarez, Jose A.; (Fairfield, CT) ; Jorasch, James
A.; (Stamford, CT) ; Tedesco, Daniel E.;
(Huntington, CT) ; Tulley, Stephen C.; (Fairfield,
CT) ; Gelman, Geoffrey M.; (Stamford, CT) ;
Tedesco, Robert C.; (Huntington, CT) |
Correspondence
Address: |
Michael D. Downs
Walker Digital Management, LLC
Five High Ridge Park
Stamford
CT
06905
US
|
Family ID: |
33136355 |
Appl. No.: |
10/822611 |
Filed: |
April 12, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60462092 |
Apr 10, 2003 |
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60463134 |
Apr 15, 2003 |
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60512869 |
Oct 21, 2003 |
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60523744 |
Nov 20, 2003 |
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60523758 |
Nov 20, 2003 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/57 20130101;
A63F 13/85 20140902; A63F 2300/50 20130101; A63F 2300/5546
20130101; A63F 13/792 20140902; A63F 13/12 20130101; G06Q 30/02
20130101; A63F 13/61 20140902; A63F 2300/5513 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A game system for providing a local edition of an online game,
the game system comprising: a game device; a game server in
communication with the game device, the game server comprising: a
processor, and a storage device in communication with the
processor, the storage device storing instructions adapted to be
executed by the processor for: receiving from the game device an
indication of a geographic location; determining game content based
on the geographic location; transmitting the game content to the
game device; and determining at least one product guarantee to
offer a player based on the geographic location.
2. The game system of claim 1, further comprising: a second storage
device in communication with the game server, the second storage
device storing data that identifies a plurality of prize sponsors,
in which each prize sponsor of the plurality of prize sponsors is
associated with respective geographic data, and in which each prize
sponsor of the plurality of prize sponsors is associated with at
least one respective product guarantee.
3. The game system of claim 1, in which determining the at least
one product guarantee to offer the player comprises: identifying a
local prize sponsor from the plurality of prize sponsors based on
the geographic location and the respective geographic data
associated with each prize sponsor; and determining a product
guarantee to offer the player, in which the product guarantee is
associated with the local prize sponsor.
4. A method comprising: determining geographic data that is
associated with a user; determining at least one game element based
on the geographic data; initiating a game for the user, the game
including the at least one game element; determining a price level
of the user; determining whether to provide at least one product
guarantee to the user based on the price level; and providing the
user with at least one product guarantee.
5. The method of claim 4, in which determining the price level of
the user comprises: increasing the price level based on play of the
game by the user.
6. The method of claim 4, further comprising: displaying an
indication of the price level to the user.
7. The method of claim 4, in which displaying the indication of the
price level comprises: displaying the price level using a price
meter.
8. The method of claim 4, in which the price level comprises a
credit amount.
9. The method of claim 4, in which the price level comprises a
price.
10. The method of claim 4, further comprising: determining a
purchase amount for the at least one product guarantee; and
receiving the purchase amount from the user.
11. The method of claim 10, in which determining the purchase
amount comprises: determining the purchase amount based on the
price level.
12. The method of claim 10, in which determining the purchase
amount comprises: determining a target price; and subtracting the
price level from the target price to determine the purchase
amount.
13. The method of claim 4, in which the at least one game element
comprises at least one of: an indication of a merchant, a
representation of a product, a price of a product, a question about
a price of a product, and an indication of a location of the
user.
14. The method of claim 4, further comprising: determining a
plurality of offers based on the geographic data.
15. The method of claim 4, further comprising: transmitting
respective indications of a plurality of products to the user.
16. The method of claim 4, further comprising: displaying a
showcase of products to the user.
17. The method of claim 4, in which determining whether to provide
at least one product guarantee to the user comprises: determining,
based on the price level, how many product guarantees the user is
eligible to receive.
18. The method of claim 4, further comprising: receiving a payment
from the user in exchange for the at least one product
guarantee.
19. The method of claim 4, further comprising: determining an
amount to charge the user for the at least one product
guarantee.
20. A method comprising: determining geographic data that is
associated with a player; determining a plurality of product
guarantees based on the geographic data; initiating a game;
determining a price level of the player in the game; determining,
based on the price level, whether to allow the player to select at
least one product guarantee from the plurality of product
guarantees; and receiving an indication of a selection by the
player of at least one product guarantee.
21. A method comprising: determining location data that is
associated with a customer; initiating a game based on the location
data; determining that the customer is eligible to receive at least
one product guarantee based on play of the game by the customer;
determining whether the customer accepts at least one product
guarantee; and if the customer accepts at least one product
guarantee, transmitting redemption information to the customer, the
redemption information including an indication of the at least one
product guarantee.
22. The method of claim 21, in which the redemption information
comprises information about a printable certificate.
23. The method of claim 21, in which the redemption information
comprises a prize code.
24. The method of claim 21, further comprising: storing an
indication of distribution of the at least one product guarantee to
the customer.
25. The method of claim 21, further comprising: receiving a request
from a merchant to validate a product guarantee.
26. The method of claim 25, further comprising: determining whether
the product guarantee is valid.
27. The method of claim 26, further comprising: transmitting to the
merchant a signal that indicates whether the product guarantee is
valid.
Description
[0001] The present Application claims the benefit of priority
of:
[0002] a) U.S. Provisional Application No. 60/462,092 filed Apr.
10, 2003, entitled "SYSTEM AND METHOD FOR PROVIDING PRODUCTS TO
GAME PLAYERS," in the name of Walker et al.;
[0003] b) U.S. Provisional Application No. 60/463,134 filed Apr.
15, 2003, entitled "SYSTEM AND METHOD FOR AWARDING RETAIL
ENTITLEMENTS THROUGH AN ONLINE GAME," in the name of Walker et
al.;
[0004] c) U.S. Provisional Application No. 60/512,869 filed Oct.
21, 2003, entitled "APPARATUS, SYSTEMS AND METHODS FOR TRACKING THE
REDEMPTION OF PROMOTIONAL OFFERS," in the name of Walker et
al.;
[0005] d) U.S. Provisional Application No. 60/523,744 filed Nov.
20, 2003, entitled "APPARATUS, SYSTEMS AND METHODS FOR PROVIDING
INFORMATION TO MERCHANTS," in the name of Walker et al.; and
[0006] e) U.S. Provisional Application No. 60/523,758 filed Nov.
20, 2003, entitled "APPARATUS, SYSTEMS AND METHODS FOR TRACKING THE
REDEMPTION OF PROMOTIONAL OFFERS," in the name of Walker et al.
[0007] The entirety of each of the above Provisional Applications
is incorporated by reference herein for all purposes.
BACKGROUND
[0008] Numerous businesses in the United States and abroad are
designed to serve local customer bases. Some examples of local
merchants include restaurants, dry cleaners, barber shops, beauty
parlors, tailors, convenience stores, car washes, gas stations,
auto-body shops, and so on. Attracting and retaining a base of
local customers is important to the success of most retail
endeavors. Due to the relatively small volume of customers at many
local merchants, an extra few customers per week may significantly
increase profits and revenue for the merchants. Historically, many
retailers have tried to attract local customers through advertising
and promotions. However, advertising costs are on the rise, and
many commentators argue that advertising is steadily becoming less
effective. Further, promotional vehicles such as coupons are
declining in effectiveness. Accordingly, an ongoing need exists
among retailers for systems and methods designed to facilitate the
acquisition of local customers.
BRIEF DESCRIPTION OF THE FIGURES
[0009] The accompanying drawings depict some exemplary embodiments
of the present invention:
[0010] FIG. 1 is a diagram illustrating an example system according
to some embodiments of the present invention;
[0011] FIG. 2 is a diagram illustrating an example controller
according to some embodiments of the present invention;
[0012] FIG. 3 is a diagram illustrating an example of a user device
or merchant device according to some embodiments of the present
invention;
[0013] FIG. 4 is a table illustrating an example data structure of
a player database for use in some embodiments of the present
invention;
[0014] FIG. 5 is a table illustrating an example data structure of
a game session database for use in some embodiments of the present
invention;
[0015] FIG. 6 is a table illustrating an example data structure of
an offer database for use in some embodiments of the present
invention;
[0016] FIG. 7 is a table illustrating an example data structure of
a presentation rules database for use in some embodiments of the
present invention;
[0017] FIG. 8 is a flow chart illustrating an example process
according to some embodiments of the present invention;
[0018] FIG. 9 is a flow chart illustrating an example process
according to some embodiments of the present invention; and
[0019] FIG. 10 depicts an example screen of a game according to
some embodiments of the present invention;
[0020] FIG. 11 depicts an example screen of a game according to
some embodiments of the present invention;
[0021] FIG. 12 depicts an example screen of a game according to
some embodiments of the present invention; and
[0022] FIG. 13 is a table illustrating an example data structure
indicating an amount by which a price level will increase according
to some embodiments of the present invention.
DETAILED DESCRIPTION
[0023] Applicants have recognized that some types of game players
would find it appealing to play a game that is configured, at least
in part, based on geographic data. According to some embodiments of
the present invention, one or more elements of a game may be
configured based on geographic data associated with a player. For
example, based on a player's selection or indication of a
particular geographic location, some associated game elements
(e.g., subject matter of game questions, theme elements, graphics,
audio, prizes) may be identified and used to provide a "local
edition" of a game to the player.
[0024] Applicants have further recognized that some types of game
players may find it appealing to play for prizes that are relevant
to their geographic area. Some embodiments allow for an entity
(e.g., a game server, a prize server) to identify one or more
available prizes based on geographic data associated with the
player. For example, based on a player's success in playing a game,
the player may be allowed to select (and/or may be awarded) a prize
determined based on geographic data provided by the player (e.g., a
selection of a particular "local edition" of a game, a residential
address).
[0025] According to some embodiments of the present invention, a
prize may comprise an entitlement (e.g., to a retail product or
service). In other embodiments, a prize for play of the game may be
the opportunity to obtain at least one entitlement. For example, a
player of a game may be permitted to receive at least one
entitlement to a product or service based on the player's play of
the game.
[0026] In at least one embodiment of the present invention, a
player can earn (e.g., based on game performance) the ability to
purchase one or more entitlements. According to some embodiments,
the amount required to purchase an entitlement may be based on the
player's performance in a game.
[0027] Various embodiments of the present invention allow for an
entity (e.g., a game server) to manage play of an online game that
awards prize entitlements redeemable at retail merchants and/or to
allocate such prize entitlements (e.g., based on game performance)
to geographically relevant users. According to some embodiments,
elements in the online game are configured based on geographic data
associated with a prospective customer. For example, based on a
prospective customer's selection of a geographic location, products
from local retailers are selected from a database and used to form
a "local edition" of a pricing-themed game. Alternatively or
additionally, based on geographic data associated with a
prospective customer, the online game may be configured to award
certain geographically relevant prizes (e.g., entitlements to
products marketed by local retailers).
[0028] Applicants have also recognized that some types of retailers
may find new systems and methods that are useful in facilitating
the acquisition of local customers to be appealing. For instance,
attracting and retaining a base of local customers is important to
the success of most retail endeavors. Historically, many retailers
have tried to attract local customers through advertising and
promotions. However, advertising costs are on the rise, and many
commentators argue that advertising is steadily becoming less
effective. Further, promotional vehicles such as coupons are
declining in effectiveness. One or more embodiments of the present
invention provide for systems and methods that advantageously allow
for the distribution of various types of prizes, including
entitlements redeemable at retail merchants. In some embodiments,
the distribution is managed in a centralized, online system (e.g.,
through presentation of an online game).
[0029] Applicants have further recognized that retail merchants may
find it appealing, in accordance with some embodiments of the
present invention, to be able to promote goods and services to
prospective customers from predefined geographical regions by
awarding promotional entitlements through online games. In one or
more embodiments, the promotional entitlements may be based on
geographic data associated with such prospective customers.
[0030] Applicants have also recognized that some types of retailers
would find it appealing, in accordance with some embodiments of the
present invention, to utilize an entertaining way to (a) distribute
promotional entitlements to geographically relevant prospective
customers, and/or (b) educate prospective customers about goods and
services offered by local retail merchants (e.g., via an online
game experience). For example, some types of retailers would find
it appealing to use an online game system to entice players of the
game (prospective customers) into customers. Similarly, prospective
customers would find it appealing to be able to receive promotional
entitlements and/or information about local products and services
in an entertaining way.
[0031] In some embodiments, merchants may be able to attract new
customers by providing products or services at sub-retail prices.
Users may, in turn, obtain products at steep discounts while
enjoying an entertaining game experience.
[0032] In some embodiments, a controller may make a profit from
selling game plays to users and/or from receiving payments from
users based on a gap between a price level provided to a user
(e.g., through play of a game). Preferably, the gap or payment
amount is greater than the price that the controller paid (if any)
to obtain a corresponding product guarantee or other
entitlement.
[0033] Some embodiments of the present invention provide the
benefit that a controller needs not handle actual products. For
example, while the controller may maintain information about what
products are available at participating merchants, the controller
need not itself take possession of actual merchandise.
[0034] According to some embodiments of the present invention, a
merchant sells a product guarantee to a controller. The controller
sells to a user a means for obtaining the product, and the user
obtains the product from the merchant.
[0035] Various embodiments of the present invention are described
herein with reference to the accompanying drawings. The leftmost
digit(s) of a reference numeral typically identifies the figure in
which the reference numeral first appears. As will be understood by
those skilled in the art, the drawings and accompanying
descriptions presented herein are exemplary arrangements for stored
representations of information. A number of other arrangements may
be employed besides the tables shown. Similarly, the illustrated
entries represent exemplary information, but those skilled in the
art will understand that the number and content of the entries can
be different from those illustrated herein.
[0036] A. Introductory Example
[0037] The following scenario describes an exemplary embodiment in
which a user may win a price level through play of a game. The
example is provided merely as a brief introduction and to
illustrate some embodiments and features of the present invention,
and should not be construed as limiting the scope of the invention
in any way. Various other embodiments and examples of embodiments
are discussed in further detail herein, and others will be apparent
to those skilled in the art in light of the present disclosure.
[0038] According to this example scenario, Susan used her home
computer to log onto an online game show website called "The Price
is Right.TM. Online." She had heard about the website from a
friend. Her friend had told her that The Price is Right Online is
where people can participate in an online game show in order to win
prizes for low prices, typically for less than a dollar. Susan
registered for the website by providing her name, address, email
address, and credit card number. As a first time user, she was
provided with a free $5.00 credit to an account established with
The Price is Right Online. After reading through some brief
instructions, Susan elected to begin play of the game. Her account
was charged $0.25 for the game, leaving her with $4.75.
[0039] Before beginning play of the game, Susan was instructed to
choose a product showcase. The product showcase would contain
twenty-four products or services for which Susan would play the
game. Each of the twenty-four products would be from merchants in
Susan's local area. Several showcase descriptions were listed,
including a "General Showcase," a "Dining Showcase," a "Premium
Showcase," and a "Household Products" showcase. Each showcase had
an associated target price, which indicated the average retail
price of all of the products within the showcase. Susan chose the
General Showcase, which had a target price of $10.00.
[0040] At the beginning of the game, a meter was displayed on
Susan's screen. The meter consisted of a box on her screen showing
numerals displayed to indicate a price. The meter now showed a
starting credit amount or price level of $0.00. Beside the meter
was a graphic depiction of a thermometer. At the top of the
thermometer was printed the target price of $10.00. Currently,
there was no mercury in the thermometer.
[0041] The game consisted of four multiple-choice questions. Each
question related to the prices of products or services from Susan's
chosen showcase. After showing Susan the meter, a new screen
displayed the first question. The question read, "Which three of
the following six products have the highest retail prices?" Six
product images and corresponding text descriptions were displayed
below the question.
[0042] Susan clicked on three of the products, and then clicked on
a "submit answer" button. The screen on her computer then changed
to show her a message, "Congratulations, all your answers were
correct." Below the message, her price meter was displayed
prominently. The price level displayed started at $0.00, but then
started increasing rapidly until it reached $2.05. Beside the image
of the price meter was a thermometer. As the price level increased,
the mercury in the thermometer was shown to increase
proportionally. The thermometer was now approximately 20% full.
[0043] A new screen appeared with another question and more
products. "Which one of the following six products has the lowest
retail price?" Susan again selected an answer and again was taken
to screen with her price meter. She had gotten the correct answer,
so her price level increased from $2.05 to $4.10. The next question
was "Which three of the following six products have the lowest
retail prices?" Susan clicked on three answers and was again taken
to the screen with her price meter. This time, the message read,
"Congratulations, two of your three answers were correct." The
screen also showed the six possible answer choices from the
question, with the proper choices highlighted. Susan's price level
now increased from $4.10 to $6.50. The level of mercury in her
thermometer also increased proportionally.
[0044] On Susan's final question, she selected two of three correct
answers. Susan's price level now increased from $6.50 to a final
price level of $8.80. The mercury in her thermometer again
increased. The thermometer was now almost 90% full. A new screen
then displayed the message, "Congratulations, you have won a price
level of $8.80. This leaves you with a gap of only $1.20 between
your price level and the average retail price of the products
below. You may now select up to three of the following 24 products
to purchase. You may purchase each by paying only $1.20. You have
already won the remainder of the purchase price!" Under the message
were graphic illustrations and short text descriptions of
twenty-four products. Among the products were pizzas, appetizers,
entrees, and desserts at local restaurants, car washes, haircuts,
oil changes, manicures, dry cleanings, and more. Susan noticed that
all of the products presented were products she had been asked
about during the game.
[0045] Susan selected three of the products by clicking on their
respective images. Her account was charged $3.60 (3.times.$1.20),
leaving her with $1.15. Susan's screen then displayed a message,
"Thank you for playing. To obtain your products just click on the
`print` button below. Your printer will print out three
certificates, one for each product you purchased. Just bring each
certificate to the indicated local merchant in order to receive
your product."
[0046] Susan clicked on the print button, and her printer printed
out the three certificates. Susan took each certificate to the
local merchant offering the corresponding product. At each
merchant's store, she was able to exchange a certificate for one of
her products. Also, once at the stores, Susan was able to learn
more about what types of other products and services were
available. At one store, much to the merchant's satisfaction, Susan
made several purchases in addition to redeeming her
certificate.
[0047] B. Terms and Example Meanings
[0048] Throughout this disclosure and unless otherwise indicated,
the following terms may include and/or encompass example meanings
described herein. Of course, other meanings encompassed by such
terms may be understood by those of ordinary skill in the art in
light of the disclosure.
[0049] Central computer, controller, central controller, server: An
electronic device (e.g., a computer) that preferably is configured
to communicate with one or more other devices, such as a user
device and/or a merchant device. In one example, a central
controller may be configured to communicate with one or more
retailer devices so that promotion data can be uploaded, accessed,
updated, and the like. In another example, a central controller may
be configured to write to and read from local and/or remote
databases that store data concerning retailers, customers, games,
and the like. In another example, a central controller may be
configured to host a website (e.g., a game-themed website that
allows remote users to play games and potentially win retail
entitlements).
[0050] Customer, player, prospective customer, user: A consumer who
communicates with the central computer through a user device. For
example, a user may participate in one or more online games that
potentially award retail entitlements.
[0051] Game element: A feature or aspect of a game. Game elements
may include, but are not limited to, (a) visual images of products
for sale at retail merchants, (b) visual images of products that
may be awarded through an online game, (c) prices of products for
sale at retail merchants, and (d) visual images of geographic areas
or landmarks therein. In some embodiments, the game may be an
online game that potentially awards retail entitlements.
[0052] Geographic location, geographic position, position data,
location data: A data element that includes an indication of a
location of a particular party or entity (e.g., a consumer or a
retailer). Geographic location data may indicate, for example, a
user's residence, a user's contact information, a merchant's place
of business, and/or a user's current location. Such information may
include, but is not limited to, a street address and/or ZIP code,
global positioning system (GPS) coordinates, Internet Protocol
address, and the like. In one embodiment, geographic location data
may comprise or be included in a signal transmitted by a user
(e.g., to a central computer). In one example, such a signal may
indicate a customer's selection of a geographic area and/or a
version or edition of an online game (e.g., the version is
associated with at least one particular geographic area).
[0053] Geographic region: A geographic area that may be useful in
determining the relative positions of system participants (e.g.,
customers, retailers). Preferably, a geographic region includes
more than one geographic location. Retailers and/or the operators
of the central controller may define geographic region data. In one
example, geographic region data may be stored in a database (e.g.,
accessible by a central controller).
[0054] Geographic data: Data that includes geographic region data
and/or location data (e.g., that is associated with a user,
merchant, or other entity).
[0055] Local customer, local prospective customer, prospective
local customer: A consumer who is associated with (e.g., resides
at) a geographical location that is within a geographical region
associated with a particular retailer.
[0056] Non-local customer, non-local prospective customer,
prospective non-local customer: A consumer who is associated with
(e.g., indicates to a central controller) a geographical location
that is outside of a geographical region associated with a
particular retailer.
[0057] Retailer, retail merchant, participating retailer, merchant,
participating merchant: A seller of goods and/or services.
Preferably, a merchant registers with the operator of a central
controller to provide retail entitlements to prospective customers
(e.g., through a website or other distribution means).
[0058] Prize, award: In some embodiments a prize or award refers to
a good, service or other benefit (e.g., an offer, an entitlement)
indicated or sponsored by a merchant. In one example, an award may
be supplied by a merchant to a central controller (e.g., prize
server, game server) for distribution to players of a game. In some
embodiments, a prize or award may refer to the granting of access
to or the determining that a player is eligible to receive,
purchase or otherwise obtain an entitlement. For example, a player
of a game may be awarded with the ability to select from one or
more presented offers. Alternatively, or in addition, a prize may
refer to a good, service or other benefit (e.g., an offer, an
entitlement) provided or distributed to a user. For example, an
award may include a voucher or other representation of a user's
entitlement to a product, or, in some embodiments, may refer to the
product itself. In one example, a prize is provided to a player
participating in an online game. In another example, game
contestants may select (e.g., from an inventory of available prizes
or "prize showcase") one or more benefits and "claim" or "accept"
them (e.g., by printing out a "prize claim ticket") after
successfully completing a game session (or portion thereof). In
some embodiments, a particular merchant may provide more than one
offer to a system (e.g., a first offer is a meatball sandwich and a
second offer is a dessert).
[0059] Retail entitlement, entitlement: In some embodiments, an
entitlement includes the right to receive a particular product or
service from a retailer (e.g., by presenting a certificate to the
retailer). In other embodiments, an entitlement may include the
right to purchase a product or receive a service from a retailer at
a discounted price. In some embodiments, retail entitlements are
awarded through online games (e.g., based on a player's play of a
game). Some types of entitlements may be represented by vouchers
and/or prize codes. In some embodiments, an entitlement may include
a product guarantee, which is a promise (e.g., by a merchant) to
provide a product or service when one or more conditions are
satisfied. In some embodiments, an entitlement may include or be
associated with an offer for a product of service. For example, a
retail entitlement may correspond to an offer for a product
supplied to a central controller by a merchant.
[0060] Price tag: In accordance with some embodiments, a price tag
includes a graphical representation of a price that may decrease
based on the performance of a player in a game (e.g., based on the
degree to which a player has answered at least one game question
correctly). In one example that features a pricing-themed game, a
price tag price decreases based on the number of price-oriented
questions the player has answered correctly. In some embodiments,
the value or price associated with a price tag (e.g., a final or
ultimate price tag) may be used as the basis for determining the
price of one or more retail entitlements.
[0061] Prize meter: In accordance with some embodiments, a prize
meter includes a graphical representation of a credit amount that
may increase based on the performance of a player in a game (e.g.,
based on the degree to which a player has answered at least one
game question correctly). In one example that features a
pricing-themed game, the credit amount increases based on the
number of price-oriented questions the player has answered
correctly. In some embodiments, the value or amount associated with
a prize meter (e.g., a final or ultimate prize meter) may be used
as the basis for determining the price of one or more retail
entitlements.
[0062] Gap amount: In some embodiments, a gap amount describes a
difference between a value, price, or amount (e.g., one that is
associated with a player's performance in a game) and a target
price that is associated with one or more products. In one example,
the gap amount is the difference between (a) the credit amount
(e.g., as indicated by a prize meter) earned by a user (e.g., by
playing a game) and (b) a target price that is based on an average
of the retail prices of products in a given group (e.g., a showcase
of products). In another example, a gap amount is equal to a price
indicated by a price tag (e.g., based on play of a game by a user).
In some embodiments, in order to receive one or more retail
entitlements, a player must pay the central controller an amount
that is based on the gap amount.
[0063] User device, customer device, player device: An electronic
device (e.g., a computer, Personal Digital Assistant, cell phone,
kiosk, etc.) configured to communicate with a central controller
(e.g., over a communications network).
[0064] Game device. Any electrical, mechanical, or
electromechanical device configured or configurable to provide for
play of a game by a user. In some embodiments, a game device may
comprise a computer in communication over the Internet with a
controller (e.g., a game server) to provide for play of an online
game.
[0065] Voucher, prize code: Preferably, a voucher or a prize code
is a representation of a retail entitlement. In one example, a
voucher is an evidentiary manifestation of a retail entitlement and
is made available to a customer who participates in an online.
Vouchers or prize codes may be provided to customers in printed
form (e.g., through the mail) and/or electronically (e.g.,
downloaded to a personal computer or a Personal Digital Assistant).
In some embodiments, a customer presents a voucher or prize code to
a retail merchant. In some embodiments, a merchant may confirm the
validity of a voucher or prize code received from a customer and
may also provide the customer with a good or service.
[0066] C. System
[0067] An example embodiment of the system 100 of the present
invention is depicted in FIG. 1. The present invention can be
configured to work as a system 100 in a network environment
including a controller 102 (e.g., a computer-based server) that is
in communication, via a communications network, with one or more
user devices 104 (e.g., personal computer) and/or merchant devices
106 (e.g., POS terminals, personal computer, validator device). The
controller 102 may communicate with the devices directly or
indirectly, via a wired or wireless medium such as the Internet,
LAN, WAN or Ethernet, Token Ring, or via any appropriate
communications means or combination of communications means. Each
of the devices 104, 106 may comprise computers, such as those based
on the Intel.RTM. Pentium.RTM. processor, that are adapted to
communicate with the controller 102. Any number and type of devices
104, 106 may be in communication with the controller 102.
[0068] Communication between the devices 104, 106 and the
controller 102, and among the devices 104, 106, may be direct or
indirect, such as over the Internet through a Web site maintained
by computer on a remote server or over an online data network
including commercial online service providers, bulletin board
systems and the like. In yet other embodiments, the devices 104,
106 may communicate with one another and/or the controller 102 over
RF, cable TV, satellite links and the like.
[0069] Some, but not all, possible communication networks that may
comprise the network or be otherwise part of the system 100
include: a local area network (LAN), a wide area network (WAN), the
Internet, a telephone line, a cable line, a radio channel, an
optical communications line, and a satellite communications link.
Possible communications protocols that may be part of the system
include: Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.TM., and
TCP/IP. Communication may be encrypted to ensure privacy and
prevent fraud in any of a variety of ways well known in the
art.
[0070] Those skilled in the art will understand that devices in
communication with each other need not be continually transmitting
to each other. On the contrary, such devices need only transmit to
each other as necessary, and may actually refrain from exchanging
data most of the time. For example, a device in communication with
another device via the Internet may not transmit data to the other
device for weeks at a time.
[0071] As described in further detail herein, the controller 102
(e.g., a game server, offer server) is operable to manage and/or
optimize the distribution and display of offer, product, and/or
merchant information. For example, the controller 102 may manage
the communication of merchant-related information to potential
customers (e.g., users playing one or more online games). In
various embodiments, the controller 102 (or, in an alternative
embodiment, a peer-to-peer network) can control, for example,
whether an entitlement will be provided at a given time, whether a
user should be allowed to play a game, and/or determine what types
of merchants and/or offers should be presented to a user (e.g., in
a game, in a showcase of prizes).
[0072] In some embodiments, the controller 102 may function as a
"Web server" that generates Web pages (documents on the Web that
typically include an HTML file and associated graphics and script
files) that may be accessed via the Web and allows communication
with the controller 102 in a manner known in the art. In some
embodiments, the controller 102 may function as a server for
providing online game play (e.g., via the Internet, via an
intranet).
[0073] Any or all of the devices 102, 104, 106 may be, e.g.,
conventional personal computers, portable types of computers, such
as a laptop computer, a palm-top computer, a hand-held computer, or
a Personal Digital Assistant (PDA), or they may be specialized
devices built for specific purposes such as publicly-available
terminals or kiosks.
[0074] In some embodiments, a controller 102 may not be necessary
and/or may not be preferred. For example, the present invention
may, in one or more embodiments, be practiced on a stand-alone user
device 104. In such embodiments, any functions described as
performed by the controller 102 or data described as stored on the
controller 102 may instead be performed by or stored on one or more
gaming devices 104, 106.
[0075] In operation, the controller 102 and the devices 104, 106
may exchange information about the use of the devices by individual
users and/or merchants, messages, merchant information, information
about game conditions, and the like. In embodiments with a
third-party server, the controller 102 and/or the device 104 may
exchange information about the use of the user device 104 by
individual players, data about the players, messages, parameter
information, and the like, via the third-party server. The device
104 may, for example, provide information related to parameters and
conditions to the controller 102 (and/or a third-party server). The
user device 104 (e.g., a game device) may further provide game
performance and player data to the controller 102 (and/or a
third-party server). The controller 102 (and/or a third-party
server) may provide information about parameters and/or historical
information about the player to other devices.
[0076] It is worthwhile to note that the system 100 (and other
systems described herein) may be arranged into a variety of
configurations, with functionality residing in various locations.
Various types of information may be transmitted between different
devices. For example, the controller 102 may control most aspects
of initiating a game session and/or providing one or more
entitlements to a player. A signal may be received, for example, by
a user device 104, which then displays information about the game
session and/or entitlement selection.
[0077] In some embodiments as indicated above, the controller 102
may reside in a user device 104. For example, a user device 104
(e.g., a kiosk) may control most aspects of playing a game. A user
device 104 may not even have a network connection. In some
embodiments, merchant information (e.g., an offer, an entitlement
sponsored by a merchant) may be determined by the controller 102,
but a user device 104 may control when to provide game play. For
example, a user device 104 may receive an indication of a product
to offer the player from the controller 102, and the user device
104 then provides game play, monitors play and game parameters
during the game session, and provides merchant-related information
to the player (e.g., at the end of the game so the player can
select a prize).
[0078] Note that a wide variety of other configurations are
possible, some of which are discussed herein. It should be
understood that methods of the invention may be implemented by one
or more devices 104, 106, one or more controllers 102, other
devices, and/or any combination thereof.
[0079] 1. Controller
[0080] FIG. 2 illustrates an embodiment 200 of the controller 102
of FIG. 1. The controller 200 may be implemented as a system
controller, a dedicated hardware circuit, an appropriately
programmed general purpose computer such as an Intel-based PC, a
server computer or any other equivalent electronic, mechanical or
electromechanical device suited for providing any of various
functionality described herein.
[0081] The controller 200 comprises a processor 205, such as one or
more Intel.RTM. Pentium.RTM. processors. The processor 205 is in
communication with a communication port 270 through which the
processor 205 is able to communicate with one or more other
devices.
[0082] The processor is in communication with at least one input
device 340 and at least one output device 345. Various types of
input devices such as keyboards, microphones, touch screens, and
pointer devices (e.g., a mouse), are known to those of skill in the
art. Similarly, various types of output devices such as display
devices (e.g., LCD panel displays), speakers, printers, and
infrared transmitters are known to those of skill in the art.
[0083] The processor 205 is also in communication with a data
storage device 210. The data storage device 210 comprises an
appropriate combination of magnetic, optical and/or semiconductor
memory, and may include, for example, Random Access Memory (RAM),
Read-Only Memory (ROM), a compact disc and/or a hard disk. The
processor 205 and the storage device 210 may each be, for example:
(i) located entirely within a single computer or other computing
device; or (ii) connected to each other by a remote communication
medium, such as a serial port cable, telephone line or radio
frequency transceiver. In one embodiment, the controller may
comprise one or more computers that are connected to a remote
server computer for maintaining databases.
[0084] The data storage device 210 stores a program 215 for
controlling the processor 205. The processor 205 performs
instructions of the program 215, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 215 may be stored
in a compressed, uncompiled and/or encrypted format. The program
215 furthermore includes program elements that may be necessary,
such as an operating system, a database management system and
"device drivers" for allowing the processor 205 to interface with
computer peripheral devices. Appropriate program elements are known
to those skilled in the art, and need not be described in detail
herein.
[0085] The term "computer-readable medium" as used herein refers to
any medium that participates in providing instructions to the
processor of the user device or central computer for execution.
Such a medium may take many forms, including but not limited to,
non-volatile media, volatile media, and transmission media.
Non-volatile media include, for example, optical or magnetic disks,
such as memory. Volatile media include dynamic random access memory
(DRAM), which typically constitutes the main memory. Transmission
media include coaxial cables, copper wire and fiber optics,
including the wires that comprise a system bus coupled to the
processor. Transmission media may carry acoustic or light waves,
such as those generated during radio frequency (RF) and infrared
(IR) data communications. Common forms of computer-readable media
include, for example, a floppy disk, a flexible disk, hard disk,
magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other
optical medium, punch cards, paper tape, any other physical medium
with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM,
any other memory chip or cartridge, a carrier wave as described
hereinafter, or any other medium from which a computer can
read.
[0086] Various forms of computer readable media may be involved in
carrying one or more sequences of one or more instructions to a
processor for execution. For example, the instructions may
initially be borne on a magnetic disk of a remote computer. The
remote computer can load the instructions into its dynamic memory
and send the instructions over a telephone line using a modem. A
modem local to a gaming device (or, e.g., a server) can receive the
data on the telephone line and use an infrared transmitter to
convert the data to an infrared signal. An infrared detector can
receive the data carried in the infrared signal and place the data
on a system bus for the processor. The system bus carries the data
to main memory, from which the processor retrieves and executes the
instructions. The instructions received by main memory may
optionally be stored in memory either before or after execution by
the processor. In addition, instructions may be received via a
communication port as electrical, electromagnetic or optical
signals, which are exemplary forms of carrier waves that carry data
streams representing various types of information. Thus, the user
device or central computer may obtain instructions in the form of a
carrier wave.
[0087] According to an embodiment of the present invention, the
instructions of the program 215 may be read into a main memory from
another computer-readable medium, such as from a ROM to a RAM.
Execution of sequences of the instructions in program 215 causes
processor 205 to perform the process steps described herein. In
alternative embodiments, hard-wired circuitry may be used in place
of, or in combination with, software instructions for
implementation of the processes of the present invention. Thus,
embodiments of the present invention are not limited to any
specific combination of hardware and software.
[0088] The storage device 210 also stores (i) a player database
220, (ii) a game session 225, (iii) an offer database 230, and (iv)
a presentation rules database 235. The databases are described in
detail below and depicted with exemplary entries in the
accompanying figures.
[0089] As will be understood by those skilled in the art, the
schematic illustrations and accompanying descriptions of the
databases presented herein are exemplary arrangements for stored
representations of information. A number of other arrangements may
be employed besides those suggested by the tables shown. Similarly,
the illustrated entries of the databases represent exemplary
information only; those skilled in the art will understand that the
number and content of the entries can be different from those
illustrated herein. Further, despite the depiction of the databases
as tables, an object-based model could be used to store and
manipulate the data types of the present invention and likewise,
object methods or behaviors can be used to implement the processes
of the present invention.
[0090] Note that, although these databases are described as being
stored in a controller, in other embodiments of the present
invention some or all of these databases may be partially or wholly
stored in another device, such as one or more of the user devices,
merchant devices, or a combination thereof.
[0091] Various functionality of the controller described herein may
alternatively be performed by one or more of the user devices 104
and/or the merchant devices 106.
[0092] 2. User Device/Merchant Device
[0093] FIG. 3 illustrates an embodiment 300 of the user device 104
and/or the merchant device 106 of FIG. 1. The device 300 may be
implemented as a system controller, a dedicated hardware circuit,
an appropriately programmed general purpose computer such as an
Intel-based PC, a server computer or any other equivalent
electronic, mechanical or electromechanical device suited for
providing any of various functionality described herein.
[0094] The device 300 comprises a processor 305, such as one or
more Intel.RTM. Pentium.RTM. processors. The processor 305 is in
communication with a communication port 370 through which the
processor 305 is able to communicate with one or more other
devices. The processor is in communication with at least one input
device 340 and at least one output device 345. Various types of
input devices and output devices are described herein, and still
others will be readily apparent to those of skill in the art light
of the present disclosure.
[0095] The processor 305 is also in communication with a data
storage device 310. The data storage device 310 comprises an
appropriate combination of magnetic, optical and/or semiconductor
memory, and may include, for example, Random Access Memory (RAM),
Read-Only Memory (ROM), a compact disc and/or a hard disk. As with
the example controller 200 described herein, the processor 305 and
the storage device 310 may each be, for example: (i) located
entirely within a single computer or other computing device; or
(ii) connected to each other by a remote communication medium, such
as a serial port cable, telephone line or radio frequency
transceiver. In one embodiment, the device 300 may comprise one or
more computers that are connected to a remote server computer for
maintaining databases.
[0096] The data storage device 310 stores a program 315 for
controlling the processor 305. The processor 305 performs
instructions of the program 315, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 315 may be stored
in a compressed, uncompiled and/or encrypted format. The program
315 furthermore includes program elements that may be necessary,
such as an operating system, a database management system and
"device drivers" for allowing the processor 305 to interface with
computer peripheral devices. Appropriate program elements are known
to those skilled in the art, and need not be described in detail
herein.
[0097] 3. Databases
[0098] Although databases 220, 225, 230, 235 are depicted as
residing at the controller 200 in the example embodiment of FIG. 2,
it will be understood that one or more of these databases could
just as easily be implemented on one or more other devices.
Further, the individual database files could be stored on any
number of different devices (e.g., located on different storage
devices in different geographic locations, such as on a user device
104). For example, a user device and/or a merchant device may store
a redundant copy of a controller's databases to protect against
data loss or for any number of other reasons.
[0099] As will be understood by those skilled in the art, the
schematic illustrations and accompanying descriptions of the sample
databases presented herein are exemplary arrangements for stored
representations of information. Other database arrangements may be
used which would still be in keeping with the spirit and scope of
the present invention. Any number of arrangements may be employed
besides those suggested by the accompany figures. For example, even
though a particular number of separate databases are illustrated,
various embodiments of the invention could be practiced effectively
using any number of functionally equivalent databases. In other
words, the present invention could be implemented using any number
of different database files or data structures, as opposed to the
number depicted. Similarly, the illustrated entries of the
databases represent exemplary information only; those skilled in
the art will understand that the number and content of the entries
can be different from those illustrated herein. Further, despite
the depiction of the databases as tables, an object-based model
could be used to store and manipulate the data types of the present
invention and likewise, object methods or behaviors can be used to
implement the processes of the present invention. These processes
are described below in detail with respect to FIGS. 8 and 9.
[0100] FIG. 4 depicts a tabular representation of an example of a
player database 220 according to some embodiments of the present.
This particular tabular representation of a player database
includes sample records or entries which each include information
regarding a particular player. In some embodiments of the
invention, a player database is used to track information about
players including identity, contact information, preferences,
performance history, current activity, and demographics. Those
skilled in the art will recognize that such a player database 220
may include any number of entries or additional fields.
[0101] The particular tabular representation of a player database
220 depicted in FIG. 4 defines fields for each record or entry. The
fields include: (i) a player identifier 402 that may store a
representation uniquely identifying the player; (ii) a name 404
that may store a representation of the player's name; (iii) a
financial account identifier 406 that may store information about
an account associated with a user (e.g., a credit card account
number); (iv) an address 408 that may store information about one
or more addresses of a player (e.g., a street address, a telephone
number, an IP address); (v) an email address 410; (vi) an accepted
offer 412 that may include an indication of one or more offers
accepted by a player; and (vii) an edition preference 412 that may
include an indication of what edition of an online game a player
prefers to play (e.g., the player's local edition).
[0102] As discussed herein, various types of contact or address
information may be received and stored about a player (e.g., when a
player registers with a website), including a street address, an
e-mail address, and/or a telephone number. A controller 102 may
utilize information in the player database 220 when determining,
for example, what type of merchant, product, and/or prize
information to a player.
[0103] FIG. 5 is a tabular representation 500 of the game session
database 225. The tabular representation of the game session
database includes a number of example records or entries, each
defining a game session (e.g., enabled by the controller 102 for a
player). Those skilled in the art will understand that the game
session database may include any number of entries. The tabular
representation of the game session database also defines fields for
each of the entries or records. The fields specify: (i) a game
session identifier 502, which uniquely identifies a particular game
session; (ii) a player identifier 504, which identifies one or more
players associated with the game session; (iii) offered prizes 506,
which identifies prizes (e.g., offers, entitlements) presented to
the player during the game session (e.g., that the player could
have accepted); (iv) selected prizes 508, which indicates any
prizes selected by a player during the game session; and (v) a
session date/time 510, which includes an indication of when the
session began and/or finished.
[0104] In some embodiments, after a customer has been identified,
as discussed herein, a game session or portion thereof may
commence. In further embodiments, once such a session begins,
various game session data (e.g., the prizes offered in a showcase,
the time and date the session is played) associated with the
session may then be stored in the game session database 225 (e.g.,
so that it may later be accessible by a game system and/or prize
redemption system).
[0105] FIG. 6 is a tabular representation 600 of the offer database
230. The tabular representation of the offer database includes a
number of example records or entries, each defining an offer that
may be or has been provided. Those skilled in the art will
understand that the offer database may include any number of
entries. The tabular representation of the offer database also
defines fields for each of the entries or records. The fields
specify: (i) a merchant identifier 602, which uniquely identifies a
particular merchant; (ii) a merchant name 604; (iii) an offer
identifier 606, which uniquely identifies a particular offer; (iv)
an offer description 608 of the particular offer; and (v) a number
of units available 610, which includes an indication of how many
instances of the corresponding offer remain available (e.g., for
selection by a user as a prize).
[0106] In some embodiments, the offer database 230 may include
additional information about offers and/or merchants. For example,
information such as a merchant's location(s), business hours,
contact information, etc., may be stored. In another example,
information such as a number of times an offer has been accepted,
rejected, and/or redeemed, or a retail value of an offer, may be
stored.
[0107] FIG. 7 is a tabular representation 700 of the presentation
rules database 235. The tabular representation of the presentation
rules database includes a number of example records or entries,
each defining an exemplary rule that may be used in determining
whether to provide one or more entitlements, offers, or other type
of prizes, and might be used alternatively or in addition in
determining game content to use in providing a game for a player.
Those skilled in the art will understand that the presentation
rules database may include any number of entries. The tabular
representation of the presentation rules database also defines
fields for each of the entries or records. The fields specify: (i)
a rule identifier 702, which uniquely identifies a particular rule;
and (ii) a presentation rule description 704, which includes
description of the corresponding rule.
[0108] In one embodiment, the controller 102 may operate in
accordance with one or more databases of rules. Various embodiments
of the present invention may be implemented by merely defining and
selecting appropriate rules to govern the functionality of the
controller, for example, in determining when to present a prize,
what prizes to make available to a player, and/or what types of
merchant-related content to include in a game. In some embodiments,
prizes to be made available to a user may be determined in light of
various types of stored presentation rules. Accordingly, the
controller 102 may utilize information stored in presentation rules
database 235 in some embodiments for determining what type of
merchant information to present to a user.
[0109] D. Processes
[0110] The exemplary system discussed above, including the
described hardware components, software components, and the
databases, are useful to perform various methods of the invention.
However, it should be understood that not all of the
above-described components and databases are necessary to perform
any of the methods of the present invention. In fact, in some
embodiments, none of the above-described system is required to
practice the methods of the present invention. The system described
above is merely an example of a system that would be useful in
practicing some methods of the invention.
[0111] Referring to FIG. 8, a flow chart 800 is depicted that
represents some embodiments of the present invention. Although the
method 800 is discussed as being performed by a controller, it will
be understood in light of the present disclosure that various
aspects of the exemplary method may be performed by a controller, a
game server, a user device, a retailer device, or any combination
of the devices and/or computers described herein. For example, in
some embodiments, some or all of the method steps may be executed
by one or more servers physically located within a particular
geographic region.
[0112] It must be understood that the particular arrangement of
elements in the flow chart 800 of FIG. 8 (as well as the number and
order of example steps of other various methods discussed herein)
is not meant to imply a fixed order, sequence, quantity, and/or
timing to the steps. Embodiments of the present invention can be
practiced in any order, sequence, and/or timing that is
practicable. Likewise, the labels used to reference the individual
steps of the methods are not meant to imply a fixed order,
sequence, quantity, and/or timing to the steps.
[0113] In general terms and still referring to FIG. 8, method steps
of some embodiments of the present invention may be summarized as
follows. In step 802, information associated with at least one
merchant is determined. In step 804, information about a user is
determined. In step 806, play of a game by the user is enabled. In
step 808, merchant information is presented to the user. In step
810, an entitlement is provided to the user. In step 812, a request
to validate an entitlement is received. In the discussion that
follows, each of these exemplary steps will be discussed in greater
detail.
[0114] Note that not all of these steps are required to perform the
methods of the present invention and that additional and/or
alternative steps are also discussed below. Also note that the
above general steps represent features of only some of the
embodiments of the present invention. In some embodiments these
exemplary steps may be performed in a different order. More, fewer,
and/or alternative steps may be used as well. Such steps may be
combined and/or subdivided in any number of different ways so that
methods of the present invention include more or fewer actual
steps. For example, in some embodiments additional steps may be
added to update and maintain the databases described above. As
indicated, however, it is not necessary to use the above-described
databases in all embodiments of the invention. In some embodiments,
a described step may be performed by or with respect to any number
of devices or entities. For example, a step may be subdivided into
sub-steps, some of which are performed by one device, and some of
which are performed by or otherwise involve a different device. In
other words, the methods of the present invention may contain any
number of steps performed by any number of entities that are
practicable to implement the various different inventive processes
described herein.
[0115] 1. Information Associated with One or More Merchants is
Determined
[0116] In step 802, information associated with one or more
merchants is determined. Such information may be received from a
merchant, a third party, or retrieved from one or more databases,
for example. In some embodiments, a controller may receive or
otherwise determine information such as a merchant's name and type
of business. Such information might also include information
related to the location of the merchant, such as place(s) of
business (e.g., town, street address), contact information (e.g.,
mailing address, telephone number, fax number), business hours,
and/or geographic region. Alternatively, or in addition,
information associated with a merchant may include information
about products or services available through the merchant and/or
offers or promotions by the merchant (e.g., a discount on a large
pizza).
[0117] In some embodiments, merchant information may include
information about one or more product guarantees, offers, retail
entitlements, prizes or other types of benefits. Such benefits may
be sponsored by the merchant and/or provided by the merchant to the
controller, for example, and may be made available to users (e.g.,
as a prize in a game), as discussed herein. In some embodiments,
benefits such as guarantees, offers or retail entitlements are
associated with products or services. For example, an offer may
include a description of the category of goods or services (e.g.,
"Appetizers") to be provided to a user (e.g., a contestant in a
game system).
[0118] In some embodiments, a game system receives at least one
offer or entitlement from each from at least two merchants.
[0119] In one example of receiving information about a product
guarantee, Susan's Diner may indicate to the controller a promise
to provide a free appetizer to the bearer of an appropriate
certificate. In return for the guarantee, Susan's Diner may receive
a payment of $0.50 from the controller. In aggregate for a week,
Susan's diner may make twenty-five such product guarantees.
Therefore, for the week, Susan's diner may receive a total payment
of $12.50, and may ultimately give away twenty-five appetizers to
users bearing appropriate certificates.
[0120] Optionally, the controller may provide a payment to the
merchant in exchange for the benefit. Thus, the controller may or
may not pay a merchant for a product guarantee, for example.
[0121] As discussed herein, one or more conditions may be
associated with an entitlement or offer. Any terms and conditions
related to an entitlement may be specified by a merchant and/or by
a controller. Such terms may include, without limitation, (i) a
number of instances of a particular offer or entitlement that may
be distributed, or a quantity or amount of goods and/or services
associated with a particular offer (e.g., if an offer is a "medium
pizza," a merchant may agree to supply an offer quantity of 200
medium pizzas to the game show system); (ii) a description or
details of an entitlement (e.g., "a 12-inch cheese pizza with one
topping"); (iii) redemption terms and conditions or other
restrictions associated with an entitlement (e.g., "Offer valid
from 11 a.m.-2 p.m. only"); (iv) any fees associated with the
provision of an offer to the inventory of a prize or game system
(e.g., a game show system pays $0.75 to a merchant for each unit or
instance of a "medium pizza" offer provided by the merchant); (v) a
time period during which an offer or entitlement may be presented
to system users (e.g., during the month of June only); (vi) a
velocity or frequency with which an offer may be presented to users
(e.g., present the offer as frequently as possible); and/or (vii)
any other terms or information associated with an entitlement such
as an offer. In some embodiments, an offer may be considered
"received" by a central controller once any offer terms have been
mutually agreed upon by a merchant and the central controller
(e.g., a game show provider) or agent thereof.
[0122] In one example, a condition for redemption may be that a
user must present to the merchant a specially designed certificate
issued to the user by the controller (e.g., a certificate bearing
the name of the user and the name of a product to be provided). In
another example, a merchant may be able to indicate information
about an offer or retail entitlement via a website by entering data
about terms and conditions governing the redemption of any retail
entitlements available for particular goods or services (e.g., a
given entitlement may only be redeemable between the hours of 2
p.m. and 5 p.m., Monday through Friday).
[0123] In various embodiments, a controller may receive information
about an entitlement (e.g., an offer) from a merchant by employing
one or more of a variety of methods. In some embodiments, merchants
may provide various kinds of information (e.g., data about goods
and services) by registering it with a controller (e.g., via a
website).
[0124] In one example, according to at least one embodiment, retail
merchants from various geographic areas may provide information by
(1) using a personal computer to log on to a website hosted by the
controller; (2) providing data about the merchant such as name,
store locations, financial account identifiers, etc. (e.g., by
entering the data into corresponding data entry fields); and (3)
providing data regarding goods or services offered by the merchant
(e.g., product names, prices, product descriptions, product
category). In some embodiments, merchants may be allowed to select
(e.g., from a menu of options) or otherwise indicate one or more
geographical areas they would like to acquire customers from,
and/or geographical editions of a game they would like to be
included in. Further, retail merchants may transmit files
containing digital images representative of products offered by the
merchant.
[0125] In other exemplary embodiments, a merchant may communicate
such information to a game show system. For example, a merchant and
a game show system (or representative thereof) may communicate
(e.g., in person or via a telephone conversation) so as to
determine the details associated with an anticipated provision by
the merchant of an offer. In another example, a merchant may submit
desired offer terms by (i) sending a facsimile, (ii) sending
electronic or postal mail, (iii) completing a form on a Web site
(e.g., provided by a game show system), and/or (iv) any other
practicable means, electronic or otherwise, of communicating such
information.
[0126] A controller may choose to reject any submitted offer terms,
and/or may collaborate with a merchant to revise such offer terms
until they are considered mutually satisfactory. In further
embodiments, merchants may only submit offer terms subject to
constraints already communicated by a game system (e.g., a game
show system provides facsimile forms by which a merchant may
configure or select from a finite number of offer variables).
[0127] Other types of information that may be associated with a
merchant will be readily apparent to those having skill in the art
in light of the present disclosure.
[0128] Any or all of the data associated with one or more merchants
could be incorporated into games as game elements. For example, the
controller may use such data to formulate and output price-oriented
questions regarding the products. Alternatively or additionally,
the controller may use such received data to allocate retail
entitlements to users (e.g., based on an indicated location of a
merchant and/or player).
[0129] In some embodiments of the present invention, one or more
merchants may participate in an online game system by submitting at
least one offer each (e.g., for products or services) to a
controller (e.g., a game server). One or more players of the game
may then be able to win, claim and/or redeem at least one of the
offers after playing one or more games provided by the game, as
discussed further herein.
[0130] In some embodiments, merchants provide or sponsor only one
offer each. In other embodiments, each merchant may provide a
plurality of offers to the game system. A wider variety of offers
available to the game system may enable the system to serve the
tastes of different consumers, which may in turn have a positive
effect on the rate at which users accept offers.
[0131] In some embodiments, a system controller may receive offers
from a plurality of merchants. Additionally, in some embodiments,
each merchant may provide a plurality of offers (e.g., Super-Clean
Car Wash provides several units each of an "express car wash"
offer, "ultimate car wash" offer and "interior detailing service"
offer).
[0132] In some embodiments, as information about merchants,
products and/or prizes is received, such information may be entered
in a database (e.g., offer inventory database AAA). For example, a
game show system receiving an indication that a car wash is
providing one hundred units of a Super-Clean Car Wash "ultimate car
wash" offer, such information may be stored in the offer inventory
database AAA.
[0133] In some embodiments, a game system (or agent thereof) may
receive offer data or other information related to a merchant and
may subsequently update an offer inventory database accordingly. In
further embodiments, a merchant may interact substantially directly
with one or more game show system databases for the purpose of
providing one or more offers to a game show system. For example, a
merchant provides offer data by filling out a form on a Web site or
answering the prompts of an Interactive Voice Response telephone
unit and an offer inventory database is automatically populated or
modified as necessary with the information.
[0134] 2. Information about a User is Determined
[0135] In step 804, information about a user is determined. In some
embodiments, determining information about a user may include the
central controller determining geographic data associated with a
user. For example, a user may have communicated with the controller
(e.g., by logging onto a website hosted by the central computer),
and the determination could be based on the user's selection of a
local-area edition of a game offered via the website. For example,
the user may have selected for a "Stamford, Conn." version of a
game from a plurality of available versions or otherwise expressed
a geographic preference. Determining the geographic data might then
include determining which version of a game a user has selected or
indicated and/or determining geographic information related to a
selected game.
[0136] In other embodiments, the central computer could determine
geographic data associated with the user by determining the user's
phone number (or portion thereof, such as a three digit local-area
prefix), ZIP code, GPS coordinates, or by determining the IP
address of a user device. The central computer could make this
determination by requesting and receiving geographic data from the
user. For example, the user's geographic data could be determined
by asking for the user's credit card number, and retrieving a
corresponding billing address from a local or remote account
database.
[0137] In some embodiments, information about a user may be
communicated to the controller by the user, for example, by phone
or using a personal computer (e.g., over the Internet). In one
example, a user could provide various user information, such as his
name, address, contact information, and financial account
information. For example, the user may enter data in corresponding
data fields of a website hosted by or operated by or on behalf of
the controller, in a well known manner. Of course, many other ways
of providing user information to a controller will be readily
understood by those having ordinary skill in the art in light of
the present disclosure.
[0138] In one or more embodiments, a user who desires to play a
game (e.g., in order to receive a prize) must first register with
the controller. To register, a user may, for example, employ a user
terminal (e.g., a PDA, cell phone) to log onto the Internet and to
visit a website hosted by the controller. Registration may make the
user eligible to play one or more games and/or win prizes on the
controller's website.
[0139] 3. Play of a Game by the User is Enabled
[0140] In step 806, play of a game by the user is enabled.
According to some embodiments of the present invention, the user
may be allowed to play one or more games (or portions of a game).
For example, the user may log on to a website and be allowed to
play an online game. Many types of games may be made available for
play; some examples are described herein, and still others will be
readily apparent to those of skill in the art.
[0141] For example, the game may involve skill, luck, or a
combination of the two. A game may involve answering questions,
such as trivia questions. In another example, a game may involve
solving a puzzle, such as a crossword puzzle, acrostic, or
cryptogram. Other puzzles may include jigsaw puzzles or puzzles
like Rubik's Cube.RTM.. The game may involve playing a version of a
board game, such as, for example, Monopoly.RTM., Scrabble.RTM.,
Life.RTM., Trivial Pursuit.RTM., checkers, or chess. The game may
involve play of a card game, such as war, poker, Bridge, Hearts,
Uno.RTM., etc. In some embodiments, the game may involve play of a
video game, such as Minesweeper, Frogger.TM., Super Mario
Bros..TM., or any other type of video or arcade game. As will be
appreciated, many other games might be played in accordance with
various embodiments of the present invention.
[0142] In some embodiments, enabling play of a game may comprise
determining a game to enable and/or generating some or all of the
content for a game. In one example, once the central computer has
configured the game (e.g., by selecting particular content based on
the version of the game requested by the user and/or geographic
data), the central computer permits the customer to play the
game.
[0143] In some embodiments, allowing the user to play a game may
comprise the controller initiating play of the game. For example,
the controller may present to the user an initial question in a
trivia game, an initial puzzle state in a puzzle game, an initial
setup in a board game, an initial hand of cards in a card game,
etc. In at least one embodiment, the central controller may
initiate a game process by presenting one or more introductory or
instructional screens that explain aspects of game play, winning
prizes, and/or prize redemption. Of course, such instructional
information may be presented at any time and/or made available to
the user throughout the game (e.g., by clicking on a link on a
webpage).
[0144] Initiating the game may include determining a first game
event (e.g., a question) to present to the user. For example, the
central computer may output a first question and then identify the
customer's response (if any) to the first question.
[0145] A user may or may not be required to pay to play a game.
Thus, enabling play of a game may but need not include receiving a
payment (or indication of payment) by a user. If a user does pay,
the payment may be made from the user's financial account, such as
a credit card account. Alternatively, the payment may be made from
an account established with the controller.
[0146] In some embodiments of the present invention, providing game
play may include configuring or rendering the game based on
information associated with one or more merchant (e.g., offer
information) and/or information associated with the user. For
example, the controller may determine at least one game element
based on the geographic data associated with the user and data
associated with at least one merchant. In some embodiments, such a
determination may be made by querying a database and identifying a
game file corresponding to the geographic data. For instance, the
central computer may use the customer's selection of "Stamford,
Conn." as the basis for determining which of a plurality of games,
or which version of a game, to select from.
[0147] Alternatively, or in addition, in some embodiments, such a
determination may be made by identifying merchants and/or products
corresponding to the user's geographic data (e.g., by querying a
database). Thus, such merchant and/or product information could be
used by the central computer in configuring a game. For example,
certain game and/or prize screens could be populated with
geographically relevant merchant and/or product data. For instance,
if a player selects a geographical area (e.g., a town or county),
the central computer may (i) query a database, (ii) identify
products offered and/or merchants located within that geographical
area, and (iii) assemble and display a product "showcase"
comprising the identified products.
[0148] In some additional embodiments, such a determination may be
made by determining whether a numerical limit associated with a
particular retail entitlement has been reached. Such numerical
limits may be determined, for example, based on information
received from a merchant, as discussed herein (e.g., how many of a
particular type of offer a merchant is willing to sponsor). For
example, numerical limits may be employed to ensure that not more
than a given number of retail entitlements are distributed to
players through a game system. For instance, a given retailer may
wish to provide only one hundred retail entitlements for bottles of
Brand Y Soda. Once one hundred of such retail entitlements have
been distributed, the central computer may refrain from configuring
games with images of and/or questions about Brand Y Soda.
[0149] In one or more embodiments, information about products
and/or services marketed by a retailer may be incorporated into the
play of the game. In some embodiments, such information may relate
to prizes (e.g., offers, entitlements) for which the user is
playing or for which the user may become eligible (e.g., based on
game play). For example, in a trivia game, questions may be asked
that test a user's knowledge of the retail prices of products for
which the user is playing, or knowledge of one or more merchants
sponsoring prizes in a showcase. FIG. 10 depicts one example game
screen 110 including a price-oriented question about products and
services of a local edition of an online game. The message 1102
instructs the player to select the three items that have the
highest retail prices from the set of six displayed products and
services. The graphics displayed for the products indicate a brief
description of the product and the merchant offering the product.
In some embodiments, additional information (e.g., a merchant
location, more detailed description of the product) may be
available about the product (e.g., by rolling over an image with a
pointer, by clicking on an image). To select a product or service,
the player is instructed to click on a depicted graphic (e.g.,
image 104) corresponding to the product (e.g., by using a mouse or
other pointer device).
[0150] Of course, other types of games may incorporate such
information as well. For example, in a game involving the assembly
of a jigsaw puzzle, the picture formed by the puzzle may depict one
or more products for which a user is playing. In a crossword puzzle
game, one or more words in the crossword puzzle may be the name of
a product for which the user is playing. In a Scrabble.TM. game,
the user's performance may be scored higher if the user makes words
consisting of the names of indicated products. In one or more
embodiments, a game may incorporate information about every product
for which a user is playing (e.g., about every product in a product
showcase from which the user may become eligible to select one or
more prizes).
[0151] Play of a game may continue through one or more rounds
(e.g., a series of questions) or component games. For example, a
question-and-answer process may repeat a predetermined number of
times (e.g., four times). A session of a game show, for example,
may include one or more component games. In some embodiments,
component games may involve testing the skill of a contestant in
relation to the sorting, ranking, selecting, choosing and/or
grouping of certain game icons. In some embodiments, one or more
component games may be played sequentially within a game session.
In further embodiments, a game contestant who successfully plays
one or more component games may aggregate value (e.g., currency,
points, etc.) or some measure of performance that may be used, for
example, in determining whether the contestant may select one or
more prizes (e.g., upon the completion of a game show session).
[0152] Thus, in accordance with some embodiments of the present
invention, after receiving one or more prizes from a merchant (and
preferably from multiple merchants), a controller may then allow
users to earn value (e.g., based on a measure of performance)
toward one or more entitlements. Alternatively, or in addition, a
player's performance may determine whether or not the player is
even given the opportunity to select one or more entitlements.
[0153] In some embodiments, a user is allowed to play a game for
the opportunity to obtain one or more products for a relatively
small financial outlay (e.g., the difference between a price level
or Prize Meter and an average retail price). For instance, the user
may play a game for the opportunity to obtain one or more products
for an outlay of between zero and thirty percent of the retail
prices of one or more products.
[0154] In various embodiments of the present invention, the
controller may also determine and/or adjust a measure of
performance of the player (e.g., as might be represented in a Prize
Meter or Price Tag). In some embodiments, the measure of
performance may be based on the player's skill (e.g., ability to
answer a question correctly). In some embodiments, the central
computer may evaluate the correctness of a player's responses to
game questions, challenges, or other game events, by comparing the
player's indicated responses against a database of stored answers,
for example. Alternatively, or in addition, a measure of
performance may be based on one or more factors unrelated to the
player's skill or ability to play the game (e.g., a random event or
preferential increase in a player's game score).
[0155] Based on various factors, a measure of performance may
increase, decrease, both increase and decrease, or remain unchanged
during the course of a game. In one example, a value represented on
a Prize Meter may be increased based on the customer's correct
responses. In another example, a value associated with a Price Tag
icon may be adjusted downward based on the customer's correct
responses.
[0156] Some measures of a user's performance in a game may include
and/or be based on, without limitation:
[0157] a) A number of questions a user has answered correctly in a
trivia game.
[0158] b) A number of answers a user has correctly chosen for a
single trivia question (e.g., in a game in which a user must select
multiple answers to a question).
[0159] c) An amount of progress a user has made towards solving a
puzzle.
[0160] d) An outcome a user has obtained in a game of chance. For
example, in a slot machine game, a measure of a user's performance
may include whether the use has obtained a typical winning outcome,
such as "7-7-7" or a typical losing outcome, such as
"bar-orange-lemon." A user's performance in a game of chance may be
made by reference to a pay table. For example, a pay table may
correlate an amount by which credit amount is to increase with each
possible outcome that may be obtained in the game of chance.
[0161] e) An appraisal of how "good" a move made by the user was in
a game of skill. For example, in a game of Scrabble.RTM., when
there were multiple possible words available for the user to
create, the performance of the user may be based on whether the
user found the highest-scoring word possible, the second
highest-scoring word possible, etc.
[0162] f) An amount of time it takes a player to complete a game
event, such as a round of a game.
[0163] g) A score a player has achieved in a game.
[0164] h) A performance of a player relative to the performance of
a real or simulated opponent.
[0165] i) A performance of a player relative to his own prior
performance. For example, measures of a user's performance may
include measures of the user's improvement since the last time he
played a game.
[0166] j) A number of questions, rounds, or other game events in a
game. In a game with a relatively few number of questions, for
example, each increase in a player's Prize Meter may be relatively
large. However, in a game with relatively large number of
questions, each increase may be relatively small, since the user
may then have more chances to increase the Prize Meter value.
[0167] k) A target price. One or more factors used in determining a
measure of performance may have the object of biasing a final value
(e.g., a price level) to fall within a certain range (e.g., as
desired by a merchant and/or controller). For example, the amount
of a price level increase may be relatively larger if a target
price is high, and may be relatively smaller if a target price is
low. In this way, a user may be more likely to obtain a final price
level that is within a predetermined range of the target price,
regardless of what the target price is. For example, it may be
desirable that the final price level falls in the range from $0.50
to $1.00 below the target price. In this way, the controller may
make a small profit from selling a product to the user, assuming
the controller has paid less than $0.50 for a corresponding product
guarantee.
[0168] l) A value of one or more products or other prizes the user
may be (or become) eligible to obtain. For example, for relatively
more valuable products, Prize Meter increases may be smaller. For
relatively less valuable products, Prize Meter increases may be
larger. Of course, the value of a product may be measured in a
number of ways, and may be based on the product's retail price,
manufacturing cost, utility value, etc.
[0169] m) An amount that the controller paid for one or more
prizes. For example, the price the controller paid a merchant for
providing a particular entitlement to the system, and for which the
player may be playing (e.g., as included in a showcase).
Performance measure increases may be relatively large for
relatively small amounts paid, and may be relatively small for
relatively large amounts paid.
[0170] n) A current stage or component of the game. For example,
performance measure increases may tend to be larger in later stages
of a game than they are in earlier stages. This may allow, for
example, the user to finish a game "on a high note" by having
achieved a relatively large performance measure increase near the
end.
[0171] o) Chance. In one or more embodiments, the amount by which a
measure of performance is modified may be determined, at least in
part, through the outcome of a random or pseudo-random process. For
example, a price level increase may be equal to $0.45+x, where x is
a random variable which may take on any value between 0 and $1.00
with equal probability. Thus, a price level may increase by a
random amount between $0.45 and $1.45.
[0172] In one example of a "Prize Meter" embodiment, throughout a
game (e.g., after each question and answer), the central computer
communicates a user's success in answering questions (e.g., based
on merchants and/or products available in a geographic area) by
adjusting a depicted Prize Meter. The Prize Meter represents an
amount of credit the player has won toward the purchase of at least
one product in a showcase. At the end of the game, as discussed
further herein, the prospective customer may elect to pay the
difference between the final Prize Meter amount and a target price,
which may represent the average retail price of the items in the
showcase. Payment of this difference to the central computer would
allow the customer to redeem at least one showcased product from a
retailer (e.g., within a selected geographical region).
[0173] In one example of an alternative "Price Tag" embodiment,
based on the prospective customer's success in answering questions
about products sold by merchants within the selected geographic
region, for example, a "Price Tag" amount is adjusted. At the end
of the game, the user may elect to pay the Price Tag amount.
Payment of the Price Tag amount to the central computer would
provide the customer the right to redeem at least one product from
a retailer within the selected geographic region.
[0174] In some embodiments, users may achieve "price levels"
applicable to one or more products associated with product
guarantees or other types of entitlements. A price level counts
towards the purchase of one or more products (e.g., an earned
discount off of a "retail price" or target price). For example, a
player may win a price level for one or more products based on game
play. For instance, at the initiation of the game, the user may
begin with a price level of $0.00. However, the beginning price
level may, in various embodiments, take on other values. For
example, after one or more activities in the game, the controller
may modify the price level. In one or more embodiments, the
controller may modify the price level based on the user's play of
the game. For instance, if the user has done well in the game
(e.g., come closer to one or more game objectives), then the
controller may increase the price level by a relatively large
amount. However, if the user has done poorly in the game, then the
controller may increase the price level by a relatively small
amount. The controller may even leave the price level unchanged, or
may decrease the price level. In one or more embodiments, a measure
of a user's performance may be directly related to the skill
exhibited by the user in the game. For instance, the better the
user's performance in the game, the higher the price level.
Therefore, through skillful play of a game, a user may earn a high
price level, and may thereby acquire one or more products for a
small financial outlay.
[0175] Reference is now made to an example trivia game in which the
user is presented with a single question and may or must select
multiple answers. In one exemplary question, a user is presented
with multiple illustrations and/or text descriptions of products.
The user is asked to indicate each product whose retail price is
below $9.00. For instance, the question might read, "Click on the
three products below that retail for less than $9.00." In such a
game, the amount of increase in a price level may depend on the
number of correct answers chosen. For example, if the user chooses
no correct answers, then the price level may remain the same. If
the user chooses exactly one correct answer, then the price level
may be increased by $0.25. If the user chooses exactly two correct
answers, then the price level may be increased by $1.00. If the
user chooses exactly three correct answers, then the price level
may be increased by $2.00.
[0176] FIG. 13 depicts a table that may be stored in the memory of
a controller, for example. The table depicts an amount by which a
price level is to be increased depending on the number of correct
answers a user provides for a question. Note that the amount of the
price level increase need not be strictly proportional to the
number of correct answers provided.
[0177] In one or more embodiments, it may be desirable that a
measure of performance (e.g., a price level) increase after every
question, round, or other game event. This may reduce the
likelihood that a user becomes discouraged while playing the game.
Therefore, in one embodiment, the controller provides a question to
the user that the user will answer correctly. For example, the
question says, "Select the three items below that retail for the
highest prices." The user is given five answer choices. If there
are only two (or fewer) incorrect answer choices, and the user must
select three choices, the user is guaranteed to get at least one
correct answer. Therefore, in an embodiment in which the price
level is increased upon the selection of any correct answer, the
user is guaranteed to obtain a price level increase.
[0178] In one embodiment, after each question, round, or other game
event, a price level or measure of performance may be shown to the
player as increasing. For example, a user answers a question that
is presented on a first screen of the controller's website. After
the user has indicated his answer, a second screen may appear
showing a meter indicating a price or value (e.g., a Prize Meter).
The meter may consist of an area of a screen that displays the
user's price level. The meter may display a price level
numerically, with exemplary readings of "$0.35", or "4.32". Figure
E depicts an exemplary display of a price meter. The price level on
the price meter may then be shown increasing.
[0179] In some embodiments, above the meter, the controller may
display a message indicating various information. Such information
may include the user's performance in the prior round (e.g., "You
got 2 out of 3 correct"), an indication of what is presently
occurring (e.g., "your price level is now increasing"), the amount
by which the price level is increasing, and so on. Visually, the
displayed price may increase rapidly through a sequence of
consecutive prices. For instance, "$0.00" becomes "$0.01", then
"$0.02", then "$0.03", finally ending on "$2.23".
[0180] A meter or other indication of a player's game performance
may be shown on a different screen from the screen in which the
user plays the game. For example, after each question, round, or
other event, the controller may display for the user a separate
screen in which the price on the meter is shown increasing. Once a
price level has reached its new value, for example, the controller
may bring the user back to the screen in which the game is being
played.
[0181] Of course, the meter may be shown in the same screen as the
game. For example, the user may view questions in the lower portion
of his screen, and may view the meter displayed in the upper
portion of his screen. After, or during each game event, the user
may watch as the price increases. For instance, after the user
answers the first of three questions displayed on a screen, the
user's price level may be shown increasing within the same
screen.
[0182] In addition to, or instead of displaying a price using a
meter, the controller may display a price level or other measure
graphically. For example, the controller may display a thermometer
with a target price indicated above the thermometer. The
thermometer may contain a depiction of a mercury level representing
the current price level. The ratio of the height of the mercury to
the height of the thermometer may be (but need not be) made
proportional to the ratio of the price level to the target price,
for example. FIG. 11 depicts an example game screen 100 that
includes a graphic thermometer 1206. The level of mercury
represented in the thermometer 1206 generally corresponds to the
value of indicated in the price meter 1202 (e.g., $4.80). The
sample message 1204 communicates information to the player about
the player's performance and the price level the player has
achieved at that point in the game. Other graphic depictions of a
price level may include a dial with markings from zero to the
target price, an hourglass where the level of sand is related to
the current price level, and so on. Other types of graphic
representations will be understood by those skilled in the art in
light of the present disclosure.
[0183] In some embodiments of the present invention, the controller
may determine a final measure of performance (e.g., a final Prize
Meter amount or Price Tag value). For instance, the user may reach
the end of a game after which there are no further game events. A
final measure or score may be presented to the user, in any of
various well-known ways. In one example, in a separate screen
showing the final price level printed on the price meter, the
controller may display the message, "This is your final price
level." In another example, the message may read more explicitly,
"Your final price level is $9.45." In one or more embodiments, the
controller may express the user's final price level in terms of a
price gap or gap amount that is equal to the difference between a
target price and a final price level (or, alternatively, may be
equal to a final Price Tag value). For example, the controller may
display the message, "Your price gap is $0.55." You only need to
pay $0.55 to acquire each of up to three products.
[0184] In one or more embodiments featuring a pricing-themed game,
a final Prize Meter Gap Amount or Price Tag value may be determined
based on the customer's success in answering one or more
price-oriented questions. The Prize Meter Gap Amount or Price Tag
may then be displayed to the customer.
[0185] 4. Merchant Information is Presented to the User
[0186] In step 808, merchant information is presented to the user.
In some embodiments, as discussed herein, a server may be
configured to present to a user (e.g., a game contestant)
information about one or more products and/or one offer from one or
more merchants. In some embodiments, as described herein,
presenting information associated with a merchant may comprise
presenting information about one or more products or services
available at a merchant in a game (e.g., displaying a prize
showcase, asking a question based on information about a merchant's
product). For example, information associated with a merchant, such
as the merchant's name, location, and/or information about products
or services the merchant offers, may be used as an element of a
game. In some embodiments, presenting such information may comprise
providing a user with a prize and/or allowing a user to select at
least one prize (e.g., product entitlement) associated with a
merchant.
[0187] In accordance with some embodiments, presenting merchant
information to a user may comprise determining whether to provide
access to any entitlements (e.g., based on a user's performance in
game). For example, after a player has finished playing a game
(e.g., after four rounds of questions), the central controller
evaluates the customer's performance and determines whether, and to
what degree, the customer will be provided with retail
entitlements. In another example, once a final price level or other
measure of performance has been determined, the user may have an
opportunity to select one or more products.
[0188] In some embodiments, offers may be presented to users of a
game system irrespective of their interaction with one or more
component games (e.g., a contestant of a game show system who
doesn't win or complete a game may still be presented with an
offer). In other embodiments, a contestant may be presented with an
offer based on their success playing a component game (e.g., a
customer answers a question correctly and is then presented an
offer). In other embodiments, upon the completion of one or more
component games, a customer may be presented with at least one
offer each from at least two merchants.
[0189] In one example of a Prize Meter embodiment, based on the
Prize Meter Gap Amount and/or the user's degree of success in the
game (e.g., in answering price-oriented questions), the central
computer may determine how many products the customer may be
entitled to purchase for the Prize Meter Gap Amount. In one example
of a Price Tag embodiment, based on the Price Tag amount and/or the
user's degree of success in answering questions, the central
controller may determine how many products the customer may be
entitled to purchase for the Price Tag amount.
[0190] In one or more embodiments, the number of prizes a user may
select may depend upon the user's game performance. For example, if
the user has performed poorly, then the user may be allowed to
select only one product. On the other hand, if the user has
performed well, then the user may be allowed to select three
products.
[0191] In some embodiments, a user may be permitted to accept a
certain number of prizes based on their success or failure playing
one or more component games within a game session. For example, a
user may be able to claim a certain number of prizes (e.g., "Pick
your favorite 3 prizes!") that is determined based on the player's
performance playing one or more component games (e.g., the customer
successfully completed 3 of 4 component games). In other
embodiments, a customer may accept more than one prize (e.g., a
customer may select 3 prizes from a "showcase" of 15 prizes).
[0192] In other embodiments, the number of prizes that a user may
be eligible to choose may be predetermined and/or may be limited by
the rules of the game, for example, to three products.
[0193] In some embodiments, a user may be allowed to choose a
subset of products presented to him, as discussed further herein.
The user may also have the opportunity to select a product for
which the price level he has won will apply. For example, over the
course of a game, the user may win a price level of $9.45. In one
embodiment, the user may be presented with twenty-four product
descriptions and may have the opportunity to select up to three of
them.
[0194] A representation of any products made available for customer
selection, and/or an indication of the number of products the
customer may select, may be output to the customer in a prize
selection screen.
[0195] According to some embodiments, presenting merchant
information to a user may comprise determining what information to
present. For example, in some embodiments, which possible products
the customer may be entitled to select from may be based on the
Prize Meter Gap Amount, the Price Tag amount, the price level
and/or the customer's degree of success in playing the game.
[0196] In some embodiments, the group of products from which a
player may be able to select a prize and/or will play a game for
may be referred to as a showcase, prize showcase, or product
showcase. In at least one embodiment, available prize options may
be presented in the form of a prize showcase (at the beginning of
the game, during the game, or anytime), in which a plurality of
prizes (e.g., represented by pictures or icons) are presented
substantially simultaneously to a player. In one embodiment, the
prize showcase is displayed after the contestant has completed
playing at least one component game.
[0197] In one or more embodiments, the user may have the
opportunity to choose one or more products for which he will play
or be able to select a prize from. For example, prior to initiating
game play, or at any time, the user may choose a category of
products, such as "household items," "restaurant items," or
"premium products". Based on the user's choice of category, the
controller may determine one or more products that fall into the
category. For example, in the category of "restaurant items," the
controller may select a "large pizza at Tanya's Pizza", an
"appetizer at Gordon's Diner", a "large drink at Linda's Caf", and
so on. It will be understood that a category of products may be
defined by any number of attributes, such as the price of products
within the category, the main use of products within the category
(e.g., all products are used for gardening), the location at which
the products may be purchased (e.g., all are from merchants on Main
Street), the audience to which products would appeal (e.g.,
products for a family with children), and so on. A category of
products might even consist of "miscellaneous" products, with no
particular relationship among them.
[0198] In one or more embodiments, the user himself may choose one
or more indicated individual products that he will play for (i.e.,
that he may be or become eligible to select at the end of the
game). In one or more other embodiments, a user may not have a
choice as to a showcase or product category, or as to which
products will be contained in a showcase. In one example, a
controller may create a group of products that fall under a
category. The group of products selected by the controller may then
comprise the products for which the game will be played. In another
example, the user may choose a product category, the controller may
then present the user with products falling within the category,
and the user may then select individual products from within the
category in order to form a showcase.
[0199] In various embodiments, presenting merchant-related
information may include one or more of (i) receiving at least two
offers, (ii) determining a presentation rule, (iii) identifying at
least one game condition (e.g., a measure of performance), and/or
(iv) determining whether to present the first or second offer based
on the presentation rule and the at least one game condition. For
example, merchants may instruct that certain prizes be offered in
accordance with different criteria (e.g., present prize x to a
certain type of contestant, during a certain time of day, when
prize y is also available for selection). Accordingly, in some
embodiments (e.g., wherein one merchant may provide a plurality of
offers), a system may employ a presentation process in which, based
on stored presentation rules and game conditions, one or more
particular offers from one or more merchants may be presented
instead of other offers. Various types of presentment rules may be
stored and/or referred to as deemed practicable, in accordance with
some embodiments, to increase the overall acceptance rates of
entitlements and to generate more traffic and sales at the retail
locations of participating merchants.
[0200] In some embodiments, presenting merchant-related information
includes communicating one or more of (i) written text describing
an offer and/or offer terms; (ii) an icon, graphic and/or picture
representing a product or service associated with the offer; and/or
(iii) any other means of communicating a specific offer or other
prize to a contestant, visually or otherwise. For example, the
controller may present to the user a number of product images and
product descriptions. Such images and descriptions may correspond
to products for which the controller has obtained product
guarantees or other entitlements. Additionally, as discussed
herein, such images and descriptions may correspond to a group of
products determined at the start of the game.
[0201] In some embodiments, as discussed herein, more than one
entitlement may be presented substantially simultaneously to a
contestant. For example, a contestant may be presented with a
plurality of offers (e.g., a prize showcase contains fifteen prize
offers supplied by local merchants) from which a contestant may
claim a certain number of prizes (e.g., "Pick your favorite 3
prizes!"). In another example, a user may then be presented with
twenty-four product images, representing such exemplary products as
a large pizza at Joe's Pizza, a manicure at Hilda's Salon, or a dog
grooming at Sam's Creature Care Center. Each product may correspond
to a product described by a product guarantee or other
entitlement.
[0202] 5. An Entitlement is Provided to the User
[0203] In step 810, an entitlement is provided to the user. In some
embodiments, providing an entitlement may include determining
whether user accepts at least one retail entitlement. For example,
upon being presented with one or more offers (e.g., via an output
device of a user device), a contestant may accept one or more
offers. In some embodiments, providing an entitlement to a user
comprises receiving an indication of a selection by a user of the
entitlement.
[0204] If the customer has won a retail entitlement, for example,
such as the ability to purchase a product for an amount equal to a
Prize Meter Gap Amount or a Price Tag amount, the customer may be
provided with the opportunity to accept the retail entitlement
(e.g., by clicking on a corresponding image displayed on a
website).
[0205] In various embodiments, a user may accept an offer by
selecting (e.g., highlighting, clicking on, pressing an area of a
touch screen, actuating a corresponding button or key, etc.) one or
more of: (i) text, (ii) icons, graphics or symbols, and/or (iii)
any representation, visual or otherwise, identifying a specific
offer from a merchant. FIG. 12 depicts an example game screen
1200.
[0206] In some embodiments, as discussed herein, a player may
accept a finite number of offers after completing a game session.
In other embodiments, a player may win one or more prizes (e.g.,
after playing a game show), and choose not to accept or select
prizes until a later time (e.g., a return visit to the game show
Web site). Also, in some embodiments, providing an entitlement may
not include any active acceptance by a player of a particular
prize. For example, a visitor to an online game show website may
automatically "win" a medium pizza from a local merchant.
[0207] In one or more embodiments, the user need not select any
products or other prizes. For instance, the user may not desire to
obtain any of the products displayed for him, even though he may be
able to do so for well below the products' typical retail prices.
In such cases, the user may be given the opportunity to select from
another group of products and/or to replay the game. Although the
customer may potentially accept at least one retail entitlement,
the customer may also reject the at least one retail entitlement.
In some embodiments, a customer's rejection of the at least one
retail entitlement results in the start of a new game. In one
example of a Prize Meter embodiment, a customer may determine that
the final Prize Meter Gap Amount is too high (i.e., it would cost
too much to purchase an entitlement), and may choose to start the
game process over again. Further, in such instances, a fee may be
optionally charged for each new game started (e.g., $0.25).
[0208] Should a user accept at least one retail embodiment,
providing the entitlement may further comprise determining whether
the customer is a first-time player or a repeat visitor to the
website. For example, the central computer may consult a user
database to determine if the user has previously played an online
game before, which would indicate that the player is a repeat
visitor. If the customer is a first time player, this step may
further comprise requesting and receiving the customer's contact
information (e.g., full name, address, phone number, etc.) and/or
financial account information (e.g., credit card account number).
Of course, as discussed herein, such information may be requested
and/or received prior to the start of a game or at any time.
[0209] According to some embodiments, a user may provide a payment
in exchange for a product, offer, entitlement, or other prize. In
some embodiments, a prize may comprise the opportunity to purchase
something. For example, a user may pay for one or more selected
products based on a price level he has achieved. In another example
of a, based on a Prize Meter Gap Amount and/or a customer's degree
of success in answering price-oriented questions, the customer may
be entitled to purchase one or more products for the Prize Meter
Gap Amount. In an example of a Price Tag embodiment, based on the
Price Tag amount and/or the customer's degree of success in
answering price-oriented questions, the customer may be entitled to
purchase one or more products for the Price Tag amount. If the user
has won an entitlement such as the ability to purchase a product
for an amount equal to a Prize Meter Gap Amount or a Price Tag
amount, the user may be provided with the opportunity to accept the
retail entitlement.
[0210] In some embodiments featuring pricing-themed games, the
operator of the central computer may desire to provide first time
customers with the ability to receive one or more retail
entitlements for free. In the case of a Prize Meter embodiment, for
example, the central computer may be configured to waive charging
first time customers any amount whatsoever, including (1) a game
entry fee, or (2) a Prize Meter Gap Amount. Otherwise, for repeat
customers, the central computer may be configured to charge (1) a
game entry fee (e.g., $0.25 per game) and/or (2) a Prize Meter Gap
Amount. In the case of a Price Tag embodiment, the central computer
may be configured to waive charging first-time customers any amount
whatsoever, including (1) a game entry fee, or (2) an amount based
on the customer's final Price Tag. Otherwise, for repeat customers,
the central computer may be configured to charge (1) a game entry
fee (e.g., $0.25 per game), and/or (2) an amount based on the
customer's final Price Tag, such as an amount equal to the final
Price Tag amount multiplied by the number of products selected from
a prize selection screen.
[0211] It should be noted that in embodiments where customers are
required to pay the central computer (e.g., with a credit card
account or account established with the controller) a Price Tag
amount or gap amount in order to realize retail entitlements, the
central computer may be configured to request a supplemental,
affirmative authorization from the customer to charge the
customer's financial account.
[0212] According to some embodiments, a user may purchase one or
more products by making up the gap between a price level and a
target price. Once the user has chosen a subset of products (e.g.,
from a showcase), the user may pay for the chosen products based on
the price level he has won. Thus, in some embodiments, to obtain a
right to a product, a user need then only pay the difference
between the price level he has won, and the retail price of the
product. Once the user has selected one or more products, the user
may be charged for the products. The price level a user wins for a
product may typically be close to the retail price of the product,
so that there is only a small gap for the user to make up using his
own funds. Accordingly, it is generally beneficial for a user to
win a high price level for a product, as then there will be a
smaller gap that he must pay out of his own pocket. Equivalently,
it is generally beneficial for the user to achieve a small gap.
[0213] In some embodiments, the user the user may be considered to
be purchasing the means to obtain a product (as opposed to
purchasing the product itself from the controller). Since the
controller may have obtained product guarantees, for example, the
controller may be able to provide the user with the means for
obtaining a product (e.g., a certificate corresponding to the
guarantee). The user may then obtain the product from an
appropriate merchant.
[0214] Providing an entitlement to a user may comprise determining
a price to charge the user for one or more entitlements. In some
embodiments, after the one or more products have been determined as
part of the game and/or for selection as prizes by the user, the
controller may determine a target price. During a game, the user
may attempt to get a price level as close as possible to a target
price. If the user can get his price level to match the target
price, then the user may be able to obtain one or more products
without further financial outlay (i.e., for free).
[0215] In one embodiment, the target price may be determined based
upon the retail prices of the products for which the user is
playing. The target price may be based on, for example:
[0216] a) The average (mean, median or mode) of the retail prices
of the products
[0217] b) The highest of the retail prices of the products
[0218] c) The lowest of the retail prices of the products
[0219] d) The weighted average of the retail prices of the
products.
[0220] It will be understood that the weighting of retail prices
may be done in a number of ways. In one example, the retail price
of a particular product is weighted based on the frequency with
which users have chosen it for acquisition in the past. For
instance, suppose a user is playing for a group of products
comprising products A, B, and C. At the end of the game, the user
will be able to choose one of the group of products to acquire.
Suppose further that A has a retail price of $10.00, B has a retail
price of $5.00, and C has a retail price of $9.00. Further, suppose
that A and B have been chosen with about equal frequency in the
past, while C has been chosen twice as often as A or B. Therefore,
the retail price of C may receive twice the weighting of the retail
prices of A and B when figuring the target price. Thus, in this
example, the target price may be equal to: (retail price of
A+retail price of B+2.times.retail price of C)/4, which equals
$10.00+$5.00+2.times.$9.00)/- 4, which equals $8.25. Of course,
there are many other criteria with which the weightings for an
average may be derived.
[0221] It should be noted that the target price might be determined
based on other prices or measures of value for the products for
which the user is playing. For example, the target price of a
product may be based upon the price the controller paid for a
corresponding product guarantee, the manufacturing cost of the
product, the price suggested for the product by a merchant (e.g.,
by the merchant supplying the product), the liquidation value of
the product, and so on. The controller may also determine a target
price based on other additional or alternative factors. Such
factors may include, without limitation:
[0222] a) The category label, or the showcase label. For example,
if a category is labeled "premium products," then the target price
may be relatively high, even though the products themselves do not
necessarily have high retail prices.
[0223] b) The geographic location of the user. In various
embodiments, the controller may wish to discourage play from users
who live far from merchants providing product guarantees. Such
users would be unlikely to become regular customers of the
merchants. Therefore, in one or more embodiments, a target price is
made relatively higher for a user whose residence is geographically
distant from the location of one or more merchants providing
product guarantees for the products in a game.
[0224] c) Chance. A controller may select a target price at random.
The target price may, for example, take on a random value between a
predetermined range, such as $8.00 to $12.00.
[0225] d) Tradition. The controller may, for example, select a
target price for a showcase because the target price has applied to
similar showcases in the past.
[0226] In at least one embodiment, if a user's price level falls
short of the target price, then the user may have to make up the
gap with his own funds. In some embodiments, this gap refers to the
difference between the price level won by the user and the retail
price of the product. For example, if the target price is $9.50,
and the user achieves a price level of $9.10 through play of the
game, then the user may have to make up the gap of $0.40 with his
own funds if he wishes to obtain a product. To obtain two products,
the user may have to use $0.80 from his own funds, and so
forth.
[0227] In another example, for each selected product, the amount
the user is charged may be equal to the difference between the
target price and the price level the user won during play of the
game. For instance, if the user has won a price level of $8.55, if
the target price is $10.00, and if the user has chosen three
products, then the user may be charged 3.times.($10.00-$8.55), or
$4.35. The user may, in some embodiments, be charged an additional
amount for other costs, such as shipping costs for the product or
for a certificate redeemable for the product (e.g., if the product
or certificate is mailed to the user by the controller).
[0228] In some cases, the game may be configured such that a user
may be able to achieve a price level equal to the retail price of a
product, in which case he would not have to pay anything for the
chosen products--the gap amount would be zero.
[0229] In some embodiments, providing one or more entitlements to a
user may include receiving payment or an indication of payment by a
user. For example, the user may possess an account with the
controller. The account may contain funds that have been provided
to the user for free (e.g., as a benefit to first-time users).
Alternatively, the user's account may have been established or
funded with funds from a user's credit card account. For instance,
the user's credit card may have been charged $5.00 in order to fund
his account with the controller. Once the user has agreed to
purchase one or more products, the amount of the gap between the
target price and the final price level may be deducted from the
user's account with the controller. If the user has insufficient
funds in his account, then the user may be required to add
additional funds (e.g., from a credit card account).
[0230] In some embodiments, the user may not have an account
associated with the controller. In one or more such embodiments,
the user's credit card account may be charged directly for any
amount required to obtain one or more entitlements (e.g., based on
the gap between a target price and a price level earned by the
player).
[0231] In one or more embodiments, providing an entitlement to a
user comprises providing the user with means to obtain a product
(e.g., corresponding to a product guarantee). In some embodiments,
if the user has accepted at least one retail entitlement, the
controller provides the player with the retail entitlement. This
may include providing retail entitlement data to the user (e.g.,
including information about a product, a merchant, a merchant
location, etc.) and/or recording the distribution of the retail
entitlements. Once the user has purchased a product, the controller
may provide the user with the means to obtain the product.
[0232] In one or more embodiments, the user may obtain the product
by bringing an appropriate certificate to the merchant providing
the product. Providing an entitlement to a user may include
providing a certificate or other means to obtain a product. For
example, a certificate might contain, among other things, the
user's name, a description of the product for which the certificate
is redeemable, the name of the merchant who will provide the
product, a date on which the certificate was issued, a date by
which the certificate must be redeemed, and various designs that
are difficult to forge.
[0233] In some embodiments, the central computer may provide a
player with a retail entitlement by allowing the player to download
a printable voucher that can be presented by the player to a
retailer upon redemption. For example, once a user has paid for one
or more product guarantees, the controller may transmit to the user
one or more printable certificates. In one embodiment, the
controller transmits one certificate for each product for which the
user has paid. The user may then print the printable certificates
from a user device (e.g., using a printing device). The controller
may transmit a certificate to a user in electronic form. For
example, the controller may transmit the certificate as a PDF
(portable document format) file.
[0234] In one or more embodiments, the electronic file to be
printed as the certificate is not displayed directly on the user's
terminal screen. The electronic file may be set up in this way, for
example, in order to discourage screen-capturing of the
certificate. For instance, if the user were able to screen-capture
the certificate, the user might duplicate the certificate
electronically and send electronic versions of the certificate to
friends. Since the friends would thereby obtain certificates
without paying, and since there might now be more certificates
outstanding than were intended by the controller, the
re-transmission of certificates could be a misuse of the
system.
[0235] In one or more embodiments, the controller may mail to the
user a copy of a certificate or entitlement data via postal mail.
Postal mail may be used, for example, if the user has no
printer.
[0236] In other embodiments, the central computer may allow the
player to download a prize code into a PDA, cell phone, or other
portable device. In some embodiments, the player could transmit the
prize code to a device operated by the retailer upon redemption. In
yet another embodiment, the central computer may merely output a
message to the customer indicating that an entitlement is
registered in his or her name.
[0237] For each issued entitlement, the central computer may create
or update a record in a database to reflect the issuance. This step
may be particularly useful in embodiments where participating
merchants wish to limit the availability of retail entitlements.
That is, such a step may be desirable so that, once a given retail
entitlement has been exhausted (i.e. once a numerical limit has
been reached), related products are not included as game elements
or offered as prizes in any subsequent games. In various
embodiments, acceptance data is recorded (e.g., in an acceptance
database) to reflect a customer's selection of a prize. In some
embodiments, acceptance data may include an indication: (i) the
offer that was accepted, (ii) the user that selected the offer
(e.g., user data, which may include demographic information), (iii)
the status of certain game elements when the offer was selected
(e.g., game conditions), and/or (iv) general game system
statistics. Additionally, in some embodiments, acceptance data may
be sequentially updated to include information concerning the
redemption of awarded prizes (e.g., a customer's behavior
subsequent to accepting a prize, such as whether or not a prize
voucher is then presented and redeemed at a merchant retail
location).
[0238] In some embodiments, once a customer accepts one or more
prizes, a record (e.g., a prize inventory database) may be updated
so as to reflect the removal of one or more prize units in relation
to an offer (e.g., prize unit "SC-UCW-17" is marked as accepted in
an offer inventory database, reflecting that a seventeenth unit of
Super-Clean Car Wash's "ultimate car wash" offer was claimed).
[0239] 6. A Request to Validate an Entitlement is Received
[0240] In step 812, a request to validate an entitlement is
received. In some embodiments a user provides a corresponding
certificate to a merchant sponsoring an entitlement that the user
purchased after playing an online game. For example, with a printed
certificate in hand, a user may visit the merchant who is to
provide a product the user has purchased from the controller. The
user may hand the certificate to the merchant and may receive the
prize from the merchant in exchange for the certificate.
[0241] In some embodiments, the controller may receive a request to
validate an attempt by a user to redeem a retail entitlement, and
may determine the validity of retail entitlement. For example,
after at least one retail entitlement has been distributed to a
customer, a retailer may transmit retail entitlement data to the
central computer to validate the retail entitlement. A retailer may
seek such validation of a retail entitlement when a customer
attempts to redeem a product from the merchant by claiming that
they are entitled to receive the product by virtue of her having
played an online game. For instance, a customer may present a
product to a cashier at a retail store and tell the cashier that
she is entitled to receive the product as a result of her playing
an online game. The cashier may, in turn, manipulate a merchant
device such as a personal computer or a card authorization terminal
to transmit an authorization or validation inquiry to the central
computer.
[0242] Such an inquiry may include (a) a retail entitlement
identifier, such as an alphanumeric voucher identifier or prize
code; (b) a unique identifier of the customer, such as a full name,
Social Security Number, financial account number (e.g., credit card
number, checking account number), promotional account number (e.g.,
loyalty card number), or the like; and/or (c) a description of the
product the customer claims she is entitled to receive (e.g., a
Universal Product Code, or the like).
[0243] After receiving a request, the central controller may
consult a database to confirm that the customer was indeed issued
an appropriate retail entitlement. If the controller determines
that the customer is indeed registered to receive the product, the
central controller may (1) transmit an authorization message to the
cashier, who may authorize the transaction such that the customer
need not provide payment to the retailer for the product, and/or
(2) update a database record to reflect the redemption. Thus, if a
customer has won the product and/or purchased it in conjunction
with an online game, in some embodiments she need not provide any
payment to the retailer in order to acquire the product. In some
embodiments, an operator of the central controller may credit the
retailer for any such redeemed products.
[0244] In an alternate embodiment, a retailer may maintain an
independent database or log of retail entitlement identifiers that
can be consulted without submitting an inquiry to the central
computer. When a customer wishes to redeem a retail entitlement,
the validity of the retail entitlement can be verified against the
retailer's local information, eliminating the need to communicate
(e.g., via a network) with the central computer.
[0245] Referring to FIG. 9, a flow chart 900 is depicted that
represents some embodiments of the present invention. Although the
method 900 is discussed as being performed by a controller, it will
be understood in light of the present disclosure that various
aspects of the exemplary method may be performed by a controller, a
game server, a user device, a retailer device, or any combination
of the devices and/or computers described herein.
[0246] In step 902, at least one product for which a user will play
is determined. For example, a set of products may be determined
based on a location indicated by a user, based on one or more
presentation rules, based on the preferences of one or more
merchants and/or the controller, and/or based on a preference
indicated by a user. In step 904, a target price is determined
(e.g., based on an average retail price of one or more products).
In step 906, play of a game is initiated. For example, a game
server may present game instructions or provide a first game even
(e.g., a question related to a product offered by a merchant). In
step 908, a price level is adjusted based on play of the game. For
example, a player's price level is increased from $2.25 to $3.78
based on the player's answering two of three questions correctly.
In step 910, a final price level is communicated to a user. For
example, a price meter depicting the price level achieved at the
end of a game session is displayed to a player. In step 912, at
least one product is determined. For example, a showcase of
products may be determined for use in a game and/or for
presentation to a user for selecting one or more prizes. In step
914, the user is charged for at least one product. For example, as
discussed herein, a gap price may be determined based on a credit
amount earned by a player and/or a retail value of a product. An
amount may be deducted from a user's account, for example. In step
916, the user is provided with means to obtain the at least one
purchased product (e.g., a certificate, a prize code, redemption
information). Additional examples consistent with at least some of
these steps are discussed in this disclosure.
[0247] E. Additional Examples
[0248] The following examples illustrate some additional
embodiments and features of the present invention. The following
examples are provided merely to illustrate some embodiments of the
present invention, and should not be construed as limiting the
scope of the invention in any way. Various other embodiments and
examples of embodiments are discussed in further detail herein, and
others will be apparent to those skilled in the art in light of the
present disclosure.
[0249] In one example of a "Prize Meter" embodiment, a
pricing-themed game is configured based on a prospective customer's
selection of a geographic region. More specifically, based on the
prospective customer's selection of a geographic region, the
central computer consults a database and configures a "showcase" of
products available at retail merchants within the geographic
region. The central computer then initiates a pricing-themed game
whereby prospective customers are asked a series of price-oriented
questions about the showcased products. Throughout the game (e.g.,
after each question and answer), the central computer communicates
the prospective customer's success in answering the questions by
adjusting a "Prize Meter" that represents an amount of credit the
player has won toward the purchase of at least one product in the
showcase. In some Prize Meter embodiments, the difference between a
Prize Meter amount and a target price may be referred to as a Prize
Meter Gap Amount. For example, a target price may be based on an
average of the retail prices of products in a given group (e.g., a
showcase of products). Further, in some Prize Meter embodiments,
players must pay the central computer an amount based on the Prize
Meter Gap Amount in order to receive retail entitlements. At the
end of the game, the prospective customer may elect to pay the
difference between the final Prize Meter amount and a target price,
which may represent the average retail price of the items in the
showcase. Payment of this difference to the central computer would
allow the customer to redeem at least one showcased product from a
retailer within the selected geographical region.
[0250] According to another example of a "Prize Meter" embodiment,
Sue Johnson, a consumer from Stamford, Conn., uses her personal
computer to log onto www.GameShow24.com, a website configured to
host a pricing-themed game based on the television show "The Price
is Right.TM.." Upon first entering the site, the central computer
that hosts the website prompts Sue to enter her name and verify
that she is at least eighteen years old. After Sue enters her name
and verifies her age, the central computer prompts Sue to select an
area-specific edition of the game from a plurality of listed
possibilities, including, for example "New Canaan, Conn.," "Weston,
Conn." and "Stamford, Conn."
[0251] After Sue selects the "Stamford, Conn." option, a "greeting
screen" is presented to Sue. The greeting screen depicts a game
show host character and includes a message that reads, "Nice to
have you here, Sue Johnson. I'm the host of the show, Bill. Here's
how we play." The greeting screen is followed by a series of
instructional screens, which explain to Sue: (1) "You'll be asked
four questions about the retail prices of selected items from
Stamford merchants"; (2) "After each question, you'll see your
`Prize Meter.` The better you play, the higher it gets, and the
more credit you win towards the purchase of items from Stamford
merchants"; and (3) "After four questions, the show ends. Then,
you'll pick your items from the 24 prizes that appeared on the
show. And, first time players get prizes absolutely free. So let's
play!"
[0252] Based on Sue's selection of the "Stamford, Conn." option,
the central computer retrieves, from a database, game elements
corresponding to a "Stamford edition" of the game. More
specifically, icons representing products offered at merchants
within the Stamford area are retrieved from a database and
communicated to Sue in a "showcase" of products.
[0253] The game begins as the central computer provides Sue with
her first question. More specifically, the game show host character
is represented as saying, "Here is your first question. Which 4
items from Stamford-area merchants have a retail price more than
$4.00?" The central computer also provides images of six products
for sale at Stamford merchants. After Sue selects four of the six
products in response to the question, the central computer consults
a database to determine Sue's success in answering the question.
For example, the central computer may determine that Sue selected
only three of the four correct items, and may output a screen
reading, "Not bad. You got 3 out of 4 right."
[0254] After this first round of the game is completed, the central
computer adjusts Sue's "Prize Meter," which will ultimately
represent the amount of credit Sue has won toward the purchase of
at least one product from a participating merchant in the Stamford
area. More specifically, based on Sue's degree of
accuracy/correctness in answering the question, the Prize Meter
would be increased. For example, Sue's original Prize Meter amount
of $0 may be increased to $1.50 based on Sue's selecting three of
four correct answers in the first round of the game. The adjusted
price may be output to Sue along with a message that reads, "That's
a good start. You're on your way to some great prizes."
[0255] Similarly, three more rounds would ensue, asking Sue
price-oriented questions about products available at participating
Stamford-area merchants. After each round, based on Sue's degree of
accuracy/correctness, the Prize Meter would be further
increased.
[0256] After the last (fourth) round, the final Prize Meter amount
would be calculated and displayed to Sue. The central computer
would consult a database to determine the number of products toward
which Sue may apply her Prize Meter credit (e.g., two items).
Further, the central computer may output an instructional message
explaining that, generally, players would pay the difference
between the final Prize Meter amount and a target price (e.g., the
average retail price of the items in the showcase), and thereby
receive vouchers good for one or more selected showcase products.
However, the central computer may recognize Sue as a first-time
player, and may award a credit equal to the difference between the
final Prize Meter amount and the target price. Thereafter, Sue
would (1) select a predetermined number of prizes in the showcase
(e.g., two items), and (2) provide identification data, such as
full name, address, and credit card number. After selecting her
items in the showcase, Sue would be permitted to download and print
vouchers that indicate her entitlement to the corresponding goods
and/or services offered at Stamford merchants.
[0257] According to one example of a "Price Tag" embodiment, a
pricing-themed game is configured based on a prospective customer's
selection of a geographic region. Based on the prospective
customer's success in answering price-oriented questions about
products sold by merchants within the selected geographic region, a
"Price Tag" is adjusted. At the end of the game, the prospective
customer may elect to pay the Price Tag amount. Payment of the
Price Tag amount to the central computer would provide the customer
the right to redeem at least one product from a retailer within the
selected geographic region.
[0258] According to another example of a "Price Tag" embodiment Bob
Smith, a consumer from Stamford, Conn., uses his personal computer
to log onto www.GameShow24.com, a website configured to host a
pricing-themed game based on the television show "The Price is
Right.TM.." Upon first entering the site, the central computer
which hosts the website prompts Bob to enter his name and verify
that he is at least eighteen years old. After Bob enters his name
and verifies his age, the central computer prompts Bob to select an
area-specific edition of the game from a plurality of listed
possibilities, including, for example "New Canaan, Conn.," "Weston,
Conn." and "Stamford, Conn."
[0259] After Bob selects the "Stamford, Conn." option, a "greeting
screen" is provided to Bob. The greeting screen depicts a game show
host character and reads, "Nice to have you here, Bob Smith. I'm
the host of the show, Bill. Here's how we play." The greeting
screen is followed by a series of instructional screens, which
explain to Bob: (1) "You'll be asked four questions about the
retail prices of selected items from Stamford merchants"; (2)
"After each question you'll see your `Price Tag.` The better you
play, the lower it gets, and the less it costs you to get great
deals from participating Stamford merchants"; and (3) "After four
questions, the show ends. Then, you'll pick your items from the 24
prizes that appeared on the show. And, first time players get
prizes absolutely free. So lets play!"
[0260] Based on Bob's selection of the "Stamford, Conn." option,
the central computer retrieves, from a database, game elements
corresponding to a "Stamford edition" of the game. For example, the
central computer retrieves and displays images of products sold by
participating Stamford merchants.
[0261] The game begins as the central computer provides Bob with
his first question. More specifically, the game show host character
is illustrated to state, "Here is your first question. Which 4
items from Stamford-area merchants have a retail price more than
$4.00?" The central computer simultaneously provides images of six
products for sale at Stamford merchants. After Bob selects four of
the six products in response to the question, the central computer
consults a database to determine Bob's success in answering the
question. For example, the central computer may determine that Bob
selected only three of the four correct items, and may output a
screen reading "Not bad. You got 3 out of 4 right."
[0262] Further, the central computer may output a screen to educate
Bob about the correct answer, so that Bob learns about the local
merchants' products and prices. For example, the central computer
may output a screen reading, "Here is the 1 you missed."
Simultaneously, the central computer may also highlight or
otherwise indicate the corresponding item, in this case the last
remaining item from a Stamford-area merchant that has a retail
price of more than $4.00. Additionally, the central computer may
output a screen that reveals the actual retail prices charged by
the Stamford-area merchants for all of the six items displayed in
the first round of the game. For example, a screen may be provided
to Bob that (1) reads "By the way, in the Stamford-area the actual
retail prices of the first six items are . . . " and (2) reveals
the actual retail prices for the corresponding items. Thus, the
game would educate Bob about the actual retail prices associated
with the items used as game elements.
[0263] After this first round of the game is completed, the central
computer would adjust Bob's "Price Tag," which will ultimately be
used to determine the price at which Bob may purchase at least one
product from a participating Stamford-area merchant. More
specifically, based on Bob's degree of accuracy/correctness in
answering the question, the Price Tag would be adjusted downward.
For example, Bob's original Price Tag of $4.44 may be decreased to
$3.92 based on Bob's selecting three of four correct answers in the
first round of the game. The adjusted price may be output to Bob
along with a message that reads, "That's a good start. You're on
your way to some great prizes."
[0264] Similarly, three more rounds would ensue, asking Bob
price-oriented questions about products available at participating
Stamford-area merchants. After each round, based on Bob's degree of
accuracy, the Price Tag would be further adjusted downward.
[0265] After the last (fourth) round, the final Price Tag amount
would be calculated and displayed to Bob, and the central computer
would consult a database to determine how many prizes Bob could
select. In this example, a prize would be the ability to purchase
one or more of the previously displayed products at the amount
indicated by the final Price Tag. Once it is determined how many
products Bob may purchase at the final Price Tag value, Bob is
given the ability to select products from the 24 previously
displayed products.
[0266] However, first-time players such as Bob may be issued a
credit that enables them to redeem products entirely for free. In
such cases, first-time players such as Bob may be required to (1)
select the products they wish to redeem at the corresponding local
merchants, and (2) provide identification data, such as full name,
address, and credit card number. On the other hand, returning
players would be required to select the products they wish to
purchase for the final Price Tag amount. All such players would
subsequently be permitted to download and print vouchers that
indicate entitlement to the corresponding goods and/or services
offered at participating merchants.
[0267] F. Additional Embodiments
[0268] According to some embodiments, prior to, during initiation
of the game, or at any time, the controller may also present
instructions for play of the game. For example, the controller may
display to the user, "In this game, you will see one question at a
time. Each question will have four possible answer choices. To
answer a question, just click your mouse pointer in the circle next
to your answer choice." The controller may also provide various
other instructions or information about the play of the game. For
instance, the controller may indicate that the object of the game
is to bring a price level up to the target price, that the current
price level will be increased for every correct answer, that there
will be four rounds in the game, that there is no time limit, and
so on.
[0269] In one or more embodiments, a user's performance in a game
may be measured by a score. For example, a user may score one point
for each correct answer he selects for a question. A user may also
score points based on how rapidly he answers a question, solves a
puzzle, or otherwise conducts a game. At the conclusion of the
game, or at some other point in the game, the score may be
converted into a price level. For instance, the controller may
store a predefined table that correlates all possible scores in a
game to price levels. In embodiments where a score is converted to
a price level, the user need not necessarily see an initial price
level, and need not necessarily see a price level as it increases
over the course of the game. The user may instead follow the
progress of his score, and see his price level only at the end of
the game once his score has been converted to a price level.
[0270] In one or more embodiments, a user may be allowed to replay
a portion of a game. For example, if the user does poorly in a
particular round of a game, then the user may have the opportunity
to replay the round. Of course, a user may be allowed to redo any
other game event. With the ability to replay a portion of a game, a
user may have the opportunity to achieve a more favorable price
level.
[0271] In one or more embodiments, the user may always have the
opportunity to achieve a final price level equal to the target
price. The user may therefore always have the opportunity to obtain
one or more products for free. However, the user may be required to
play a game perfectly in order to match the target price. The
controller may make it difficult to match the target price by
always incorporating at least one difficult game event into a game.
For example, the controller may always incorporate at least one
difficult question into a trivia game.
[0272] In one or more embodiments, it may be desirable to allow a
user to achieve a price level equal to the target price. With a
price level equal to the target price, a user would obtain one or
more products without having to pay anything (although the user may
still have to pay the 25-cent cost to play). The ability to obtain
a product without paying may be highly motivational for a user.
However, if the user obtains a price equal to the target price,
then the controller may lose money on any products the user
chooses. For instance, in those embodiments in which the controller
must pay for a product guarantee, but will receive no payment for
the product from the user, the controller may lose money.
[0273] In one embodiment, a user must exhibit optimal play of a
game in order to win a price equal to the target price. Optimal
play may comprise selecting all answers correctly for all questions
in a game. Such a task may be difficult for a user, and it may
therefore be difficult for a user to obtain a price level equal to
the target price.
[0274] In one or more embodiments, a user may have the opportunity
to win a price level that is higher than the target price. For
example, if the user exhibits perfect play in a game, then the user
may win a price level of $1.00 above the target price. The user may
thereby obtain one or more products for free. Additionally, the
user may receive some benefit from the amount by which the price
level exceeds the target price. To use the prior example, the $1.00
may be added to the user's account with the controller. The $1.00
may also be paid directly to the user via check, for example.
Alternatively, the $1.00 may apply towards a subsequent game. For
instance, the user may begin a subsequent game with a price level
of $1.00. As will be appreciated, many other benefits may be
provided to the user based on the amount by which a price level in
a game exceeds a target price.
[0275] In one or more embodiments, the controller may indicate to
the user the relationship between the user's game performance and
the amount by which a price level will increase (or between the
user game performance and the new level of the price). For example,
the controller may display a table such as that provided in FIG.
13. The table 1300 indicates an amount of an increase in a price
level corresponding to each possible number of correct answers
selected by a user (e.g., in answering a question about local
merchants). For instance, according to table 1300, the price level
will increase by $0.25 if the user selects exactly one correct
answer choice. It will be understood that there are many other ways
in which the controller might indicate to the user the relationship
between game performance and the increase in user's price level.
For example, the controller may indicate a function such as price
level increase=$0.25.times.#answers correct-$0.10.
[0276] In one or more embodiments, the controller may not indicate
to the user the relationship between the user's game performance
and the amount by which a price will increase. The controller may
store such a relationship internally without indicating it.
[0277] In one or more embodiments, a price level may represent a
price the user must pay to obtain a product. In these embodiments,
a price level may begin at the average price of products in a
showcase, and may decrease over the course of the game. The user
may try to bring the price level to zero, in which case the user
would not have to pay for a product. For most games, the user might
obtain a price level in the range of $1.00 to $3.00, which would
then be the amount the user has to pay for a product.
[0278] In one or more embodiments, the controller need not pay for
a product guarantee. Merchants may be willing to provide product
guarantees to the controller for free if it means that the
merchants will acquire new customers. Merchants may even pay the
controller to accept product guarantees and/or to offer the
merchants' products in product showcases.
[0279] In one or more embodiments, a user need not pay the gap
between a final price level and a target price out of his own
pocket. Instead, the user may find a third-party merchant to pay
the gap for him. In return, the user may agree to perform
activities that benefit a third-party merchant. Such activities may
include answering survey questions, viewing advertisements, or
conducting business. For example, there may be a $2.00 gap between
the user's final price level and the target price of a particular
showcase. Rather than paying the $2.00 using funds from his
account, the user may agree to answer ten survey questions about
the desirability of a new dietary supplement. The manufacturer of
the dietary supplement may, in turn, pay the $2.00 gap so that the
user may obtain a product from the showcase without any financial
outlay of his own.
[0280] In one or more embodiments, it may be desirable that a
question, round, or other game event have more than two possible
results. For example, it may be desirable that a user be able to
get one, two, or three answer choices correct rather than simply
getting a question right or wrong. When a game event has multiple
possible results, it is possible to increase a price level by
several different corresponding amounts. It is therefore possible
to create more variation in the overall results of the game. In
other words, it may be possible for the user to finish with a
number of different price levels. A question in which a user must
select multiple answers allows for such a variation in the results
of a game. Similarly, a round of a game that involves multiple
questions may allow for the possibility that a user obtains zero,
one, two, three, or four, or more questions correct. In
Scrabble.TM., there may be multiple words a user can form on any
given play of the game. Many other games allow for game events in
which there are more than two possible results.
* * * * *
References