U.S. patent application number 10/815482 was filed with the patent office on 2004-11-11 for system and method of generating revenue through tournament play.
Invention is credited to Sham, Wellen.
Application Number | 20040224773 10/815482 |
Document ID | / |
Family ID | 33415785 |
Filed Date | 2004-11-11 |
United States Patent
Application |
20040224773 |
Kind Code |
A1 |
Sham, Wellen |
November 11, 2004 |
System and method of generating revenue through tournament play
Abstract
The present invention is a system and method for conducting a
tournament by a game provider for users using a gaming system.
Games are provided by a game server through a network. The game
server provides a tournament scheme of play having a plurality of
rounds. To progress to a next round, a player must exceed a
threshold score. During each round, the player may play several
times in an attempt to exceed the threshold score. Revenue is
generated for each game played. The revenue may be shared between
the user's network and the game provider.
Inventors: |
Sham, Wellen; (Shanghai,
CN) |
Correspondence
Address: |
MICHAEL L. DIAZ, P.C.
555 REPUBLIC DRIVE, SUITE 200
PIANO
TX
75074
US
|
Family ID: |
33415785 |
Appl. No.: |
10/815482 |
Filed: |
April 1, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10815482 |
Apr 1, 2004 |
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10396390 |
Mar 26, 2003 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3276 20130101;
G06Q 30/02 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A method of generating revenue to a game provider from users
each having a communication device within a network provided by a
network provider, the method comprising the steps of: establishing
a tournament having a plurality of rounds, each round enabling the
user to play a game provided by a game server on the user's
communication device through the tournament scheme of play;
determining a fee to the user for playing each game in the
tournament; sending the determined fee from the game server to the
network provider; and transferring a portion of the revenue
collected by the network provider to the game provider based upon
playing each game.
2. The method of generating revenue to a game provider of claim 1
wherein the step of establishing a tournament includes establishing
a threshold score for which a user must exceed in the game played
in the present round to advance to a next round.
3. The method of generating revenue to a game provider of claim 2
wherein the step of establishing a threshold score includes
determining the threshold score prior to the start of each
round.
4. The method of generating revenue to a game provider of claim 2
wherein the step of establishing a threshold score includes
determining the threshold score after the completion of the
round.
5. The method of generating revenue to a game provider of claim 2
wherein the step of establishing a tournament includes allowing the
user to immediately progress to the next round upon exceeding the
established threshold score.
6. The method of generating revenue to a game provider of claim 5
wherein the step of allowing the user to immediately progress to
the next round includes allowing the user to play another game in
the round if the user does not exceed the threshold score.
7. The method of generating revenue to a game provider of claim 2
wherein the step of establishing a tournament includes:
establishing a start and stop time for each round; allowing the
user to progress to the next round at the start time of the next
round upon exceeding the established threshold score.
8. The method of generating revenue to a game-provider of claim 6
wherein the user may continue to play an additional game until the
stop time of the round.
9. The method of generating revenue to a game provider of claim 1
wherein the step of determining a fee to the user for playing each
game includes determining the fee on a per game basis.
10. The method of generating revenue to a game provider of claim 1
wherein the step of determining a fee to the user for playing each
game includes determining an elapsed time of game play by each user
for each game.
11. The method of generating revenue to a game provider of claim 1
further comprising the step of sending a bill to the user through
the network provider from the game provider for downloading the
game.
12. The method of generating revenue to a game provider of claim 1
further comprising the step of sending a bill to the user through
the network provider from the game provider on a pay per game
basis.
13. The method of generating revenue to a game provider of claim 1
wherein the game server includes a game monitor component and
wherein the step of determining an elapsed time of game play by
each user playing each game includes recording a start time, an end
time and a user identification for each game play within the game
server.
14. The method of generating revenue to a game provider of claim 1
wherein the network provider is a wireless network provider having
a wireless network and the communication devices are mobile devices
communicating within the wireless network.
15. The method of generating revenue to a game provider of claim 1
wherein the network provider is a Internet service provider
providing internet services through the Internet and the
communication devices are computing devices communicating within
the Internet.
16. The method of generating revenue to a game provider of claim 1
further comprising the steps of: determining a communications
protocol utilized by the communication device; and communicating
with the communication device utilizing the determined
communications protocol.
17. The method of generating revenue to a game provider of claim 1
further comprising the steps of: determining a winner from users
playing in the tournament; and awarding a prize for winning the
tournament.
18. The method of generating revenue to a game provider of claim 1
further comprising the steps of: presenting an advertisement within
the game; acknowledging by the user of the advertisement; and
awarding points for acknowledging the advertisement, the points
being added to a score for playing the game.
19. A system for sharing revenue generated from users of
communication devices within a network playing a game between a
game provider and a network provider, the system comprising: a game
server providing a tournament having a plurality of rounds, each
round enabling the user to play a plurality of games provided by
the game server on the user's communication device through the
tournament, the user progressing to a next round upon exceeding a
threshold score established for the round; the game server being in
communication with the communication devices within the network,
the game server having a database for recording each game played by
the user and a user identification identifying the user; and means
for calculating a fee for each game played by a user on the
communication device; wherein the network provider collects revenue
from the users for playing each game in the tournament and
transfers a percentage of the revenue to the game provider.
20. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the means for calculating
a fee for each game played includes determining a total elapsed
game time derived from the start time and the end time and
calculating the fee based on the total elapsed game time for each
game played.
21. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the means for calculating
a fee includes calculating a fee on a per game basis.
22. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the game server allows
the user to immediately progress to the next round upon exceeding
the established threshold score.
23. The system for sharing revenue generated from users of
communication devices of claim 22 wherein the game server allows
the user to play another game in the round if the user does not
exceed the threshold score.
24. The system for sharing revenue generated from users of
communication devices of claim 19 wherein: the game server
establishes a start and stop time for each round; and the game
server allows the user to progress to the next round at the start
time of the next round upon exceeding the established threshold
score.
25. The system for sharing revenue generated from users of
communication devices of claim 24 wherein the game server allows
the user to play an additional game until the stop time of the
round.
26. The system for sharing revenue generated from users of
communication devices of claim 19 further comprising a billing
server in communication with the game server and having a database
for recording each game and the user identification sent from the
game server for each game played by a user.
27. The system for sharing revenue generated from users of
communication devices of claim 26 wherein the billing server
communicates with a billing system of the network provider for
billing the user for game play from the game server, the billing
server providing information on game play and user identification
to the billing system.
28. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the network provider is a
wireless network provider providing a wireless network and the
communication devices are mobile devices communicating within the
wireless network.
29. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the network provider is
an Internet service provider providing Internet services through
the Internet and the communication devices are computing devices
communicating within the Internet.
30. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the game server
determines the communications protocol being utilized by the
communication device and communicates with the communication device
utilizing the determined communications protocol.
31. The system for sharing revenue generated from users of
communication devices of claim 19 wherein the game server provides
an advertisement within the game being played by the user, whereby
when the advertisement is acknowledged by the player, a bonus is
awarded to the player.
32. The system for sharing revenue generated from users of
communication devices of claim 31 wherein fees are charged to an
advertiser associated with the advertisement for each
acknowledgment of the advertisement.
33. The system for sharing revenue generated from users of
communication devices of claim 19, wherein the game server
determines a winner of the tournament from the users playing the
tournament and awarding a prize to the winner.
34. A method of conducting a tournament by a game provider from
users each having a communication device within a network provided
by a network provider, the method comprising the steps of:
establishing a tournament having a plurality of rounds, each round
enabling the user to play a game provided by a game server on the
user's communication device through the tournament; establishing a
threshold score for each round, the threshold score setting the
score for which a user must exceed in a game to proceed to a next
round; allowing a user to progress to a next round in the
tournament upon the user exceeding the established threshold score;
determining a fee to the user for playing each game; and sending
the determined fee from the game server to the network
provider.
35. The method of conducting a tournament by a game provider of
claim 34 wherein the step of allowing a user to progress to a next
round includes allowing the user to immediately progress to the
next round upon exceeding the established threshold score.
36. The method of conducting a tournament by a game provider of
claim 35 wherein the step of allowing the user to immediately
progress to the next round includes allowing the user to play
another game in the round if the user does not exceed the threshold
score.
37. The method of conducting a tournament by a game provider of
claim 34 wherein the step of establishing a tournament includes:
establishing a start and stop time for each round; and allowing the
user to progress to the next round at the start time of the next
round upon exceeding the established threshold score.
38. The method of conducting a tournament by a game provider of
claim 37 wherein the user may continue to play an additional game
until the stop time of the round.
39. The method of conducting a tournament by a game provider of
claim 34 wherein the step of determining a fee to the user for
playing each game includes determining the fee on a per game
basis.
40. The method of conducting a tournament by a game provider of
claim 34 further comprising the steps of: determining a
communications protocol utilized by the communication device; and
communicating with the communication device utilizing the
determined communications protocol.
41. The method of conducting a tournament by a game provider of
claim 34 further comprising the steps of: determining a winner from
users playing in the tournament; and awarding a prize for winning
the tournament.
42. The method of conducting a tournament by a game provider of
claim 34 further comprising the steps of: presenting an
advertisement within the game; acknowledging by the user of the
advertisement; and awarding a bonus to the user for acknowledging
the advertisement.
43. A system for conducting a tournament of users of communication
devices within a network playing a game, the system comprising: a
game server providing a tournament having a plurality of rounds,
each round enabling the user to play a game provided by the game
server on the user's communication device through the tournament,
the user progressing to a next round upon exceeding a threshold
score established for the round; the game server being in
communication with the communication devices within the network
having a database for recording each game played by the user and a
user identification identifying the user; and means for calculating
a fee for each game played by a user on the communication
device.
44. The system for conducting a tournament of claim 43 wherein the
means for calculating a fee for each game played includes
determining a total elapsed game time derived from the start time
and the end time- and calculating the fee based on the total
elapsed game time for each game played.
45. The system for conducting a tournament of claim 43 wherein the
means for calculating a fee includes calculating a fee on a per
game basis.
46. The system for conducting a tournament of claim 43 wherein the
game server allows the user to immediately progress to the next
round upon exceeding the established threshold score.
47. The system for conducting a tournament of claim 46 wherein the
game server allows the user to play another game in the round if
the user does not exceed the threshold score.
48. The system for conducting a tournament of claim 43 wherein: the
game provider establishes a start and stop time for each round; and
the game provider allows the user to progress to the next round at
the start time of the next round upon exceeding the established
threshold score in the current round.
49. The system for conducting a tournament of claim 48 wherein the
game provider allows the user to play an additional game until the
stop time of the round.
50. The system for conducting a tournament of claim 43 wherein the
game server determines the communications protocol being utilized
by the communication device and communicates with the communication
device utilizing the determined communications protocol.
51. The system for conducting a tournament of claim 43 wherein the
game server provides an advertisement within the game being played
by the user, whereby when the advertisement is acknowledged by the
player, a bonus is awarded to the.
52. The system for conducting a tournament of claim 51 wherein fees
are charged to an advertiser associated with the advertisement for
each acknowledgment of the advertisement.
53. The system for conducting a tournament of claim 43, wherein the
game server determines a winner of the tournament from the users
playing the tournament and awarding a prize to the winner.
Description
RELATED APPLICATIONS
[0001] This application is a continuation-in-part of a co-pending
U.S. Patent Application (Ser. No. 10/396,390 to Gillan et al.
entitled "GAME SERVER SYSTEM AND METHOD FOR GENERATING REVENUE
THEREWITH," filed Mar. 26, 2003 and is hereby incorporated in its
entirety by reference herein.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] This invention relates to gaming systems. Specifically, the
present invention relates to a system and method of generating
revenue from tournament play in a gaming system.
[0004] 2. Description of the Related Art
[0005] With the dramatic rise in Internet and wireless services,
users are now provided with network games. In a network
environment, players communicate through a game server and play
games against the game server, and at times, other players. In an
Internet environment, the players utilize computers to communicate
with the game server and other connected players. In addition, in a
mobile telecommunications system, players utilize mobile phones,
portal digital assistants (PDAs) and other mobile communication
devices to communicate with other players and the game server.
Typically, the downloaded game may be charged to a player.
Additionally, in existing systems, game providers receive revenue
from advertising.
[0006] Although there are no known prior art teachings of a device
such as that disclosed herein, prior art references that discuss
subject matter that bears some relation to matters discussed herein
are U.S. Pat. No. 6,676,522 to Rowe et al. (Rowe), U.S. Patent
Application Publication Number 2002/0039923 to Cannon et al.
(Cannon), U.S. Patent Application Publication Number 2002/0193162
to Walker et al. (Walker), and U.S. Patent Application Publication
Number 2003/0190960 to Jokipii et al. (Jokipii).
[0007] Rowe discloses a gaming system having a portable gaming
device which is capable of receiving and sending information to a
remote device/location. Rowe also discloses a payment transaction
server which validates payment from a player and establishes an
entitlement of the player to play a game via the portable gaming
system. Rowe does not teach or suggest a tournament play for a
plurality of players. In addition, Rowe merely discloses a gaming
system, which allows a remotely located player to play a game
associated with a centralized game server.
[0008] Cannon discloses a tournament gaming system, which includes
a plurality of gaming machines programmed for a tournament style
game. The plurality of gaming machines are connected to a host
computer. The tournament games may be conducted at a predetermined
minimum rate of play. Cannon does not teach or suggest sharing of
revenue by various service providers, receiving fees from players
playing multiple games where each game is charged a fee, or
executing tournament rounds in a sequential order upon individual
completion of a round by a player.
[0009] Walker discloses a method and system for operating a video
game or video game tournament. A bonus is provided to a player
playing the video game or participating in the video game
tournament. A player pays a single entry fee to compete in the
tournament. Walker does not teach or suggest a scheme of tournament
play where revenue is obtained from a player playing multiple games
where each game is charged a fee. In addition, Walker does not
disclose sharing revenue obtained from the tournament play.
[0010] Jokipii discloses an online gaming system operative in a
client-server environment in which users are provided tools for
creating and managing online gaming leagues in which a group of
member users can play the online games with and against one another
in a scheduled and organized fashion. The gaming system also
enables users to create tournaments in which member users compete
against one other in various tournament schemes. Jokipii does not
teach or suggest obtaining revenue from players, each player
playing multiple games where each game is charge a fee.
Additionally, Jokipii does not disclose a tournament scheme of play
where each round may be sequentially completed by individual
players at their own pace.
[0011] Existing systems utilize a multi-player network system
enabling players to play games against a game server or other
players. However, the existing systems do not teach or suggest a
tournament scheme enabling players to play selected rounds on a pay
per game/round basis. In addition, no existing system discloses a
tournament scheme whereby players play sequential rounds within a
tournament at the player's individual pace. A system and method is
needed which provides an incentive to the player to play multiple
games while maximizing revenue to the providers of the network.
Also, there is also no system or method for sharing revenue by
various providers in the network.
[0012] Thus, it would be a distinct advantage to have a system and
method which incorporates a tournament scheme of play for
encouraging player participation in multiple games as well as
generating revenue for various providers of the network. It is an
object of the present invention to provide such a system and
method.
SUMMARY OF THE INVENTION
[0013] In one aspect, the present invention is a method of
generating revenue to a game provider from users each having a
communication device within a network provided by a network
provider. The method begins by establishing a tournament having a
plurality of rounds. Each round enables the user to play a game
provided by a game server on the user's communication device
through the tournament. A fee is determined for each game played by
the user in the tournament. The determined fee is sent from the
game server to the network provider. A portion of the revenue
collected by the network provider is transferred to the game
provider based upon each game played.
[0014] In another aspect, the present invention is a system for
sharing revenue generated from users of communication devices
within a network playing a game between a game provider and a
network provider. The system includes a game server providing a
tournament having a plurality of rounds. Each round enables the
user to play a plurality of games provided by the game server on
the user's communication device through the tournament. The user
progresses to a next round upon exceeding a threshold score
established for the round. The game server is in communication with
the communication devices within the network. The game server has a
database for recording each game played by the user and a user
identification identifying the user. A fee is calculated for each
game played by a user on the communication device. The network
provider collects revenue from the users for playing each game in
the tournament and transfers a percentage of the revenue to the
game provider.
[0015] In still another aspect, the present invention is a method
of conducting a tournament by a game provider from users each
having a communication device within a network provided by a
network provider. The method begins by establishing a tournament
having a plurality of rounds. Each round enables the user to play a
game provided by a game server on the user's communication device
through the tournament. A threshold score is established for each
round. The threshold score is the score a user must exceed in a
game to proceed to a next round. A user progresses to a next round
in the tournament upon the user exceeding the established threshold
score. A fee is determined for each game played by the user. The
determined fee is sent to the network provider.
[0016] In another aspect, the present invention is a system for
conducting a tournament of users of communication devices within a
network playing a game. The system includes a game server providing
a tournament having a plurality of rounds. Each round enables the
user to play a game provided by the game server on the user's
communication device through the tournament. The user progresses to
a next round upon exceeding a threshold score established for the
round. The game server is in communication with the communication
devices within the network. The game server has a database for
recording each game played by the user and a user identification
identifying the user. A fee is calculated for each game played by a
user on the communication device.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. 1 is a simplified block diagram of a gaming system in
the preferred embodiment of the present invention;
[0018] FIG. 2 is a simplified block diagram of the lobby servers
within the system in the preferred embodiment of the present
invention;
[0019] FIG. 3 is a simplified block diagram of the game server of
the system 100 in the preferred embodiment of the present
invention;
[0020] FIG. 4 is a simplified block diagram of the billing server
within the system 100 in the preferred embodiment of the present
invention;
[0021] FIG. 5 is a graphical depiction of timed rounds within
specified time periods in the preferred embodiment of the present
invention;
[0022] FIG. 6 is a graphical depiction of sequential rounds in an
alternate embodiment of the present invention;
[0023] FIGS. 7A and 7B are flow charts outlining the steps for
conducting tournament play according to the teachings of the
present invention; and
[0024] FIGS. 8A and 8B are flow charts outlining the steps for
conducting tournament play in an alternate embodiment of the
present invention.
DESCRIPTION OF THE INVENTION
[0025] FIG. 1 is a simplified block diagram of a gaming system 100
in the preferred embodiment of the present invention. The system
100 includes one or more game servers 102 within the Internet 112
and a mobile data network 114. A billing server 110 is connected to
one of the gaming servers 102 and a billing system of the Internet
service provider or mobile service provider 116 (also referenced as
the network provider). The lobby server 104 provides the initial
interaction between mobile devices 108 operating in a mobile data
network 114. A mobile device may be any mobile communication
device, such as a mobile phone, a tablet computer, a PDA or any
other device operable on a mobile network, including a cellular
network. The lobby server 104 also provides the initial interaction
between computers 106 operating over the Internet 112. The game
server 102 may optionally connect mobile devices 108 or computers
106 to one another. The billing server 110 may communicate with
both the game servers 102 and a billing system 120 via the Internet
112 or a secure connection 118. Alternatively, the billing server
110 can communicate with the billing system 120 via the mobile data
network 114.
[0026] The server applications may be deployed within a service
provider's network or outside the service provider's network. The
applications are scalable and are used for implementing and
monitoring games played on a wired or wireless network. The system
110 includes the game server 102, lobby server 104 and the billing
server 110. The game server 102 further includes a plurality of
games available for download or direct play from either a mobile
device 108 or a computer 106. In addition, the billing server 110
includes one or more databases for maintaining general user
information, such as identification codes assigned to a particular
user, user name, telephone number or IP addresses. The database or
databases further provides storage for games played and may
optionally include a start and stop time for each game played. The
billing server 110 may communicate with an Internet service
provider or a mobile service provider 116.
[0027] FIG. 2 is a simplified block diagram of the lobby servers
104 within the system 100 in the preferred embodiment of the
present invention. The lobby servers 104 are connected to the
computers 106 through the Internet 112. In addition, the lobby
servers are connected to the mobile devices 108 through the mobile
data network 114. The lobby server 104 runs an application that
provides a virtual environment for players to meet and start games,
to include tournament games. The lobby server may also determine
the start and stop times of a plurality of tournaments. The lobby
server function may be performed by the game server 102 or as a
separate node in the network.
[0028] FIG. 3 is a simplified block diagram of the game server 102
of the system 100 in the preferred embodiment of the present
invention. The game server 102 serves games to computers 106
through the Internet 112 and mobile devices 108 through the mobile
data network 114. The game server 102 is a sever running a highly
scalable Internet-enabled and mobile network enabled application
that can serve and communicate with games running on either a
computer 106 or a mobile device 108. The game server 102 also
communicates with the lobby server 104 and the billing server 110.
The game server 102 provides game data to the games running on the
computer 106 or mobile device 108. The game data may include high
scores, images, text, game level information, and other
miscellaneous game content needed to play a game. The game server
102 also may receive customer and player information, game play
data and player scoring data. The game server 102 may also
authenticate players. The data collected by the game server 102 can
be stored in one or more databases, either internally within the
game server or externally. The game server 102 may also store a
plurality of games available for download by a player. The game
server may also recognize various protocol standards within one or
more telecommunications or data network. For example, the game
server may recognize TDMA, CDMA, GSM, or iMode, etc. protocols
utilized within a network. In the preferred embodiment of the
present invention, the game server receives a communication
message, either directly or through the lobby server, from the
computer 106 or the mobile device 108. Within the communication
message is typically a header message indicating the type of
communication protocol used within the network. The game server
determines the protocol utilized and responds with the appropriate
communication protocol. Thus, the game server may optionally
communicate with one or more networks and their communication
devices using different protocols.
[0029] In addition, the game server 102 also optionally stores
start and stop times for one or more tournaments and the associated
players. Additionally, the game server 102 determines threshold
scores necessary to proceed to successive rounds within a
tournament. The game server also generates and sends messages to
players as necessary on the operation and status of the tournament.
For example, the game server may send a message stating the start
and stop times of each tournament. In addition, the game server 102
may send messages indicating whether a player has succeeded in
advancing to the next round.
[0030] FIG. 4 is a simplified block diagram of the billing server
110 within the system 100 in the preferred embodiment of the
present invention. The billing server 110 is connected to the game
server 102 and the billing system 120 for the network provider
(Internet or mobile service provider). The billing server 110 may
include a billing database, a batch processor, and/or a real time
processor, and billing data export modules. The billing server 110
collects customer and game play information each time a game is
played on the Internet 112 or mobile data network 114 and stores
this information in the billing database. The billing database may
be implemented as a single database or multiple databases. The
information may include customer identifications, game
identifications, game start date and time, game end data and time,
game completion statues, and other optional fields required by a
specific game. The information may be retried directly form the
game server 102 component of the system. The batch processor
packages billing data for the billing data export module to send to
the ISP's or mobile network provider's billing system 120. The
batch processor is typically configured to run periodically (e.g.,
once a day), and sends the accumulated billing data for that time
period to the billing data export module. In the alternative, the
real time processor may package the billing data for the billing
data export module. The real time processor runs continuously and
sends billing data as it is received.
[0031] FIG. 5 is a graphical depiction of timed rounds within
specified time periods in the preferred embodiment of the present
invention. FIG. 5 provides a bar graph illustrating a plurality of
timed rounds played at defined times. Each timed round lasts a
period of time, for example 30 minutes. The tournament scheme
provides a plurality of rounds (e.g., six as illustrated in FIG. 5)
over six time periods (e.g., T1, T2, T3 . . . ). During each round,
the player plays the game for a score. The player may elect to play
multiple games during the time period of each round. During each
game played, the player attempts to attain a specific threshold
score necessary to progress to the next round. The threshold score
may be determined prior to play. Alternately, the threshold score
is determined after all players have completed the round. A number
of players are specified for progressing to the next round. For
example, if there are 100,000 players competing in the round and
the specified number of players allowed to progress are 80,000, the
minimum threshold score to be in the top 80,000 players is
determined. If the player elects to play more than one game during
the round, the player must complete the game prior to the end of
each round for the score attained in the game to count.
[0032] FIG. 6 is a graphical depiction of sequential rounds in an
alternate embodiment of the present invention. FIG. 6 provides a
bar graph illustrating a plurality of rounds. The tournament may
have a predetermined length of time. However, in this alternate
embodiment, the player advances to each round at his own pace.
Thus, upon successfully attaining a threshold score for one round,
the player may immediately advance to the next round. The player
may optionally play several games as necessary to attain the
requisite threshold score to advance to the next round. However,
the overall length of the tournament may be limited to a specific
time period (e.g., 3:30 in FIG. 6). This alternate embodiment
enables a player to complete a tournament without waiting for the
start of a successive round.
[0033] For either scheme of tournament play, the game server 102
tallies the score or scores of the player to determine if the
threshold score has been attained for that player. If the player
has reached the threshold score, the player is sent a message that
he has successfully completed the round and may advance to the next
round. In the first embodiment, the next round does not begin until
the end of the previous round. Thus, the player may have to wait a
period of time to begin play in the next progressive round. The
entire tournament takes place over a predetermined amount of time,
without regard to the pace the player plays at and attains a
threshold score to advance to the next round. For the second
embodiment, the player plays each round at his own pace.
[0034] In addition, the game server 102 determines the number of
times the game is played, or alternatively, the time the player
needs to complete each game played. The game server provides this
information to the billing server 110. The billing server 110 may
then provide the billing information to the billing system 120 of
the mobile service provide 116 or Internet service provider
(network provider). The network provider may then transfer a
portion of the revenue collected to the game provider based on the
number of games played or the total game time.
[0035] During the play of the game by each player, a provision for
scoring additional bonus points may be used. The additional bonus
points are awarded by clicking on an advertisement incorporated
within the game. For example, if the game is a "fishing" game, the
player may click on a beverage icon within the game. The beverage
icon illustrates a brand of beverage. By clicking on the beverage
icon, the player is awarded a bonus system, such as an extension of
time, additional help from the system or points. The
acknowledgement of any advertisement within the game provides the
bonus to the player. The game server awards the bonus and tracks
the number of times the advertisement is acknowledged within the
game by all players. The number of acknowledgements received by all
players in the game may be used by the game provider or network
provider to determine a fee the advertiser pays for providing
advertisements within the game.
[0036] With reference to FIGS. 1-5, the operation of the system 100
in the preferred embodiment of the present invention will now be
explained. A player who wishes to play in a tournament connects
with the system 100, either through the lobby server 104 or
directly with the game server 102. In either case, in the preferred
embodiment of the present invention, the player is authenticated to
determine the identity of the player. The game server 102 or system
100 may advertise the start of a tournament, the type of game and
the prizes to be awarded to winners via a broadcast to potential
players through the computers 106 or the mobile devices 108. The
game server may provide a wide variety of games, which may pit the
player against the game itself, other players, or the game server.
For example, the game server may provide games such as bowling,
basketball, ping-pong, and aerial combat. However, any video game
may be utilized in the present invention. Upon successful
authentication of the player, the game server determines if the
time is within the tournament playtime window, specifically for
round 1. If it is determined that the time is not within the
specified round time window, the player waits until the start of
the round. Additionally, the game server may determine the type of
communications protocol utilized by the player. The game server,
upon recognition of the protocol used, responds with any messages
or game information in the recognized protocol. However, if the
tournament is in progress, the player elects to begin play in the
tournament. The player plays the specified game.
[0037] Upon completion of the game, the game server determines if
the player attained the threshold score necessary to progress to
the next round. If the player has successfully reached the
threshold score, the game server sends a message indicating
successful completion of the round (e.g., "Congratulations, you
have progressed to the next level. Please rejoin the tournament at
1:30. You may continue to practice.") Thus, the player may elect to
either stop play and wait for the next round or play another game
to practice, prior to the start of the next round. In the
alternative, if the player does not attain the threshold score, the
game server sends another message (e.g., "Nice try, however your
score needs to be better. Please give it another shot."). The
player may then elect to play another game to attempt to reach the
threshold score. The player may play as many games as desired
during the time period of the round. Upon the completion of each
game, the game server tallies the score and the identity of the
player. For each game player, or alternatively the number of
minutes played, is sent to the billing server 110. The billing
server 110, in turn, sends the information to the billing system
120.
[0038] At the completion of each round, the game server determines
each player who may progress to the next round. At the start of the
next round, the player again begins play and attempts to attain the
threshold score. As discussed above, at the completion of each
round the game server 102 determines if the threshold score has
been attained. Additionally, the game server tallies the number of
games played or the time played and sends the information to the
billing server 110.
[0039] Each successive round is played at the predetermined time
until the end of the final round. The game server 102 then
determines the winner and optionally awards prizes or publicizes
the winner or winners of the tournament. Additionally, as discussed
above, each player's number of games or time of play is determined
and sent to the billing server 110 after completion of each game.
In an alternate embodiment of the present invention, the game
server may provide the game number/game time player and the
player's identity to the billing server at the completion of the
tournament.
[0040] With reference to FIGS. 1-4 and 6, the operation of the
system 100 will now be explained in the alternate scheme of
tournament play. A player may desire to play a tournament at his
own pace. First, the player communicates with the system 100,
either through the lobby server 104 or directly with the game
server 102. The player may be authenticated to determine the
identity of the player. The game server may also determine the
protocol standard utilized by the player. Any messages or game
information is communicated to the player through the computer or
mobile device in the protocol standard utilized by the computer or
mobile device. The game server 102 or system 100 may advertise the
start of a tournament, the type of game and the prizes to be
awarded to winners via a broadcast to potential players through the
computers 106 or the mobile devices 108. Upon successful
authentication of the player, the game server determines if the
time is within the tournament time window, specifically for round
1. If it is determined that the time is not within the specified
round time window, the player waits until the start of the round.
However, if the tournament is in progress, the player may elect to
begin play in the tournament. The player plays the specified game.
During the play of the game by each player, advertisements may be
incorporated within the actual game. If the player acknowledges the
advertisement within the game (e.g., clicking on an advertisement
icon), a bonus is awarded by the game server to the player.
Advertisements fees may be determined from the total number of
player acknowledgements. Thus, additional revenue may optionally be
realized through advertisements incorporated in the game.
[0041] Upon completion of the game, the game server determines if
the player attained the threshold score necessary to progress to
the next round. If the player has successfully reached the
threshold score, the game server sends a message indicating
successful completion of the round (e.g., "Congratulations, you
have progressed to the next level."). The player then progresses to
the next round. If the player does not attain the threshold score,
the game server sends another message (e.g., "Nice try, however
your score needs to be better. Please give it another shot."). The
player may then elect to play another game in an attempt to reach
the threshold score. The player may play as many games as desired
during a predetermined time limit of the round. Upon the completion
of each game, the game server tallies the score and the identity of
the player. For each game player, or alternatively the number of
minutes played, is sent to the billing server 110. The billing
server 110, in turn, sends the information to the billing system
120.
[0042] At the completion of each round, the game server determines
each player who may progress to the next round. At the start of the
next round, the player that successfully completed the previous
round again begins play and attempts to attain the threshold score.
As discussed above, at the completion of each round the game server
102 determines if the threshold score has been attained.
Additionally, the game server tallies the number of games played or
the time played and sends the information to the billing server
110.
[0043] Each successive round is played in sequential order at the
pace of the individual player until the end of the final round. The
game server 102 then determines the winner and optionally awards
prizes or publicizes the winner or winners of the tournament.
Additionally, as discussed above, each player's number of games is
determined or time of play and sent to the billing server 110 after
completion of each game. In an alternate embodiment of the present
invention, the game server may provide the game-number/game time
for each player and the player's identity to the billing server at
the completion of the tournament.
[0044] For both schemes of tournament play, the network provider
(e.g., Internet provider or the mobile service provider) generates
revenue from the tournament, either on a per game basis or a time
played basis. The generated revenue may then be shared with the
game provider. For example, the game provider receives a percentage
of the revenue collected for the amount of time the user spends on
the network. The player may also be billed for downloading a
particular game. The player may be billed either directly from the
game provider or indirectly through the service provider.
[0045] Additionally, revenue may be generated by other actions
taken by the user or player. For example, the game provider may
charge the user a set fee for initially downloading particular
games. The game provider may also charge the player a set fee for
each play of a particular game. The game provider may set forth in
an agreement with the player that the player is to pay the game
provider directly. In this case, the game provider would then send
a bill directly to the user for downloading particular games and/or
playing a particular game. This could b done, for example, on a
pay-per play basis. In the alternative, the network provider may
bill the player for downloads or on a playtime basis and transfer
all or a portion of the revenue collected to the game provider. It
should be understood that the game provider may also be the network
provider.
[0046] FIGS. 7A and 7B are flow charts outlining the steps for
conducting tournament play according to the teachings of the
present invention. With reference to FIGS. 1-5, 7A, and 7B, the
steps of the method will now be explained. The method begins with
step 700 where a player desiring to play in a tournament
communicates with the system 100. In step 702, the player's
identity is ascertained by the lobby server 104 or the game server
102. The lobby server/game server then authenticates the player to
determine if the player is authorized to play in the tournament
(i.e., a paying customer). The game server may also determine the
communications protocol utilized by the player's communication
device. The game server automatically responds to the determined
communications protocol for each player. Next, in step 704, it is
determined by the game server 102 if the tournament has started. If
the tournament has not started, the method moves to step 706 where
the player waits until the tournament has started. Next, the
player, after waiting until the beginning time period of the
tournament, begins playing a game in step 708.
[0047] If, in step 704 it is determined that the tournament is in
play, the method moves from step 704 to step 708 where the player
plays the game. Next, in step 710, after completion of the game,
the player's score is calculated and sent to the game server 102.
It is determined in step 710 if the player's score has reached the
threshold score. If the threshold score has not been attained, the
method moves to step 712 where it is determined if the round has
ended. If it is determined that the round has ended, the method
moves from step 712 to step 716 where the tournament ends. However,
in step 712, if it is determined that the round has not ended, the
method moves from step 712 to step 714 where the game server
tallies the game and/or game time. Next, the method moves to step
708 where the player optionally continues to play in the round. The
player may elect to discontinue play and quit. In addition, the
player may quit the tournament at any time, being charged the
amount of games played, or alternatively, the amount of game time
used.
[0048] However, in step 710, if is determined that the threshold
score has been attained by the player, the method moves from step
710 to step 718 where the game server tallies the game or game
time. Next, in step 720, the round ends. In step 722, it is
determined if the final round is completed. If it is determined
that the final round is completed, the method moves from step 722
to step 724 where the tournament is completed. The game provider or
network provider may award prizes, provide discounts, publicize the
winner/winners, etc. to provide an incentive to the player to play
in another tournament.
[0049] In step 722, if it is not the final round, the method moves
from step 722 to step 726 where the player waits until the
beginning of the next round. Next, the method moves to step 708
where the player again plays another game in the next round.
[0050] FIGS. 8A and 8B are flow charts outlining the steps for
conducting tournament play in an alternate embodiment of the
present invention. With reference to FIGS. 1-4, 6, 8A, and 8B, the
steps of the method will now be explained. The method begins with
step 800 where a player communicates with the system 100 to play in
a tournament provided by the game server 102. In step 802, the
player is identified and authenticated by the lobby server 104 or
the game server 102. The game server may also determine the
communications protocol utilized by the player's communication
device. The game server automatically sends any messages or game
data in the format of the recognized communications protocol. Upon
identifying and authenticating the player, the method moves to step
804 where it is determined by the game server 102 if the tournament
has started. If the tournament has not started, the method moves to
step 806 where the player waits until the tournament has started.
Next, the player, after waiting until the beginning time period of
the tournament, begins playing a game in step 808.
[0051] If, in step 804 it is determined that the tournament is in
play, the method moves from step 804 to step 808 where the player
plays the game. Next, in step 810, after completion of the game,
the player's score is calculated and sent to the game server 102.
Next, in step 810, it is determined if the player's score has
reached the threshold score. If the threshold score has not been
attained, the method moves to step 812 where it is determined if
the round has ended. If it is determined that the round has ended,
the method moves from step 812 to step 816 where the tournament
ends. However, in step 812, if it is determined that the round has
not ended, the method moves form step 812 to step 814 where the
game server tallies the game and/or game time. Next, the method
moves to step 808 where the player continues to play in the round,
until successful completion (i.e., attaining the threshold score or
termination of the round). Optionally, the player may elect to
discontinue play and quit. In addition, the player may quit the
tournament at any time, being charged the amount of games played,
or alternatively, the amount of game time used.
[0052] In step 810, if is determined that the threshold score has
been attained by the player, the method moves form step 810 to step
818 where the game server tallies the game or game time. Next, in
step 820, the round ends. In step 822, it is determined if the
final round is completed. If it is determined that the final round
is completed, the method moves from step 822 to step 824 where the
tournament is completed. The game provider or network provider may
award prizes, provide discounts, publicize the winner/winners, etc.
to provide an incentive to the player to play in another
tournament. In step 822, if it is not the final round, the method
moves from step 822 to step 808 where the player again plays the
game in the next round.
[0053] The alternate methodology provides several advantages over
existing tournament play schemes. The alternate methodology and
system enables a player to play at his own pace. This embodiment
enables a player to sequential play the tournament without waiting
for the start of a define time for each round. Thus, the player may
play in a shorter period of time. While enabling the player to
complete the tournament faster, it also provides for revenue to
both the game provide and the network provider.
[0054] The present invention provides several advantages over
existing systems. The present invention provides for a scheme of
tournament play which encourages the player to play while obtaining
enhanced revenue to the game provider and the network provider. The
present invention also provides a novice methodology to share
revenue collected in such a tournament scheme of play. In addition,
the set up of the tournament provides for increased incentives for
playing multiple games to advance to the next round. Existing
systems do not provide such a scheme for multiple games in one or
more rounds. In addition, the present invention enables players
utilizing different communications protocol (e.g., CDMA, TDMA,
iMODE, GSM, etc.) to communicate and play within the tournament.
Additionally, revenue is also realized through advertisements
incorporated within the game. For each acknowledgement by a player
within the game, advertisement revenue may be assessed.
[0055] While the present invention is described herein with
reference to illustrative embodiments for particular applications,
it should be understood that the invention is not limited thereto.
Those having ordinary skill in the art and access to the teachings
provided herein will recognize additional modifications,
applications, and embodiments within the scope thereof and
additional fields in which the present invention would be of
significant utility.
[0056] Thus, the present invention has been described herein with
reference to a particular embodiment for a particular application.
Those having ordinary skill in the art and access to the present
teachings will recognize additional modifications, applications and
embodiments within the scope thereof.
[0057] It is therefore intended by the appended claims to cover any
and all such applications, modifications and embodiments within the
scope of the present invention.
* * * * *