U.S. patent application number 10/882676 was filed with the patent office on 2005-05-12 for system and method for interactive game-play scheduled based on real-life events.
Invention is credited to Lamb, Richard E., Lavanchy, Eric R., Zito, Anthony F..
Application Number | 20050101386 10/882676 |
Document ID | / |
Family ID | 23472999 |
Filed Date | 2005-05-12 |
United States Patent
Application |
20050101386 |
Kind Code |
A1 |
Lavanchy, Eric R. ; et
al. |
May 12, 2005 |
System and method for interactive game-play scheduled based on
real-life events
Abstract
A method and system for providing on-line game competition are
provided. Players select their favorite teams, join with other fans
of the team, and compete against players on the opposite team.
Teams compete against each other in matches, where matches are
based on schedules of real-life events, such as sports schedules or
entertainment schedules. Players are grouped with other players
associated with their favorite teams, and matches are organized.
Various trivia questions may be presented, and players have a
predetermined period of time to answer the questions. Points may be
awarded based on a player's success in competition and the overall
teams success in matches. Further, prizes are awarded based on
points received by a player.
Inventors: |
Lavanchy, Eric R.; (New
York, NY) ; Zito, Anthony F.; (Brooklyn, NY) ;
Lamb, Richard E.; (Pelham Manor, NY) |
Correspondence
Address: |
OPTV/MOFO
C/O MORRISON & FOERSTER LLP
1650 TYSONS BOULEVARD, SUITE 300
MCLEAN
VA
22102
US
|
Family ID: |
23472999 |
Appl. No.: |
10/882676 |
Filed: |
July 2, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10882676 |
Jul 2, 2004 |
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09373578 |
Aug 13, 1999 |
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6758754 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/795 20140902;
A63F 2300/8011 20130101; A63F 13/12 20130101; A63F 2300/69
20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 013/00 |
Claims
1. A method for computer-implemented game-play comprising:
identifying a plurality of players, each player associated with one
of a plurality of teams, each team relating to a real-life
participant in a scheduled event; matching two or more teams for
one or more contests based on the real-life scheduled event between
the two or more teams; and performing the one or more contests.
2-28. (canceled)
Description
FIELD OF THE INVENTION
[0001] The present invention relates generally to games, and more
specifically to online electronic team games of trivia scheduled
based on real-life events.
BACKGROUND OF THE INVENTION
[0002] Competitive games are a well known form of recreation. These
games may include physical activities, such as basketball or
baseball, or more inactive games, such as "board games" like
Monopoly.TM. and Trivial Pursuit.TM.. Advances in technology have
added new games and altered existing games. These advances in
technology allow games such as basketball, baseball, or
Monopoly.TM. to played in an electronic format.
[0003] Competitive games may be enjoyable because participants can
interact with others in friendly competition. Electronic games,
however, may suffer from the drawback of reducing the number of
people who can participate together in a game. Many current
electronic video games are limited to two players competing against
each other. This limits who can participate.
[0004] Additionally, many conventional games are limited by
geography. Players may only compete with other players nearby. To
participate, a player may have to travel large distances at great
expense to reach a competition. This may discourage players from
competing in various contests.
[0005] Conventional electronic games may also have a drawback of
not establishing competition among a community of players with
common interests. Many electronic games are limited to a
schedule(s) created by the game manufacturer. These games do not
incorporate real-life competition and/or preexisting loyalties held
by players. While a player may have a preexisting loyalty to a
college football team, for example, existing electronic games do
not specifically use these loyalties to promote competition in the
electronic games.
[0006] These and other drawbacks exist.
SUMMARY OF THE INVENTION
[0007] An object of the present invention is to overcome these and
other drawbacks in existing systems and methods.
[0008] Another object of the invention is to provide systems and
methods for allowing a plurality of players to electronically
compete in contests against each other.
[0009] Another object of the invention is to provide systems and
methods for allowing a plurality of players to be teamed together,
based at least in part on player profiles, and matching teams of
players against each other in a competition.
[0010] Another object of the invention is to provide systems and
methods for matching teams of players against each other in
competition based on real-life events.
[0011] Another object of the invention is to provide systems and
methods for grouping players into teams based on player-selected
sports teams and matching teams according to a real-life sports
schedule.
[0012] Another object of the invention is to provide systems and
methods for creating a compelling multi-player experience as well
as foster a community of like-minded sports fans.
[0013] Another object of the invention is to provide systems and
methods for fostering player loyalty driven by pre-existing,
strongly held loyalties to sports teams.
[0014] Another object of the invention is to provide systems and
methods for allowing a player to receive a score for a contest
based on the performance of the player in the contest and based on
the performance of the player's team in the contest.
[0015] Another object of the invention is to provide systems and
methods for allowing a plurality of players to compete in a trivia
based competition by presenting players with a series of questions
and tallying the responses provided by the players.
[0016] Another object of the invention is to provide systems and
methods for providing the opportunity for players to accumulate
chances to win prizes while participating in competition with and
against a plurality of other players.
[0017] Another object of the invention is to provide systems and
methods for providing branding opportunities for partners and
clients who sponsor player competition.
[0018] Another object of the invention is to provide systems and
methods for providing a sizable value-added content to existing
online sports content providers who sponsor player competition.
[0019] These and other objects of the invention are accomplished
according to various embodiments of the invention. According to one
embodiment of the invention, a plurality of players register to
compete. Players are placed on teams based on a player's indication
of team preferences. Teams are matched based on real-life events.
The score of the competition is tallied, and the players are
awarded scores based on the player's individual performance and
teams performance.
[0020] Other objects and advantages exist for the present
invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG. 1 is a flowchart of am embodiment of a method according
to the invention.
[0022] FIG. 2 depicts a schematic diagram of a hardware system
according to an embodiment of the invention.
[0023] FIG. 3 depicts a schematic diagram of a system according to
an embodiment of the invention.
[0024] FIG. 4 is a flowchart of a method of login and registration
according to an embodiment of the invention.
[0025] FIG. 5 illustrates a graphical user interface according to
an embodiment of the invention.
[0026] FIG. 6 is a flowchart of match play according to an
embodiment of the invention.
[0027] FIG. 7 illustrates a graphical user interface depicting a
game page according to an embodiment of the invention.
[0028] FIG. 8 illustrates a graphical user interface depicting a
personal trading card according to an embodiment of the
invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0029] The present invention is described in relation to an
internet based world wide web interface system that players access
using a web browser. In this environment, the present invention
provides online electronic team-oriented games of trivia with
matches that are scheduled based on real-life events. Nonetheless,
the characteristics and parameters pertaining to the electronic
team games are equally applicable to other types of
competition.
[0030] For purposes of explaining the present invention, an
embodiment of the present invention is set forth. A player may use
a browser to connect over the internet to a server program and
logon to an electronic team game of trivia. A player profile may
include teams a player selects to be associated with or against,
such as a favorite team and a least-favorite or rival team.
[0031] Using the browser, the player logs on to the system and
selects a team to play for. A player may be prevented from playing
for a least favorite team or against a favorite team. A team page
may be presented to the player, and may display a game to be
played, where the game corresponds to a real-life schedule, and
various matches. Matches involve players from one team competing
against players from another team. A player may be placed in an
appropriate match by the system, may select to join a match, or may
create a new match. Computer-controlled players, or "bots," may be
added to keep sides even. A match may begin with the system
presenting a question and various answer possibilities to the
players, who may select an answer or pass on a question. After a
predetermined period of time has passed, the system may present the
correct answer to the player. The number of correct answers for
each player, as well as for the teams, may be tallied after each
answer is presented. A match may comprise a predetermined number of
questions.
[0032] Scores may be awarded based on the number of correct
answers, both by the team as a whole and by the individual players.
At the end of the match, a player may be awarded a final score
based on the number of questions correctly answered, the match
results and the team results. Tickets may be used as a method of
counting awards points for a player based on a players score, with
more tickets being awarded for higher scores. Prizes may be raffled
by drawing from the tickets awarded to players. A more detailed
explanation of various features and elements of the present
invention will now be given.
[0033] According to an embodiment of the invention, a multi-player
game, such as a trivia game, may be provided in which players
cooperatively determine the outcome of matches which are scheduled
based on real-life games/schedules. According to an embodiment of
the invention, a player may use any known internet browser, such as
Netscape.TM. 4.0 or higher, or Microsoft Internet Explorer.TM. 4.0
or higher, or other browsers may also be used. The player may use
this browser 50 to connect over the internet 60 to a server, as
shown in FIG. 2. The method of implementing the present invention
may comprise various steps, including login/registration, match
management, match play, awarding scores, and awarding prizes. Other
steps may also be included.
[0034] FIG. 1 is a flowchart illustrating an embodiment of the
present invention, including the steps of "Login/Registration"
(step 2), "Match Management" (step 4), "Match Play" (step 6),
"Awarding Scores" (step 8), and "Awarding Prizes" (step 10). The
present invention may also include additional steps, or may be
performed without certain steps. The steps associated with FIG. 1
that may be included in the present invention are now described in
more detail.
[0035] As noted above, the system provides for players to login and
register before playing a game in login/registration step 2. First
time players may register with the system by entering information
to allow identification of that player. Upon registering, the
player may be assigned or may select a username and password for
logging into the system. Once a player registers, or if a player
has previously registered, a player may log into a system. Other
login procedures may also be used.
[0036] In step 4, the system initiates procedures to manage a
match. The system may organize a plurality of players into teams
and match a plurality of teams to allow for competition. Players
may be organized into a team based on player profiles. Teams may
then compete in matches against one or more other teams. According
to an embodiment of the invention, teams comprise a limited number
of players per match. Computer-controlled players, or "bots" may be
used to ensure that each team has the desired number of players.
For example, if a match was set to be six on six, but one side only
had five players when the match was scheduled to begin, a bot would
be added to make the sixth player. The scores of each player may be
weighted depending upon the number of players on a team. For
example, if one team has eight players and another team has four
players, the scores of the eight player team may be worth only half
as much as the score of the four player team. Other embodiments may
also be used.
[0037] A player may be directly placed into a team that is
currently competing in a match. According to an embodiment of the
invention, a player may be placed within the most appropriate match
available as described in detail below. A player may also select to
join a particular match, or may also select to create a new match.
Matches may also be combined to reduce the total number of matches.
Other methods of match management may also occur, as described
below.
[0038] Once a match has been established, the system may provide
for match play in step 6. A roster of players on a team and a chat
area may be presented, allowing a player to converse with other
players while competing in matches. Game play may be presented to a
player to allow competition to occur, and may comprise presenting
various questions and answer choices. The correct answer may be
displayed, and correct answers to a question by each player and
team may be tallied. Other methods of match play may also
occur.
[0039] The system may also provide for awarding scores to the teams
and the players in step 8. Each player may be awarded a score based
on the performance of the player and the performance of the
player's team. For example, a player may be awarded a score based
on the number of questions correctly answered. A team victory may
result in a higher score for the player. Other scoring methods may
also be used, as described in detail below.
[0040] The system may also provide for awarding prizes to the
players in step 10. Prizes may be awarded to a player(s) based on
the score received by the player, as described below. For example,
a raffle system may be used to award prizes. Each player may
receive "tickets" based on their score, with more tickets being
awarded to a player with a higher score. A drawing may then
determine which player receives the prize. Other methods for
awarding prizes may also be used.
[0041] To perform these and other functions, a scheduled match
trivia game system 100, according to an embodiment of the
invention, may be provided. System 100 may comprise one or more of
the following modules: web shell 102, a player management module
104, match management module 106, match module 108, chat module
110, game logic module 112, interaction server 114, content module
116, game management module 118, prize/winner module 120, and
advertising/sponsorship module 122. The operation of each of these
modules is provided in detail below. In general, web shell 102 may
include web pages providing a primary interface to non-game play
functions, such as login, game/match information, player trading
cards, help, and other functions. Player management module 104 may
maintain player information (e.g., username, real name, personal
statistics, team affiliation(s), etc.) and manage registration of
new players and login of existing players. Player management module
104 may allow a player to change some of the stored information to
allow a player to customize a player profile or personal "trading
card."
[0042] Match management module 106 may maintain a pool of current
matches, manage initiation of new matches, and place players into
matches. Match module 108 may also contain one or more sub-modules,
including a chat module 110 that supplies in-match chat
functionality, a game logic module 112 that provides game logic,
handles match scoring, interfaces with content management module
116 to obtain trivia content, sends "Referee" (or system
administration) messages via chat module 110, provides prize ticket
data to player management module 104 at the conclusion of a contest
or game and updates a "Recent Players" ticker at the conclusion of
a contest or game, and an interaction server 114 or "Match
Marshall," that may be responsible for synchronizing with clients
who sponsor a system, distributing content (e.g., question/answer
data, etc.), and handling incoming messages from a client who
sponsors a system. A client-side application (e.g., a client
website) may incorporate part of the chat and game logic
functionality. Client-side applications may include programs
written in Java.TM., Shockwave.TM., or other programming
languages.
[0043] Content management module 116 may generate and provide game
or contest information to game logic module 112, which may include
trivia questions and answers. Game management module 118 may
maintain a pool of current games, a schedule of games for a season,
scores of current games, and team win/loss records.
[0044] Prize/winner management module 120 may select winners
periodically based on prize ticket data, and may generate and
distribute winner reports for prize fulfillment.
Advertising/sponsorship module 122 may provide advertising and
sponsorship content to web shell 102. A more detailed description
of system 100 and various modules which may be contained therein is
described now.
[0045] Web shell 102 may comprise the central control component of
the system that provides global navigation for a player that
accesses the system. As described above, system 100 may comprise a
server system that provides web access to the team-based match play
system described herein. That system may present a series of web
pages to players engaged in play of the game. Accordingly, web
shell 102 may provide the underlying interface mechanism to allow
users to navigate the pages in the site and determine the content
of pages that are presented to the players. According to an
embodiment of the invention, every page provided at the web shell
may have a set of textual links to areas of a web site, including a
home page, a table of contents of a help section, a prize page, and
a player information editing page. Other links may also be
provided. According to an embodiment of the invention, a player
information editing page may be provided only when a player has
logged in. Depending on the situation (e.g., a player is logged in,
or not logged in, location within site, etc.); there may-be
additional links.
[0046] Web shell 102 may also present a splash screen to introduce
a player upon logging into the system. According to an embodiment
of the invention, an introductory splash screen may containing a
product name and logo, an animation or movie, audio or other
content. After a predetermined period of time (e.g., after an image
or animation has had time to load), or if the player clicks on a
logo, a player may be taken to a home page.
[0047] A home page may be a central hub page to introduce concepts,
explain procedures and rules, and present various aspects of the
competition. A home page may display all games in progress along
with the game status and score of each of those games. An interface
may be provided on a home page to allow a player to login/register.
According to an embodiment of the invention, a home page may
display a brief paragraph introducing the competition and
explaining how it work. For example, a player may receive
instructions that the competition is a trivia game based on sports.
Other types of competition may also be used. A list of matches in
progress may be presented and current scores, with winning team
listed first, e.g.: winner's fans 255, loser's fans 210, as well as
the number of people playing. Clicking on one of these matches may
take a player to an appropriate game information page. A home page
may further have a link to a game schedule, a link to a prize page,
and a login box for login and/or registration.
[0048] Web shell 102 may include a match information page, which
may present all available information for a selected match (team X
vs. team Y), and allow a player to access a team locker room for
either competing side. A match information page may present the
current score for each team, and the number of players playing for
each team. According to an embodiment of the invention, teams may
be referred to not simply as "Team X," but as "Team X fans," to
indicate that competition is between the fans and not the actual
teams. A match information page may also indicate when a match is
scheduled to end.
[0049] According to an embodiment of the invention, a match
information page may present a login box to a player. A player may
activate an appropriate softkey or button (e.g., "Click here to
play for Team X" and "Click here to play for Team Y") to link to an
appropriate team locker room page.
[0050] A match information page may also present information about
match results. According to an embodiment of the invention, a match
results ticker may be presented as a right to left scrolling ticker
which displays various information about recently finished matches.
Match result information may be displayed in other manners.
Information displayed on a match results ticker may include a
username of a player, the city and state where a player is from,
and the number of prize tickets earned by a player in a particular
match. According to an embodiment of the invention, a ticker may
hold a maximum number (such as 22, for example) of names, with each
new addition pushing the oldest off of the list. Other information
may also be displayed.
[0051] Web shell 102 may also include a team locker room page. A
team locker room page may be a "home base" for a particular team,
providing access to all team-specific information. A team locker
room page may present a score for games in which that team is
competing. As noted previously, according to an embodiment of the
invention, teams may be referred to not simply as "Team X" but as
"Team X fans" to indicate that the competition is between the fans
and not the actual teams. According to an embodiment of the
invention, a team may be involved in a plurality of matches. For
example, Team X may have 20 fans competing in 3 matches. Results of
all matches may be displayed on a team locker room page, as well as
the combined results of the matches. If there is no match for a
particular day, or week, a message may be presented that indicates
this fact. For example, the phrase "Team X fans are not currently
playing a game" may be displayed on a team locker room page.
[0052] A team locker room page may also indicate when a game is
scheduled to end, if there is a game. A player may activate a
button to enter a particular game, or may activate a button to
select or create a new game. A login box may be presented on a team
locker room page to allow a player to login to a selected game.
[0053] Web shell 102 may include a game page, which displays
information about a specific game. A game page may indicate which
teams are playing, the number of players participating for each
team, and the overall score for the game. A game page may also
allow a player to enter a team locker room page. According to an
embodiment of the invention, a ticker may display information about
players and the game, including the rankings and prize points of
players, the results and status of matches, and other information.
Other information may be displayed on a game page.
[0054] FIG. 7 illustrates a graphical user interface depicting a
game page according to an embodiment of the invention. Game page
500 may display a title 502, where the title identifies the game,
and a sponsor logo 504. For example, a title may indicate a regular
season game, a noted rivalry, a play-off game, or other information
about the game. Sponsor logo 504 may identify the owner or sponsor
of the website where the system is located.
[0055] Logos indicating Team A's fans 506, and Team B's fans 508
may be displayed, along with the score accumulated by Team A's
fans, 510, and the score accumulated by Team B's fans 512. Game
page 500 may also display a login for Team A' fans and a login for
Team B's fans, at 514 and 516, respectively. According to an
embodiment of the invention, a pop-up registration window may
appear when login 514 or 516 is selected by a player. The pop-up
registration may prompt a player to enter the appropriate username
and password to login to the system. A team locker room page may
then be presented to a player.
[0056] Game page 500 may also present a ticker 518, which may
comprise a left to right scrolling ticker presenting information
about the game. Ticker 518 may scroll information about players,
including a player's score, match results, the number of players
participating, and other information. Game page 500 may display
other information as well.
[0057] Web shell 102 may also include a fan ranking page. A fan
ranking page may present a list of players. According to an
embodiment of the invention, a fan ranking page may present a list
of the top players, such as the top ten players, as well as
information about the players. Information may include a username,
city, state, win/loss record of a player, and other information. A
fan ranking page may provide a goal for players to achieve, thereby
increasing the challenge and incentive for competition.
[0058] According to an embodiment of the present invention, each
player may have a player profile or personal "trading card." A
personal trading card may be a page which presents a player's
personal statistics, as well as some user information. According to
an embodiment of the present invention, a personal trading card may
present a player's name, an image of a player, the city and state
of the player, and a player's favorite and least favorite teams. A
personal trading card may appear as an electronic version of known
trading cards, such as baseball cards. A personal trading card may
also present a player's statistics. According to an embodiment of
the invention, a personal trading card may present results of a
player's competitions. Results may include the won/loss record of
the player's teams, the percentage of correct answers a player has
provided, and the total prize tickets earned by a player. Other
information may also be presented.
[0059] FIG. 8 illustrates a graphical user interface depicting a
personal trading card according to an embodiment of the invention.
A personal trading card 400 may display the name and address of a
player 402 as well as an image of the player 404. According to an
embodiment of the invention, a player name and address may comprise
a real name, a username, and the city and state of residence. Other
information may also be included.
[0060] A personal tracking card may also display player statistics
406, which include the number of games played, a player's win/loss
record, a player's winning percentage, the number of questions seen
by a player, the number of questions answered correctly by a
player, the percentage of correct answers, the prize points, or
score awarded, and any ranking or level achieved by a player. Other
information may also be included. A personal trading card 400 may
also display a sponsor logo 408 for advertising purposes. Other
embodiments of personal trading cards may also be used.
[0061] Web shell 102 may include a game schedule page that displays
a schedule of games, including games in progress, games already
played, and games to be played. A game schedule page may indicate a
schedule for a particular team, a plurality of teams, or all teams.
According to an embodiment of the invention, a game schedule may be
based on real-life events. For example, the system may provide
various teams associated with the National Football League.TM.
("NFL"), such as the Detroit Lions.TM., the Cincinnati Bengals.TM.,
and the Seattle Seahawks.TM. football teams. The real-life schedule
for the NFL may include the Detroit Lions.TM. playing the
Cincinnati Bengals.TM. in week one, and the Cincinnati Bengals.TM.
playing the Seattle Seahawks.TM. in week two. Matches between fans
of the teams may be played according to the schedule. Thus, the
Detroit Lions.TM. fans would play the Cincinnati Bengals.TM. fans
in matches in week one, and the Cincinnati Bengals.TM. fans would
play the Seattle Seahawks.TM. fans in matches in week two. Other
sporting event schedules may be used for coordinating matches,
including professional and college sports, such as basketball,
baseball, hockey, tennis, golf, boxing, or other sports. World
sporting events, such as World Cup Soccer, Davis Cup Tennis, the
Olympics.TM., or other events may also be used. Additionally,
non-sporting events may be used for competition, including events
such as the Oscars.TM. (e.g., fans of various nominees can
compete), Emmys.TM., Cannes Film Festival, elections (e.g.,
Republicans vs. Democrats, supporters of rival candidates, etc.),
large public trials (e.g., Microsoft.TM. vs. the U.S. Government in
an antitrust trial), or any other real-life scheduled event that
may rouse excitement or passions among potential players.
[0062] A prize page may be included in web shell 102. A prize page
may display current prizes and recent winners. Other information
may also be displayed. Other pages may also be included in web
shell 102.
[0063] Player management module 104 may comprise a database to
store personal player information, including the player's personal
trading card. Personal player information may include a username,
password, e-mail address, date of birth, first name, last name,
address, city, state, zip code, opt-in, and other information.
Opt-in is a method of compliance with generally recognized consumer
privacy policies, whereby a user indicate acceptance of
correspondence from the server program, for example by checking a
box or otherwise providing a positive acknowledgment. A negative
acknowledgment may occur when a user is considered to be opted-in
unless steps are taken to opt-out. A database may also store player
competition information, which may include the number of matches
played, the number of questions answered, the number of questions
answered correctly, the number of questions passed, the number of
prize tickets awarded, the number of games played in, and the
number of games won. Player competition information may also
include the date the last prize was won, a team affiliation, and a
team rivalry (negative affiliation). A team affiliation and a team
rivalry may be selected when a player registers. Player management
module 104 may also login and register players as described below
with respect to FIG. 3.
[0064] Match management module 106 may organize a plurality of
players from a team into groups, and organize a plurality of groups
into matches. According to an embodiment of the invention, a player
may be presented with various options. A player may select to
directly enter a match, whereby a player may then be placed
straight into an appropriate match. If a player attempts to play
against his/her affiliation team, an alert dialog may also be
displayed, and may prevent a player from playing against a favorite
team and losing on purpose. If the user is trying to play for
his/her rival team, an alert dialog may also be displayed to
prevent a player from playing for a rival team and losing on
purpose. If no current matches have been formed when the player
selects to enter a match, a new match may be created. According to
an embodiment of the invention, a new match may be referred to as
"<username>'s Match", where the <username>'s refers to
the first player in the match. When placing a player in an
appropriate match, the difference between the number of human
players on each side in the unstarted matches available may be
determined, and a player may be placed in the match that has the
greatest deficiency of human players on his side. Other methods may
also be used to determine an appropriate match. According to an
embodiment of the invention, computer-controlled players, which may
be referred to as "bots," may be used to fill in matches which are
uneven.
[0065] By way of example only, suppose on Nov. 6, 2000, the New
York Jets.TM. are playing the New York Giants.TM.. On Nov. 4, 2000,
Player Tony, who is looking for a match as a Jets fan, may login
and select to enter a match. Suppose at that time, there are three
unstarted matches. Match #1 may have 6 human Giants fans and 4
human (and 2 bots) Jets fans. Match #2 may have 4 human (and 4
bots) Giants fans and 8 Jets fans. Match #3 may have 10 Giants fans
and 6 human (and 4 bots) Jets fans. Tony would be placed in Match
#3, replacing a bot, because Jets fans are outnumbered by four (4)
in that match, more than any other match.
[0066] If more than one match has the same disparity of players
from one team with players from another team, the system may place
a player in a match with the fewest human players. For example, if
in the example above, Match #1 had only 2 human Jets fans (and 4
bots), the difference between sides would be the same as in Match
#3. Tony would be placed in Match #1, which has fewer human
players. If more than one match has the same difference between
sides and has an equal number of human-players, a player may be
randomly assigned to one of these matches. Other methods for
assigning players may also be used.
[0067] A player may also select a match or create a match when that
player logs in. Players may be taken to a lobby page, where current
matches for a selected game may be listed and dynamically updated.
Matches listed may include information about a match name, the
total number of players in the match, and the score of each team.
The match name may be selected by a player who created the match or
assigned by the system. Other information may also be included.
[0068] A player may select an existing match, whereby the player is
taken to that match, and introduced into match module 108, or the
player may select to create a new match. If the player desires to
create a new match, the player may activate a create match button,
a new match may be initiated with the player's name, and the player
may be taken into the new match.
[0069] According to an embodiment of the invention, existing
matches may be combined. When a new match is created, a check may
be performed to see if multiple matches can be combined in order to
reduce the number of bots in the game system, and facilitate more
interesting, lively chat and gameplay. Checking matches for
combinations may be performed at predetermined time-intervals, or
may be based on the number of human players. According to an
embodiment of the invention, matches may be combined in such a way
as to never split up existing matches. That is, matches are
combined only if a match can be moved intact into another match,
with enough room for all of the players. Other methods of combining
matches may also be used.
[0070] According to an embodiment of the invention, when
determining whether to combine matches, a system may check if any
other matches are forming. If there are other matching forming, a
system may determine if there are enough open slots in a current
match for the other match's players to fit into the current match.
If not, the next available forming match may be checked. If so, a
system may determine the difference, X, between the number of
players on each side if the matches were combined. This number, X,
may be an index of the suitability of combining the matches, where
lower numbers are better. If X=.O slashed., the matches may be
combined. According to an embodiment of the invention, a current
match may be combined with the match with the lowest value of X,
i.e., the smallest difference created between the two sides. If
more than one combination results in the same value for X, matches
may be combined randomly with matches of the same X value. Other
methods for combining matches may also be used.
[0071] Match module 108 may be used to facilitate gameplay and
competition. As noted above, match module 108 includes chat module
110, game logic module 112, and interaction server 114. According
to an embodiment of the invention, upon entering a match, a player
may be presented with a screen including: a scrolling chat window,
with a field for entering chat messages; a list of the players
currently in the match on one team; a list of the players currently
in the match on the other team; and a main game panel, where
questions and answers may appear. Other information may be
presented as well.
[0072] According to an embodiment of the invention, audio and
visual media may be used to present the information, and to add
excitement for a player. A player's name and team may be announced,
or video highlights of the team from a real-life game may be
played. Other options may also be used.
[0073] According to an embodiment of the invention, game-play
begins at a predetermined time, or does not begin until there are
at least a predetermined number of human players on a side. Chat
may be active while the players wait for the game to begin, thereby
allowing interaction between the players to occur whiling waiting
for a match to begin.
[0074] A roster list of players for each team currently in the
match may be displayed. According to an embodiment of the
invention, players who are playing as fans of the visiting team may
be displayed on the left side, and fans of the home team may be
displayed on the right side. A home team and a visiting team may be
designated based on a real-life match-up. Each player may have
individual performance statistics located near the player's name.
According to an embodiment of the invention, the statistic format
may be x/y, where "x" is the number of questions the player has
answered correctly in the match, and "y" is the number of questions
seen by the player. Clicking on a player's name (including one's
own) name may bring up a new window which contains that player's
personal trading card. Other formats may also be used.
[0075] Rosters may dynamically fill and empty while a match is
forming, as players decide whether or not to play. A player may
also join matches in progress. A roster may also dynamically sort
in order of percentage of correct answers, with the top percentage
players for each side being at the top of the roster. Sorting
players may occur after scores for each question are tallied. Other
methods for displaying rosters may also be used.
[0076] A chat area may be presented to a player to allow
communication between players while competing and may be monitored
by chat module 110. According to an embodiment of the invention, a
scrollable chat window may be presented at the bottom of the
screen. A keyboard cursor may be focused on the chat entry field,
so that a player does not have to click on the chat entry field to
begin typing. A chat entry field may perform according to known
chat entry fields, or may have specific instructions for using the
chat entry field which may be communicated to a player. A message
in a chat field may appear in a variety of formats. According to an
embodiment of the invention, a player's chat message may be
displayed in the color appropriate for that player's team (e.g.,
blue for visitor, red for home). Messages from those not
participating (e.g., referee messages, messages from the system
announcing certain conditions or events, etc.), may appear in a
third color under a specified name, such as a username
"Referee."
[0077] A player may use additional features as well. According to
an embodiment of the invention, a player may chat by "emoting."
Emoting may be described as the ability to describe an action
rather than simply "speaking." For example, by prefacing text
entered into the chat input field with the colon character (":"),
the text which follows may appear after the name rather than
appearing as normal spoken text. For example, a player with a
username "Elava" may type into a chat input field "I'm sleepy." The
chat window may display "Elava>I'm sleepy." However, if Elava
types ": is sleepy," the chat window may display "Elava is sleepy."
Other features may also be used in connection with the chat
feature.
[0078] According to an embodiment of the invention, gameplay may
begin when a match has a predetermined number of human players on
either side. As noted above, this may be accomplished by a
combination of users joining the match, adding bots, and
underpopulated matches being combined by the match management
module 106. By way of example only, when there are six human
players on either side, an announcement from a referee may indicate
that a game is set to begin within a predetermined time period.
After the predetermined time period has passed, and assuming there
are still at least six players on one side, the side with the fewer
players may be supplied enough computer-controlled players ("bots")
to even the sides. At that point, the referee may announce in the
chat window that the game is about to begin. There may be a
corresponding voice-over component to this announcement.
[0079] According to an embodiment of the invention, gameplay may
take place in a central portion of a display, and may comprise a
series of multiple-choice trivia questions. Other types of contests
may also be presented to players, and the display of the contests
may vary depending on the type of contest. Game Logic Module 112
may interact with Content Management Module 116 to obtain contest
data:
[0080] According to a preferred embodiment of the invention, all
players see the same question at the same time. According to an
embodiment of the invention, players are given a predetermined
period of time to answer each question. Therefore, a clock may
count down the time players have to answer each question. The
player may have the full allotment of time to select an answer.
According to an embodiment of the invention, a player may change an
answer as often as is desired within that time-frame by, for
example, selecting the new answer that is desired. After each
question, the answer may be revealed along with a short factual
statement about the question/answer, and then the points may be
tallied up. According to an embodiment of the invention, each
player's correct answers may be worth +1 point, incorrect answers
may be worth -1 point, and "passing", or not answering a question,
may be worth 0 points. Other scoring methods may also be used.
[0081] A question screen may comprise a question, a predetermined
number of multiple choice answers, a "pass" button, a timer, the
location of the question with a sequence of questions (e.g., first,
second, last, etc.) and a current match score. Other information
may be presented on a question screen. A question screen may also
indicate if a question is a bonus question. Bonus questions will be
described in more detail below.
[0082] When a question is presented to players, a timer may begin
counting as soon as all answers have been displayed. Answers may
have a rollover state as well as a selected state, as does the
"Pass" button. Rollover state may be the detection that the mouse
cursor is positioned over an object, such as a particular line of
text. Selected state may be the acknowledgment that the mouse
cursor is positioned over an object, and that the object has
received a mouse click. According to an embodiment of the
invention, the full allotment of time must expire before a player
is advanced to the answer screen. A player may change a selected
answer at any time until time expires. An answer (or "Pass" button)
that is selected when time expires is the one that is submitted for
evaluation. According to an embodiment of the invention, not
answering at all may be scored as a "pass," but if a player fails
to answer a predetermined number of questions in succession, the
players is disconnected from the match due to inactivity.
[0083] FIG. 4 illustrates a graphical user interface 250 according
to an embodiment of the invention. Graphical user interface 250
displays the teams in competition and the roster of teams. Symbols
or logos 252 and 254 may be used to identify Team A and Team B,
respectively. Team A's roster 255 and Team B's roster 256 may be
displayed under the appropriate logos. Each roster may list the
players participating, including the bots. According to an
embodiment of the invention, each player's name may provide a link
to that player's personal trading card. Thus, a player may find out
information about the other players.
[0084] A match scoreboard 258 may display the current score of the
match. Other data may also be displayed, including how many more
questions are left and other match information. A game scoreboard
259 may display the current combined score of all matches
associated with a game. For example, suppose a game between the New
York Jets.TM. and the New York Giants.TM. has a total of seventeen
matches in progress. A graphical user interface 250 for one match
between New York Jets.TM. fans and the New York Giants.TM. fans may
display on match scoreboard 258 that the Jets.TM. fans are winning
by a score of 47 to 38. Game scoreboard 259 may display that the
Giants.TM. fans are winning the seventeen matches by a combined
score of 510 to 390.
[0085] According to an embodiment of the invention, a question may
be presented 260 and players may designate an answer at display
262. According to an embodiment of the invention, a player is
presented with answer choices and a pass choice at display 262. A
player answers or passes a question by designating a button or
soft-key associated with an answer or pass. Other options may also
be presented to a player.
[0086] Chat area 264 displays discussions between various players.
A player may type in discussions for other players and read what
players say. Other manners of presenting a graphical user interface
may also be used.
[0087] An answer screen may comprise a status message, indicating
the status of the answer (e.g., "Correct!", "Wrong!", "Time's Up!",
"You Passed", etc.), a correct answer, a response, such as
additional information regarding the answer, and a current match
score. Other information may be displayed on an answer screen.
According to an embodiment of the invention, after a pause for a
predetermined period of time, a tally screen may be displayed and
includes for each team, the number of players who answered a
question correctly, and the number who answered the question
incorrectly. A tally screen may also comprise the number of points
scored on the question for each team, the total points after the
question's points are added for each team, and whether the last
question was a bonus question.
[0088] According to an embodiment of the invention, correct answers
may be tallied at the same time for each team. As each correct
answer is added to the total, the number next to a username in a
roster list may be updated appropriately, e.g., each player who got
the answer right would see both numbers (number of questions and
number answered correctly) increment as the number of total (team)
correct answers are added up. As noted previously, according to an
embodiment of the invention, correct answers may be worth +1 point,
incorrect answers may be worth -1 point, and passing may be worth 0
points. If the question is a bonus question, point values may be
increased by a predetermined amount (e.g., points may be tripled).
According to an embodiment of the invention, the total score for
either a player or a team may not drop below zero points.
[0089] According to an embodiment of the invention, game flow may
iterate through a question screen, an answer screen, and a tally
screen until a predetermined number of questions have been
presented. Once a predetermined number of questions have been
presented, and the results have been tallied, a match result screen
may be displayed.
[0090] The outcome of a match may be determined and announced,
along with a personal tallying of a player's personal statistics
and earned prize tickets. A match result screen may comprise
displaying an outcome of a match, the number of questions in match,
and the number of questions answered correctly by a player.
According to an embodiment of the invention, a player may be
awarded tickets based on tallied scores. Tickets may be used in a
raffle for awarding prizes. The more tickets a player has
accumulated, the better chance of winning a prize. Tickets may also
be awarded to individual players based on their successful
participation in team play, and who the team played. By way of
example only, a player may be awarded one ticket for playing, a
ticket for every correct answer, and a predetermined amount of
bonus tickets if a player's team won. Additional tickets may be
awarded if a player is playing for a designated favorite team,
against a designated least favorite team, or on a designated
favorite team against a designated least favorite team. Other
methods for awarding tickets and/or prizes may be used.
[0091] According to an embodiment of the invention, in order to
allow a side which is losing badly in a match to maintain a chance
to win, a bonus question may be presented to teams. Bonus questions
may be worth predetermined multiples of a normal question.
According to an embodiment of the invention, bonus questions
increase values both positively for correct answers and negatively
for incorrect answers. Other scoring for bonus questions may also
be used.
[0092] After points are tallied up for each question, a check may
be made to determine whether a bonus question is asked. According
to an embodiment of the invention, a check may be made of the
winning team score W, the losing team score L, the number of
questions remaining Q, and the total number of players on a team T.
A system may determine whether to present a bonus question based on
this information. According to a preferred embodiment of the
invention, if (W-L)>(Q*T), then there is a (90-(10*Q) chance
that a bonus question will be presented. According to an embodiment
of the invention, only one bonus question is presented per match.
By way of example only, suppose eight of twelve questions have been
presented in a match and that Team A fans are beating Team B fans
by a score of 58-6, a difference of 52 points. In this example, 52
(W-L) is greater than 48 (Q*12, or 4*12), and there is a
(90-(10*4)) or 50% chance that the next question will be a bonus
question.
[0093] According to an embodiment of the invention,
computer-controlled players, or bots, may be used to balance the
number of players on competing teams in a match. Bots may be
treated like human players in that they accumulate statistics and
have personal trading cards which can be viewed by clicking on
their name. According to an embodiment of the invention, bots may
answer questions correctly according to various predetermined
accuracy rates. Some bots may be considered good, in that they are
more likely to correctly answer a question, while some bots may be
considered poor, in that they are more likely not to answer a
question correctly. Bots may be randomly assigned to teams.
[0094] Accuracy rates may include the percentage chance of
answering a question correctly, the percentage chance of answering
a question incorrectly, and the percentage chance of passing on a
question. Accuracy rates may vary with the difficulty of a
particular question. For example, a bot may correctly answer a
question with one level of difficulty 80% of the time, but only
correctly answer a question with a higher level of difficulty 30%
of the time. According to an embodiment of the invention, bots may
answer questions at a level based on the rates of registered
players. For example, if all registered players in the system
correctly answer questions of a difficulty level of "A" (where "A"
is some predetermined difficulty level) at a rate of 75%, bots
would correctly answer on "A" question 75% of the time. Other
accuracy rates and ways of determining accuracy rates may also be
used.
[0095] An embodiment of match play is described in reference to the
flowchart of FIG. 5. According to an embodiment of the invention, a
player may use a browser to access a web page having various web
pages used in conjunction with the present invention. A new match
is created at step 300. A system determines if there are at least a
predetermined number of human players for each side. According to
an embodiment of the invention, each side must have at least six
human players. Other minimum numbers of human players may also be
used. According to an embodiment of the invention, uneven matches
may be played by altering the points awarded. For example, suppose
a match between Team A and Team B had four human players for Team A
and eight human Players for Team B. The points awarded for players
on Team A may be worth twice as much as for the players on Team B.
Other methods for conducting matches may also be used.
[0096] If the predetermined number of human players is present for
both teams, the system announces at step 304 that the match is set
to begin in a predetermined amount of time. According to an
embodiment of the invention, the system announces that a match may
be set to begin in one minute. Other amounts of time may also be
used. After the predetermined amount of time has passed, bots
(e.g., computer-controlled players) are added to the team with the
fewer amount of human players to make each side equal at step 306.
A message is displayed to the players at step 308. The message may
indicate that the match is ready to begin. Other information may be
included in the message.
[0097] If each team does not have at least a predetermined number
of human players on each side, the system may check at step 310 to
see if there are multiple matches that can be combined. If there
are, the matches are combined at step 312 and the system returns to
step 312 to determine if each team in a match has at least a
predetermined number of human players. If no matches can be
combined, the system determines if a predetermined time period has
passed since the match was created at step 314. According to an
embodiment of the invention, the system may determine if five
minutes have passed since the match was created. Other time periods
may also be used. If the predetermined time period has not passed,
the system may return to step 302 and determine if each team has a
predetermined number of human players. If the predetermined time
period has passed, the system may move to step 306 and add bots to
provide even teams.
[0098] After a message announcing the beginning of a match is
displayed at step 308, the system checks at step 316 if a player's
inactive counter has reached a predetermined number. According to
an embodiment of the invention, an inactive counter must be three
before a player is considered inactive. Other predetermined numbers
for determining whether a player is inactive may also be used. The
check may be made to assure that players have not forgotten to log
out when they have quit the match. If a player is inactive three
times, the system may log out a player.
[0099] If a player is not inactive, the system determines whether a
bonus question should be presented to players at step 318.
According to an embodiment of the invention, a bonus question may
occur when a specified percentage of the time when (W-L)>(Q*T),
where W is the winning teams score, L is the losing teams score, Q
is the total number of questions, and T is the number of players on
a team. Other methods for determining whether a bonus question is
asked may also be used.
[0100] If no bonus question is to be asked, a question is presented
to the players at step 320. If a bonus question is to be asked, a
bonus question is presented to the players at step 322. The system
determines if a player has responded to a question at step 324. If
a player has not responded, a one is added to a player's inactive
counter at step 326.
[0101] Regardless of whether a player is considered inactive or
not, an answer to the question may be provided at step 328.
According to an embodiment of the invention, an answer may include
the correct answer to the question as well as additional
information about the circumstance of the question (e.g.,
historical context, etc.). Other information may also
be-included.
[0102] Points for each player are awarded at step 330. According to
an embodiment of the invention, each player receives one point for
a correct answer, minus one point for an incorrect answer, and no
points for a pass. Bonus question values may be multiplied by
three. Other methods of awarding points may also be used. The point
totals for each player and each team are tallied at step 332.
[0103] The system determines if the previous question was the last
question in the match at step 334. If not, the system returns to
step 316 and determines if a player's inactive counter is at a
predetermined threshold. If the last question has been asked, match
results are displayed at step 336. Match results may comprise the
final score, the record of the teams, and various player and team
statistics. Other information may also be displayed. The system may
then return to step 302 to start a new match. Other methods and
processes for match flow may also be used.
[0104] At a web shell page(s), there may be a "login box." When a
page containing a login box is requested, the system may check for
the presence of an electronic marker indicated a player has
previously logged in, such as a session cookie, on player's
browser. If a session cookie is not present or doesn't contain a
validity key, a player may be required to log in to the system. If
a session cookie is present and recognized, the user may be
considered logged in.
[0105] For example, if a player is not logged in (e.g., a session
cookie is not present or is invalid), a login box may contain the
message "Enter your user name and password below--If you're a new
user, <link to registration>click here to sign-up and get
into the action<link>." A login box may contain a form with a
user name field, a password field, and a submit button. A login box
may comprise other fields.
[0106] If a player is logged in (e.g., a session cookie is present
and valid), a login box may contain the following message:
"Welcome, <User Name>! Click on your name above to see your
personal Trading Card." Clicking on the name may open a new window
which may display a player's personal trading card.
[0107] An embodiment of a login and registration process is
described in reference to the flowchart of FIG. 3. According to an
embodiment of the invention, a player may use a browser to access a
web page having various web pages. An appropriate page is requested
at 200. A system determines if a valid cookie is present at step
202. If a cookie is present and valid, a message may be displayed
at step 204, welcoming a player and providing access to the web
site. If a player selects to login as a different user (e.g., a
person has more than one user name, or a different person is using
someone else's computer), a cookie is deleted at step 206 and the
system returns to step 200.
[0108] If a cookie is not found or is not valid, a login form and
new player registration link are displayed at step 208. A form is
submitted at step 210, and a system determines if the username and
password are valid at step 212. If valid, a cookie is set at step
214, and the welcome screen of step 204 is displayed to the player.
If a username and/or password is not valid, the system checks if
the form fields were left empty at step 216. If the form fields
were not empty, a page may be displayed at step 218, indicating
that the username/password is invalid. A player may be presented
with another opportunity to login, or may be presented with a login
help page.
[0109] If form fields are empty, a registration form is presented
at step 220. Additionally, a player may activate a new user
registration link displayed at step 208, and be presented with a
registration form at step 220. A player completes and submits the
form at step 222, and the system determines if the submitted
username exists at step 224. If a username exists, a message is
displayed at step 226 indicating that the username is taken.
Alternate usernames may be suggested. A player is then returned to
submit a new registration form at step 222.
[0110] If a username does not exist, the system determines if any
of the required fields have been left blank at step 228. If one or
more fields has been left blank, a message is displayed to a player
at step 230. The message may identify which required fields were
left blank, and may return a player to submit a completed form at
step 222.
[0111] If all of the required fields have been completed, the
system determines if an e-mail address provided on the form is in
an incorrect format at step 232. If the e-mail address is
incorrect, a message is displayed to a player at step 234. A
message may inform a player that the e-mail format is incorrect,
and suggest an appropriate format. A player-may then be returned to
submit a registration form with a correct e-mail address at step
222.
[0112] If the e-mail address is in a correct format, a system may
determine if the e-mail exists in the system database at step 236.
If an e-mail address exists, a message is displayed to a player at
step 238, informing a player that only one username per e-mail
address is allowed. Other messages may also be displayed. A player
may be returned to submit a form with a new e-mail address at step
222.
[0113] If an e-mail address does not exist, a new player is added
to a database at step 240, and information is sent to the database
at step 242. A session cookie is set at step 214, and a player
receives a welcome message at step 204, and access to the web site.
Other processes for login and registration may also be used.
[0114] A login help page may be associated with Player Management
Module 102, and may be linked from error pages. An error page may
result when a player tries to login with non-existent username,
tries to login with an incorrect password for username, or tries to
register with an e-mail address which already exists in the
database (is already registered). Other errors could also
occur.
[0115] A login help page may display a text message to a player
indicating the nature of the error and suggesting an appropriate
remedy. For example, a login help page may request that a player
enter an e-mail address into an entry box and send it to the system
administrator. The system administrator may then send the
appropriate username and password to the player by e-mail. If an
entry box is left blank, a login help page may prompt a player to
enter their e-mail address if they want to enter the game. If an
e-mail address does not match a registered user, a login help page
may prompt a player to correct the e-mail address entered or to
register as a new user. If an e-mail address is correct, a system
administrator may send an appropriate username and password to a
player at the submitted e-mail address. Other manners of aiding
players in logging on to a system may also be used.
[0116] According to an embodiment of the invention, a player may
change user information. According to an embodiment of the
invention, an edit player information link may link to a page with
a form interface allowing a player to change portions of a player
profile. At the top of the page, a password entry field may need to
be filled in correctly in order for changes to occur. A player may
be able to change the address, city, state, zip code, team
affiliation, team rivalry, or password. According to an embodiment
of the invention, changing team affiliation and team rivalry may
result in presenting a pull-down list of all available teams to a
player, and selecting from the list. Other methods for changing
information may also be used.
[0117] Content management module 116 may provide content to match
manager 108, and more specifically game logic module 112. Content
management module may store question data, and may be responsible
for composing and distributing the data to the match manager 108.
Question data may comprise a question, a correct answer, a number
of incorrect answers, a factoid about the answer, and a difficulty
level. Questions may be presented randomly. Context management
module 116 may contain other content.
[0118] Game management module 118 may maintain a pool of current
games or matches, a schedule of games for a season, scores of
current games, a team's win/loss record, and other match
information.
[0119] Prize/winner module 120 may govern awarding prizes in
relation to competition. According to an embodiment of the
invention, prizes may be awarded on a monthly basis, with one
"Player's Prize" given away for each team affiliation. A "Grand
Prize" may be given to a single winner from an entire pool of
players. As noted previously, prizes may be awarded based on the
number of "prize tickets" earned, where prize tickets function as
raffle tickets with each prize ticket counting as one chance to win
out of the total number of tickets awarded. Other methods for
awarding prizes may also be used.
[0120] According to an embodiment of the invention, prize ticket
totals may be carried over from month to month. A player may be
required to have played at least once during that month to be
eligible to win a prize. If a player is selected who hasn't played
in over a month, the selection may be disregarded and a new drawing
may occur. According to an embodiment of the invention, a player
cannot win a prize two months in a row. If a player who has won the
previous month is selected, a new drawing may occur. A list of
winner may be displayed on a recent winners page.
[0121] Advertising/sponsorship module 122 may coordinate sponsor
and advertising information. According to an embodiment of the
invention, a sponsor web page may sponsor an online trivia game on
its web site, and provide advertising banners on the web site.
Advertising/sponsor module 122 may coordinate the competitions and
the advertising, thereby allowing efficient use of the web site.
Advertising/sponsor module 122 may also perform other
functions.
[0122] According to another embodiment of the invention, a computer
usable medium having computer readable program code embodied
therein for an electronic competition may be provided. For example,
the computer usable medium may comprise a CD ROM, a floppy disk, a
hard disk, or any other computer usable medium. One or more of the
modules of system 100 may comprise computer readable program code
that is provided on the computer usable medium such that when the
computer usable medium is installed on a computer system, those
modules cause the computer system to perform the functions
described.
[0123] According to one embodiment, web shell 102, player
management module 104, match management module 106, match module
108, chat module 110, game logic module 112, interaction server
114, content module 116, game management module 118, prize/winner
module 120, and advertising module 122 may comprise computer
readable code that, when installed on a computer, perform the
functions described above. Also, only some of the modules may be
provided in computer readable code.
[0124] According to one specific embodiment of the present
invention, system 100 may comprise components of a software system.
System 100 may operate on a network and may be connected to other
systems sharing a common database. Other hardware arrangements may
also be provided.
[0125] Other embodiments, uses and advantages of the present
invention will be apparent to those skilled in the art from
consideration of the specification and practice of the invention
disclosed herein. The specification and examples should be
considered exemplary only. The intended scope of the invention is
only limited by the claims appended hereto.
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