U.S. patent application number 11/243785 was filed with the patent office on 2007-04-05 for networked video game wagering.
Invention is credited to Albert Edwin Betteridge.
Application Number | 20070077994 11/243785 |
Document ID | / |
Family ID | 37902580 |
Filed Date | 2007-04-05 |
United States Patent
Application |
20070077994 |
Kind Code |
A1 |
Betteridge; Albert Edwin |
April 5, 2007 |
Networked video game wagering
Abstract
A wagering system is disclosed which includes a server
configured for operative connection to at least one multiplayer
gaming network. The server may be configured for processing at
least one wager on a video game played on the multiplayer gaming
network. The wagering system also includes at least one database
operatively associated with the server for storing information
related to the video game wager. In the wagering system, the server
may be configured to operate independently of the multiplayer
gaming network.
Inventors: |
Betteridge; Albert Edwin;
(Greenwich, CT) |
Correspondence
Address: |
KIRKPATRICK & LOCKHART PRESTON GATES ELLIS LLP
535 SMITHFIELD STREET
PITTSBURGH
PA
15222
US
|
Family ID: |
37902580 |
Appl. No.: |
11/243785 |
Filed: |
October 5, 2005 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A wagering system comprising: a server configured for operative
connection to at least one multiplayer gaming network, the server
being configured for processing at least one wager on a video game
to be played by players on the multiplayer gaming network; at least
one database operatively associated with the server, the database
being configured for storing information related to the video game
wager; and, the server being configured to operate independently of
the multiplayer gaming network.
2. The wagering system of claim 1, wherein the server includes a
web server.
3. The wagering system of claim 2, wherein the web server includes
at least one web site having at least one page configured for
receiving wagering information.
4. The wagering system of claim 3, wherein at least one of the web
site pages is configured to allow the players to select from among
a set of video games that can be played for wagers.
5. The wagering system of claim 3, wherein at least one of the web
site pages is configured to allow the players to store a wager in
association with at least one video game.
6. The wagering system of claim 3, wherein at least one of the web
site pages is configured to allow the players to accept a wager in
association with at least one video game.
7. The wagering system of claim 3, wherein at least one of the web
site pages includes multiple video game links separated into
multiple sections according to a factor selected from the group
consisting of a multiplayer gaming network associated with the
video game, a type of video game, and a gaming mode.
8. The wagering system of claim 1, further comprising connectivity
software operatively associated with at least one game console of
at least one of the players, the connectivity software being
configured to communicate with the server.
9. The wagering system of claim 8, further comprising the
connectivity software being configured to notify the server when at
least one player has logged into the multiplayer gaming
network.
10. The wagering system of claim 8, further comprising the
connectivity software being configured to verify at least one
winner of at least one video game match.
11. The wagering system of claim 8, further comprising the
connectivity software being configured to transmit an outcome of at
least one video game match to the server.
12. The wagering system of claim 1, further comprising at least one
wager account stored in the database, the wager account being
associated with a credit balance of at least one of the
players.
13. The wagering system of claim 1, further comprising at least one
player profile stored on the database.
14. The wagering system of claim 1, further comprising the server
being configured to transfer a wager amount at the conclusion of a
video game match.
15. The wagering system of claim 1, further comprising a competency
structure operatively associated with the server, the competency
structure being configured for maintaining at least one skill level
of at least one of the players.
16. The wagering system of claim 1, further comprising the database
being configured to store multiple wagers for a particular video
game or for multiple video games.
17. The wagering system of claim 1, further comprising the server
being configured to automatically initiate a video game match
between players upon determining compatibility of wagers.
18. The wagering system of claim 17, wherein determining
compatibility includes comparing skill levels associated with the
players.
19. The wagering system of claim 1, further comprising the server
being configured to adjust a user rating of at least one
player.
20. The wagering system of claim 1, wherein the video game includes
a video game tournament.
21. The wagering system of claim 1, wherein the video game includes
a video game that can be played by multiple players as a team.
22. The wagering system of claim 1, wherein the video game includes
a team tournament.
23. The wagering system of claim 1, wherein the video game includes
a single player competing against multiple opponents simultaneously
on the multiplayer gaming network.
24. The wagering system of claim 1, wherein the video game includes
a gambling-oriented video game.
25. The wagering system of claim 1, further comprising the server
being configured to allow a non-player to place a bet on a player
competing in a video game match.
Description
FIELD OF THE INVENTION
[0001] The present invention generally relates to facilitating and
processing wagers over a network, and the invention more
particularly relates to facilitating, receiving, and processing
wagers on video games played on a network.
BACKGROUND
[0002] The technological landscape for online multiplayer video
gaming is rapidly evolving into exciting new areas. Online video
game play through multiplayer gaming networks provides an
entertaining experience by offering players the opportunity to play
against multiple live opponents, rather than merely against a
computer-controlled opponent, in a virtual video game world. There
are presently many multiplayer gaming networks available that allow
players to compete in video games against each other, and at least
some gaming networks have the capability to permit interaction
among players on a global scale.
[0003] In view of this emerging technological landscape, what are
needed are more effective ways to further enhance the excitement
and entertainment value of the online video gaming experience,
especially with regard to video games played on multiplayer gaming
networks.
BRIEF DESCRIPTION OF THE FIGURES
[0004] The utility of the embodiments of the invention will be
readily appreciated and understood from consideration of the
following description of the embodiments of the invention when
viewed in connection with the accompanying drawings.
[0005] FIG. 1 includes a system architecture diagram illustrating
various exemplary aspects of a wagering system configured in
accordance with embodiments of the present invention;
[0006] FIG. 2A includes a process flow diagram illustrating certain
aspects of wagering system processes that may be conducted in
accordance with embodiments of the present invention;
[0007] FIG. 2B includes a process flow diagram illustrating certain
aspects of wagering system processes that may be conducted in
accordance with embodiments of the present invention; and,
[0008] FIGS. 3 through 42 illustrate examples of screen displays
that may be provided in accordance with game consoles and/or web
site pages configured in accordance with embodiments of the present
invention.
DESCRIPTION
[0009] As applied herein, a "wager" or "wagering" involves players
staking something of value (e.g., money) for an opportunity to win
something of value (e.g., a prize) subject to the outcome of an
event (e.g., a video game contest between players), wherein the
outcome of the event is predominantly determined by the skill of
the players involved in the event and not a chance occurrence. In
comparison, a "bet" or "gambling" involves staking something of
value (e.g., money) for a chance to win something of value (e.g., a
prize) subject predominantly to the outcome of an event (e.g., a
lottery drawing) which is predominantly a chance occurrence.
[0010] A "multiplayer gaming network" or "gaming network" includes
any networked medium that permits players to engage in a video
game, computer system game, or any other electronic gaming activity
between/among the players. One example of a "multiplayer gaming
network" suitable for use with various embodiments of the present
invention is an "Xbox Live" gaming network operatively associated
with the "Xbox" gaming system (Microsoft Corporation).
[0011] A "video game" includes any electronically executed game
that can be played over a multiplayer gaming network in accordance
with one or more embodiments of the invention. Examples of video
games include, without limitation, console-based games such as
those played on the "Xbox" gaming system, personal computer ("PC")
games, and a variety of other types of electronic games.
[0012] A "game console" includes any device or apparatus that can
be configured for playing one or more video games on a multiplayer
gaming network. Examples of "game consoles" may include, without
limitation, video gaming system consoles, computer systems,
personal data assistants (PDAs), wireless telephones, or any other
device that can be configured for use as a game console in
accordance with one or more embodiments of the invention described
herein.
[0013] The term "communication media" includes any medium capable
of receiving data communications in accordance with various
embodiments of the invention such as, without limitation, network
connections (e.g., an intranet, extranet, or the Internet),
wireless data networks, or wireline data networks.
[0014] Unless otherwise noted or readily evident from the context
as applied herein, the term "player" refers to players
participating on a multiplayer gaming network who may also be
"users" of a wagering system provided in accordance with the
present invention. The terms "player" and "user" sometimes may be
used interchangeably herein.
[0015] With reference to FIG. 1, general aspects of an exemplary
wagering system architecture that may be provided in accordance
with various embodiments of the invention are illustrated. A
wagering system 102 includes a server 102A configured for operative
connection to a multiplayer gaming network 104. The server 102A may
be a web server, for example, and may be operatively associated
with one or more wager databases 102B or other like storage media
configured for storing a variety of wagering related information.
The server 102A may host one or more web sites 102C including
various pages or screen displays that facilitate collection,
analysis and processing of wagering information, gaming
information, and/or other data communicated to/from the wagering
system 102. For example, information may be communicated to the
wagering system 102 from multiple game consoles 106, 108, 110
employed by various players 112, 114, 116 (respectively), playing
video games on the multiplayer gaming network 104. In various
embodiments, the players 112, 114, 116 may also be users with
respect to accessing and using the wagering system 102. As shown in
FIG. 1, communications between the game consoles 106, 108, 110 and
the wagering system 102, for example, may be conducted through one
or more suitable communication media 118.
[0016] It can be seen that the wagering system 102 may be
configured primarily for interaction with the game consoles 106,
108, 110 of the players 112, 114, 116. In general, the wagering
system 102 functions to allow the players 112, 114, 116 to select
from among a diverse set of video games that can be played for
wagers; to permit the players 112, 114, 116 to place or accept
wagers; to choose an opponent to play against; as well as to
perform various other functions. In various embodiments of the
invention, however, the wagering system 102 is not configured to
facilitate actual video game play between/among the players 112,
114, 116. Rather, the software that permits communication and
interaction between/among the game consoles 106, 108, 110 during
video game play can be executed by the multiplayer gaming network
104. The wagering system 102 may thus be configured to operate
independently of the multiplayer gaming network 104; and, the game
consoles 106, 108, 110 may interact with each other on the
multiplayer gaming network 104 to conduct video game play. The game
consoles 106, 108, 110 may be configured with connectivity software
106A, 108A, 110A that permits separate, independent interaction of
the game consoles 106, 108, 110 with the web server 102A of the
wagering system 102. Interaction between the game consoles 106,
108, 110 and the wagering system 102 can facilitate an exchange of
information that allows the players 112, 114, 116 to place and
accept wagers on video game play through the wagering system
102.
[0017] In various embodiments, the connectivity software 106A,
108A, 110A can be configured to permit the game consoles 106, 108,
110 to interact with the wagering system 102, such as to ensure the
correct establishment of player 112, 114, 116 identities; to notify
the wagering system 102 when the players 112, 114, 116 are logged
into the multiplayer gaming network 104; to verify winners of video
games that have been played, including transmitting the outcomes of
video games to the wagering system 102, for example; and/or other
connectivity functions. For example, the connectivity software
106A, 108A, 110A can be configured to permit the wagering system
102 to recognize when players 112, 114, 116 have logged into the
multiplayer gaming network 104 by communicating an intermittent
"handshake" signal on a periodic or non-periodic basis while the
player 112, 114, 116 is logged into the multiplayer gaming network
104. In this manner, if the signal ceases or cannot be detected,
then the wagering system 102 may conclude that the players 112,
114, 116 have logged off the multiplayer gaming network 104. The
wagering system 102 may also establish whether or not a player 112,
114, 116 has logged off the multiplayer gaming network 104 by
accessing a data stream (shown as communication connection 120 in
FIG. 1) supplied to the web server 102A of the wagering system 102
by the multiplayer gaming network 104, for example.
[0018] It can be appreciated that embodiments of the invention
provide communication capability between the game consoles 106,
108, 110 and the wagering system 102 to facilitate playing video
games on the multiplayer gaming network 104. As described
hereinafter in more detail, the wagering system 102 provides a
variety of functions: to permit players 112, 114, 116 to register
and maintain wager accounts 102D; to store details of player 112,
114, 116 profiles; to store payment information; to facilitate
competition with other players 112, 114, 116 in a variety of video
games for predetermined wagers; to transfer an amount indicative of
the wager at the conclusion of a head-to-head video game match, for
example; to store outcomes of played video games, including a
competency structure 102E that tracks and maintains the skill
levels of players 112, 114, 116 with respect to various video
games; and/or other functions.
[0019] Referring now to FIGS. 1 and 2A, in operation of the
wagering system 102, and prior to permitting wagering on video game
play, players 112, 114, 116 as members of the multiplayer gaming
network 104 may download and install the connectivity software
106A, 108A, 110A into their game consoles 106, 108, 110 at step
202. Download and installation of the connectivity software 106A,
108A, 110A may occur through any conventional electronic data
transfer means. For example, the connectivity software 106A, 108A,
110A may be obtained from communication of the game consoles 106,
108, 110 with the wagering system 102 and/or the multiplayer gaming
network 104. FIG. 3 includes an example of a content download
screen display that may facilitate download of the connectivity
software 106A, 108A, 110A to the game consoles 106, 108, 110 from
the multiplayer gaming network 104, for example. In certain
embodiments, the connectivity software 106A, 108A, 110A may be
downloaded to the game consoles 106, 108, 110 from a suitable
computer-readable medium, such as a CD or a software programming
disk capable of loading information to the memory of the game
consoles 106, 108, 110.
[0020] Prior to entering into video game match play for wagers,
players may be required to register as users with the wagering
system. The web site 102C screen display of FIG. 4 can be displayed
as an introductory page 402 to advertise the features of the
wagering system 102 to visitors and to facilitate registration or
access to the wagering system 102. The introductory page 402 may
include multiple links including a "visitor registration" link 404
to direct new users to conduct registration activity, and a "member
entrance" link 406 for allowing previously registered users to
proceed to a member area of the web site 102C. The introductory
page 402 may also include various informational links 408, 410,
412, 414 to educate new users, in particular, about the features of
the wagering system 102. If the user selects the "member entrance"
link 406, the screen display of FIG. 5 may be presented to the user
with a text entry box 502 to permit entry of conventional login
information (e.g., username and password information) to access the
wagering system 102.
[0021] In order to register at step 204 and gain access to the
wagering system 102, new users may be presented with the
registration page 602 shown in the screen display of FIG. 6. On the
registration page 602, new users may enter various name and contact
information, as well as a multiplayer gaming network identification
604 that the user employs when playing video games on the
multiplayer gaming network 104. New users may also enter desired
username 606 and password 608 information to permit account access
on the wagering system 102. Data collected on the registration page
602 may be stored in the wager database 102B of the wagering system
102.
[0022] In association with registration, new users may be directed
to a payment options page 702, as illustrated by the screen display
of FIG. 7, to select or edit payment options at step 206. The
payment options page 702 permits the user to select a payment
method 704 for establishing a wager account 102D with the wagering
system 102. As shown in the screen display of FIG. 8, the user may
be prompted with a notification 802 to select from a variety of
payment processors 122 (examples of which are listed in the payment
method 704 section) that provide payment processing services to the
wagering system 102. The payment processors 122 can facilitate the
transfer of funds to/from the wager account 102D of the user. To
load credit into a wager account 102D, for example, a user may
transfer money into the wagering system 102 by using one or more
accounts managed for the user by the payment processor 122. Once
established, the wager account 102D may be employed by the wagering
system 102 to credit or debit wager amounts for the user in
connection with video game play (e.g., wins or losses) on the
multiplayer gaming network 104.
[0023] Once a registered account is accessed by a previously
registered user or a new user at step 208, a home page 902 (an
example of which is illustrated by the screen display of FIG. 9)
may be displayed to the user by the wagering system 102. The home
page 902 may include a section of links 904 to wager pages
determined by the wagering system 102 to be those on which users
most frequently store wagers (e.g., "Top Ten Wager Pages"). It can
be appreciated that collecting and presenting these links 904 can
provide the best chance for the user to find another user willing
to wager on a video game using the wagering system 102. The home
page 902 may also include sections of links 906, 908 to one or more
registration pages for upcoming tournaments, including links to
pages that display information for tournament registration, for
example. Various screen displays presented by the web site 102C,
such as the home page 902, may include a toolbar 910 of links
positioned horizontally across the screen display as shown. The
links in the toolbar 910 may include a "home page" link 910A to
access the home page 902, a "terms and conditions" link 910B to
display terms and conditions of using the wagering system 102,
and/or an "instructions/demo" link 910C to display information
related to using various aspects of the wagering system 102 or the
web site 102C.
[0024] Various screen displays presented by the web site 102C may
include a toolbar 912 of links positioned vertically on the
left-hand side of the home page 902, for example. The toolbar 912
may include links to a variety of video games on which a user may
place a wager and play against another player on the multiplayer
gaming network 104. The video game links on the toolbar 912 may be
separated into distinct sections according to a number of factors
including the multiplayer gaming network 104 associated with the
video game, the type of video game (e.g., sports, fighting,
shooter, etc.), and/or gaming mode (e.g., one-on-one competition,
team play, tournament play, etc.). For instance, there could be a
section devoted to "Xbox" sports games or "Playstation" (Sony
Corporation) fighting games. In addition, the toolbar 912 may be
configured to display only those links to video games which are
compatible for play with the particular game console 106, 108, 110
of the user (e.g., links for "Playstation" games only).
[0025] Various screen displays presented by the web site 102C may
include a toolbar 914 of links positioned vertically on the
right-hand side of the home page 902, for example, as shown in FIG.
9. The links on the toolbar 914 may allow users to access functions
and processes relevant to management of the wager account 102D. For
example, certain links may allow access to pages that display wager
account 102D statements and allow users to modify contact
information and passwords. In addition, a "deposit money" link 914A
provides navigation to a function or page that permits users to add
credit to the wager account 102D. A "withdraw money" link 914B can
direct users to a function or page that facilitates withdrawal of
an amount of the credit balance in the wager account 102D not
otherwise needed to cover an outstanding wager, or the largest of
multiple outstanding wagers, stored with the wagering system 102. A
"betting history" link 914C can direct users to a betting history
page 1002 (an example of which is shown in FIG. 10) that displays
historical data for wager amounts stored by the user for various
video games. A "game P&L" link 914D directs users to a page or
function that summarizes record information and/or profit and loss
information for each video game played by the user. An example of a
game P&L page 1102 is illustrated by the screen display of FIG.
11. Also, a "player profile" link 914E can be provided to navigate
users to a page or function that permits review of skill levels for
a player 112, 114, 116 on a video game and/or game mode basis for
wagered video games. An example of a player profile page 1202 is
shown in the screen display of FIG. 12.
[0026] Also, on the toolbar 914, users may be presented with a
"Current Wagers" section 914F that includes a list of wagers
currently stored for the user on the database 102B of the wagering
system 102. For each wager, a button 914G, 914H or other function
can be provided that allows removal of the wagers from the database
102B. It can be appreciated that the number of wagers in the
"Current Wagers" section 914F varies depending on the number of
wagers stored by the user. If a user does not have any wagers
stored, then a "None" designation may be presented in the "Current
Wagers" section 914F.
[0027] At step 210, the user may select a video game for which the
user wants to review, store or accept a wager. Selecting the
one-on-one football link (e.g., "Madden NFL") on the toolbar 912,
for example, directs the user to the wager page 1002 screen display
shown in FIG. 13. In general, the wager page 1302 is substantially
representative of the characteristics of all wager pages that may
be provided for different video games in accordance with various
embodiments of the invention. As shown, the wager page 1302
includes a list of wagers 1304 that players 112, 114, 116 have
stored on the wagering system 102 for a particular video game. The
list 1304 may include the username 1306 of each player 112, 114,
116 who stored a wager; the user rating 1308 of each player 112,
114, 116; the skill level 1310 of each player 112, 114, 116;
and/or, a wager amount 1312 associated with each wager. On the
wager page 1302, the user may accept a particular stored wager with
the intent of playing the video game for the wager amount 1312. In
addition, the wager page 1302 may include a "store wager" option
1314 that allows users to add wagers to the list of wagers 1304 by
inputting wager amounts 1312. In various embodiments, the wagering
system 102 may refuse to accept wager amounts 1312 less than a
predetermined minimum level or greater than a predetermined maximum
level.
[0028] Once the "store wager" option 1314 is selected, the
notification 1402 shown in FIG. 14 may be displayed to the user
with a wager amount field 1304 that permits entry of the wager
amount 1312. If the user attempts to store a wager amount 1312
greater than the credit amount available in the wager account 102D
of the user, a notification 1502 as shown in the screen display of
FIG. 15 may be presented to the user. As shown, the notifications
1402, 1502 may also include payment options links 1404, 1504 that
may navigate the user to the payments option page 702, for example,
such as to instruct the payment processor 122 to transfer
additional funds into the wager account 102D of the user.
[0029] In addition, the wager page 1302 may be configured to permit
users to sort the list of stored wagers 1304 according to wager
amount 1312 or skill level 1310, for example. The wager page 1302
may also be provided with a conventional search functionality that
permits users to search the list 1304 for a specific wager amount
1312, a specific skill level 1310, and/or the username 1306 of a
particular player 112, 114, 116. In a normal mode of operation, the
list of stored wagers 1304 can be ordered according to when the
wagers were initially stored, such that the first wager on the list
1304 may be the most recently stored or the oldest stored
wager.
[0030] In various embodiments, a credit balance 9141 of the wager
account 102D of a user can be displayed on the vertical toolbar
914, for example, of various pages of the wagering system 102. In
addition, users may be permitted to view a breakdown of gross
transactions that have impacted the credit balance 9141 by
navigating to a credit balance page 1602 using the associated link
on the horizontal toolbar. The credit balance page 1602 can be
configured to display transactions including total amounts
transferred to the wagering system 102 from the payment processor
122, total amounts withdrawn by the user, and/or amounts won or
lost by the user. The credit balance page 1602 may also present
billing details and password information for the user and provide
functionality to modify this information. An example of the credit
balance page 1602 is shown in the screen display of FIG. 16. If
users wish to make a withdrawal from the wager account 102D, the
"Withdraw Money" link 914B may be accessed on the credit balance
page 1602. The "Withdraw Money" link 914B may direct the user to a
withdrawal options page 1702 wherein the user can specify how much
of the credit balance should be disbursed. An example of the
withdrawal options page 1702 is illustrated in the screen display
of FIG. 17. In certain embodiments, the user may not be permitted
to withdraw any portion of the credit balance in the wager account
102D that may be required to cover an outstanding wager, or the
largest wager of multiple outstanding wagers, previously stored by
the user with the wagering system 102.
[0031] With general reference to FIGS. 1 through 2B, in operation
of the wagering system 102, players 112, 114, 116 may log into the
multiplayer gaming network 104 at step 252 with sufficient credit
in their wager accounts 102D to compete against other players 112,
114, 116 on the network 104. If a player 112, 114, 116 cannot find
a compatible wager stored on the wagering system 102 to select at
step 254, the player 112, 114, 116 can store a wager at step 256,
and remain logged into the multiplayer gaming network 104 and await
another player 112, 114, 116 to accept the stored wager. Users may
also be permitted to store multiple wagers on the wagering system
102 for a particular video game or multiple video games to promote
an increased probability that an opponent player 112, 114, 116 will
be available to play for one of the multiple wagers. With respect
to multiple wagers, the wagering system 102 can be configured to
verify that the player 112, 114, 116 has enough credit in the wager
account 102D to cover the largest of the multiple stored wagers.
Players 112, 114, 116 who stored wagers may be automatically
notified at step 258 by e-mail, instant messenger, or another
communication method, if another player 112, 114, 116 has selected
or accepted a stored wager. It can be seen that players 112, 114,
116 who had previously stored wagers on the wagering system 102 can
await notification of wager acceptance while working on a computer
system or other access device (wireless phone, PDA, notebook,
etc.), in addition to being logged into the gaming consoles 106,
108, 110.
[0032] If the user stores a wager substantially compatible with a
wager previously stored by another player, and if the wagering
system 102 determines through application of its competency
structure 102E that the skill levels associated with the players
112, 114, 116 who made the wagers are compatible, then the players
112, 114, 116 associated with the wagers may then be automatically
directed into video game match play at step 260. The wagering
system 102 may be configured to define compatible wager amounts as
substantially the same amounts or within a certain acceptable range
of deviation between the amounts. The competency structure 102E of
the wagering system 102 may not permit players 112, 114, 116 of
comparatively higher skill levels to accept wagers from players
112, 114, 116 at comparatively lower skill levels, but the converse
may be permitted (i.e., lower skill level players 112, 114, 116 can
be permitted to accept wagers stored by higher skill level players
112, 114, 116). Also, the competency structure 102E of the wagering
system 102 may be configured to not permit a player 112, 114, 116
having a first skill level to play against a player 112, 114, 116
at a second skill level, wherein the absolute magnitude or
percentage difference between the first and second skill levels
exceeds a predetermined maximum level. For example, the wagering
system 102 may permit two players 112, 114, 116 to compete if a
second higher skill level is not more than 10% higher than a first
lower skill level. If the wagering system 102 matches compatible
wagers, or if a user accepts a stored wager on the wager page 1302,
for example, then the user can be presented with a confirmation
page 1802 as shown in the screen display of FIG. 18. The
confirmation page 1802 prompts the user to accept or decline the
video game match wager subject to the terms and conditions
displayed on the confirmation page 1802.
[0033] If a user enters into video game competition with another
user on the multiplayer gaming network 104 for a wager, then that
particular wager can be removed from the wager page 1302 by the
wagering system 102. If a user had multiple wagers on the wager
page 1302, and the user enters into competition for one of the
wagers, then all of the other wagers can be removed from the wager
page 1302. If the connectivity software 106A, 108A, 110A notifies
the wagering system 102 that a user has logged off the multiplayer
gaming network 104, then all outstanding wagers for the user may be
removed from the wager page 1302. In certain embodiments, if a
first user had stored a wager that was later accepted by another
user, and the first user did not indicate his or her readiness to
compete within a predetermined time period, then the wagering
system 102 can be configured to remove all of the first user's
wagers from the wager page 1302.
[0034] To select a wager at step 254, users may be required to have
logged into the multiplayer gaming network 104; to have loaded
enough credit into the wager account 102D to cover the wager
amount; and, to have challenged another user of a compatible skill
level. If a user attempts to select a wager without meeting these
criteria, among possibly others, then the wagering system 102 may
present the user with a notification 1902 as shown in the screen
display of FIG. 19 for attempting to compete with another player
having an incompatible skill level; and/or a notification 2002 as
shown in the screen display of FIG. 20 for attempting to accept a
wager of an amount greater than the credit balance of the wager
account 102D of the user. In the latter case, the wagering system
102 may be configured to automatically direct the user on how to
transfer additional funds into the user's wager account 102D.
[0035] If users met the necessary criteria and accept a stored
wager, then the users may receive a prompt 2102 as shown on the
screen display of FIG. 21, advising the user to prepare the game
console 106, 108, 110 for video game play. At step 262, the
wagering system 102 may communicate with the connectivity software
106A, 108A, 110A on the game consoles 106, 108, 110 of the players
112, 114, 116 to ascertain whether the competing players 112, 114,
116 have loaded the video game to be played. If the wagering system
102 determines that both players 112, 114, 116 have loaded the
video game, then the players 112, 114, 116 may proceed to play the
video game. If either player 112, 114, 116 does not load the video
game, the wagering system 102 may notify the non-loading player
112, 114, 116 accordingly to load the video game in the game
console 106, 108, 110 in order to compete for the wager. An example
of a video game loading notification 2202 is shown in the screen
display of FIG. 22. A non-loading player 112, 114, 116 may have
only a limited amount of time in which to load the video game
before the competition is terminated. If a competition is
terminated, and if the player 112, 114, 116 opposing the
non-loading player 112, 114, 116 had previously stored a wager or
wagers, then those wagers may be reinstated by the wagering system
102; and, the wagering system 102 may negatively adjust a user
rating of the non-loading player 112, 114, 116. An example of a
notification 2302 that can be displayed to a non-loading player is
shown in the screen display of FIG. 23. Also, an example of a
notification 2402 that can be displayed to the player 112, 114, 116
intending to oppose the non-loading player 112, 114, 116 in the now
terminated video game competition is illustrated in the screen
display of FIG. 24.
[0036] If the players 112, 114, 116 load the video game into their
respective game consoles within the required time limit, then the
players 112, 114, 116 can be permitted to play the video game.
Before competing, however, the players 112, 114, 116 may be
required to confirm their willingness to enter into the wager at
step 264 by reviewing a wager summary page containing the details
of the wager. This gives the players 112, 114, 116 another chance
to decline the wager and promotes assurance that the players 112,
114, 116 are ready to compete for the wager. An illustration of a
wager summary page 2502 is shown in the screen display of FIG. 25.
If one of the players 112, 114, 116 decides not to compete for the
wager or takes too long to indicate willingness to compete for the
wager, then the players 112, 114, 116 may each receive a
notification from the wagering system 102 that the competition has
been terminated. An example of a notification 2602 received by a
player 112, 114, 116 that declines the wager, or by a player 112,
114, 116 who takes too long to respond, is illustrated in the
screen display of FIG. 26. The wagering system 102 may then
negatively adjust the user rating of the player or players 112,
114, 116 who declined the wager and/or permitted the wager to
lapse.
[0037] After both players 112, 114, 116 have confirmed the summary
page, they may compete for the wager by playing the video game on
the multiplayer gaming network 104 at step 266, in substantially
the same manner as if they were engaging in non-wagered competition
on the network 104, and independently of the operation of the
wagering system 102. During play, either player 112, 114, 116 may
forfeit the wager by quitting the video game prior to its normal
conclusion or otherwise logging off the network 104.
[0038] When wagered video games conclude, the connectivity software
106A, 108A, 110A on the game consoles 106, 108, 110 may be
configured to verify which player 112, 114, 116 won the match at
step 268. In certain embodiments, the connectivity software 106A,
108A, 110A may be configured with a conventional screen capture
software such as "Poker Tracker" (or a functional equivalent) which
can ascertain elements of ongoing game play by analyzing
screenshots of the video output of electronic games. The screen
capture software can recognize designated alphanumeric characters,
if it knows what to look for and where to look on the screen. The
screen capture software allows for the verification of winners or
losers by screening the video output generated by video game play
for a set of alphanumeric patterns that denote which player won.
The software would recognize set alphanumeric characters that
appear in the same place in each match, which would allow it to
associate a player's 112, 114, 116 network 104 identification, for
example, with the particular individual or team played in the video
game match. Examples of screen displays that permit the
connectivity software 106A, 108A, 110A to associate a network
username with a competitive identity in a game are depicted in
FIGS. 27 and 28. After associating a player 112, 114, 116 with a
competing identity in the video game, the screen software may
verify the winner by analyzing standard screens that show final
outcomes. For example, after a "Fight Night: Round 2" match
concludes, a screen can be presented that states which character in
the game won the competition. In another example, in "NCAA Football
2005", a screen depicting a final score board demonstrates who won
the match. Examples of these screen displays are illustrated in the
screen displays of FIGS. 29 and 30.
[0039] In general, by analyzing screen displays, the wagering
system 102 acting through the connectivity software 106A, 108A,
110A does not need to gain access to specific video game software
code to verify winners of video game matches. In other embodiments,
verifying the winner of the video game may also be performed by
permitting the wagering system 102 to access software code used for
programming the video game, or by permitting the wagering system
102 to access game results through the data stream connection 120
with the multiplayer gaming network 104. At the conclusion of video
game competitions on the multiplayer gaming network 104,
competitors may be notified of the outcome of the match, including
which player won and which player lost, final scores, and so forth.
In certain embodiments, the players 112, 114, 116 may communicate
the outcome and final score information directly to the wagering
system 102 for a determination of who has won or lost the wager.
After the wagering system 102 has verified which player won the
video competition through communication with the connectivity
software 106A, 108A, 110A, for example, the players 112, 114, 116
can be presented with a summary page 3102 displayed on their game
consoles 106, 108, 110, as shown in FIG. 31. The summary page 3102
may include a recap of the outcome of the video game match and how
that outcome will impact the respective wager account 102D balances
of the players 112, 114, 116.
[0040] At step 270, the wagering system 102 may award a prize to
the winning player 112, 114, 116 by transferring a credit
equivalent to the funds staked in the wager from the wager account
102D of the losing player 112, 114, 116 to the wager account 102D
of the winning player 112, 114, 116. The wager amount may be
reduced by a transaction fee charged by the wagering system 102. In
this manner, no cash needs to be transferred directly between users
of the wagering system 102; the server 102A merely updates wager
accounts to reflect the results of wagers won or lost by the
players 112, 114, 116.
[0041] Following the credit transfer, at step 272 the wagering
system 102 may be configured to process the outcome of the
concluded match to alter a competency structure 102E maintained by
the wagering system 102 for the players 112, 114, 116. The
competency structure 102E may be created and configured as follows.
Each user of the wagering system 102 can be given skill levels in a
particular video game based on a combination of factors including
the amount of money won or lost, as well as a win-loss record or
other score achieved, by playing the video game against other users
for wagers. For example, users might be given a skill level between
one and ten, one representing an extremely poor player and ten
representing an exceptional player. In this example, the skill
level in a given video game would increase if a win-loss record or
a wagered amount won by the user improved, according to established
algorithms. The users may access their skill levels, as well as
win-loss records or other scores achieved, by clicking on the
"Player Profile" link 914E on the toolbar 914 included on each
member page. An example of the player profile page 1202 is
illustrated in the screen display of FIG. 12 (see discussion
above). If a user had not yet played a particular video game for a
wager, then an initial, mid-range starting skill level could be
given to the user, for example. The wagering system 102 may be
configured to not set the initial skill level to the lowest
possible skill level, because the user might be relatively
experienced playing the video game but may not have played the
video game for a wager using the wagering system 102. Based on the
operation of the competency structure 102E, the wagering system 102
can be configured to permit players 112, 114, 116 of lower skill
levels to challenge other players 112, 114, 116 with substantially
the same or better skill levels, but the converse situation may or
may not be permitted by the wagering system 102.
[0042] Users of the wagering system 102 may also have user ratings
displayed next to their stored wagers, based on rating factors such
as how often wagers are accepted, how often stored wagers are later
declined, and/or how often the user did not indicate readiness to
compete in an established time period. For instance, new users
could start with an initial predetermined percentage user rating
that can be adjusted in accordance with subsequent actions of the
users in view of the rating factors. While users may have multiple
skill levels for different video games and gaming modes, the users
may be provided with a single user rating, which would be impacted
by the manner in which they utilized the wagering system 102 with
respect to wagered video game play. Over time, it can be seen that
the user rating system would become a self-regulating device to
penalize users whose use of the wagering system 102 led to
improperly terminated matches. It can be seen that the time a
player 112, 114, 116 with a lower user rating may wait for a video
game opponent to select his or her wager generally would be greater
than the time that a player 112, 114, 116 with a higher user rating
would have to wait. Application of the user rating system thus
reduces the possibility that a user could frequently store wagers
and then never accept a video game match.
[0043] In various embodiments of the invention, video game
tournament play may be conducted for wagers through use of the
wagering system 102. To set up a successful online tournament, the
wagering system 102 can create an attractive betting and payout
structure to encourage a large number of participants to play. This
would entail offering a big enough prize and paying it out in
manner that is attractive to the players 112, 114, 116. For
instance, if the entire prize were paid out to the winner, then the
chances of winning might be too remote, particularly to less
skilled players 112, 114, 116, and they might not enter the
tournament. To prevent this, smaller tournaments might pay out, for
example, fifty percent of the total prize to the winner,
twenty-five percent to the other finalist, and split the remainder
between the two other quarterfinalists. On the other hand, larger
tournaments might only pay twenty percent of the total prize to the
winner, for example, and split the remainder between/among many
contestants who made it through the introductory rounds. There may
also be several different entry points to tournament competitions
to appeal to the largest possible demographic, since more
experienced players 112, 114, 116 might be willing to pay a higher
buy-in, while less experienced players 112, 114, 116 might not be.
Because the wagering system 102 would want to attract both types of
players 112, 114, 116 to better finance the tournament prize, lower
buy-in tournaments could also be conducted that were played, at
least in part, to gain entrance to the higher buy-in
tournaments.
[0044] In operation, the wagering system 102 can schedule a
combination of daily, weekly, monthly, quarterly, and/or annual
tournaments, for example, each of which may have successively
larger prizes inversely related to the frequency with which it was
held. Each of these tournaments may be limited to a fixed number of
players. Prior to a tournament, the wagering system 102 may create
separate contests for an established number of players 112, 114,
116, according to the order of their registration. For instance, in
daily tournaments, the first sixty-four players 112, 114, 116 to
indicate their desire to participate might be in the first group,
the second sixty-four players 112, 114, 116 in another group, and
so forth, until an entry cut off time before the tournament and
when the final tournament grouping was filled. The size of
tournaments may be crafted to strike the right balance between
having enough participants to generate a large tournament prize
with a relatively low buy-in, while not having so many rounds that
players 112, 114, 116 would lose interest in continued game play as
the tournament progressed.
[0045] The weekly, monthly, quarterly, and annual tournaments may
be held with more rounds than the daily tournaments to allow for a
larger tournament prize without making the buy-in too excessively
high. For example, the wagering system 102 could allow 4,096
players to register for $250, in which an approximately $1 million
tournament prize could be awarded. To motivate players 112, 114,
116 to compete in multiple rounds without tiring or losing
interest, the wagering system 102 may establish set breaks, after a
fixed number of rounds during larger tournaments to give players a
chance to recuperate, as is done in poker tournaments, for
example.
[0046] For conducting tournament play, the wagering system 102 may
employ the same or similar processes and platforms as those
utilized in match play described above. Such tournaments may
involve a player 112, 114, 116 paying a fixed buy-in, however, as
opposed to selecting a wager and would have successive rounds in
which players 112, 114, 116 are eliminated, as opposed to a single
match. These structural differences between match play and
tournament play may require certain modifications to the processes
and systems described above. Prior to the designated start time of
a tournament, participants can be required to register. To
register, participants may be directed to a tournament scheduling
page that can be accessed through various links 906, 908 on the
home page 902 (see FIG. 9), for example. An example of the
tournament scheduling page 3202 is depicted in the screen display
of FIG. 32. On a tournament registration page 3302 (an example of
which is illustrated by the screen display of FIG. 33), users can
indicate their desire to participate in a tournament and confirm
their agreement to the terms and conditions of the competition. If
the participant does not have sufficient credit in the wager
account 102D, then the participant may be prompted to transfer more
credit into the wager account 102D, as shown in the prompt 3402 of
FIG. 34. In various embodiments, a player 112, 114, 116 and
potential tournament participant may only be allowed to register
for tournaments which are compatible with the game console 106,
108, 110 of the player 112, 114, 116.
[0047] In operation, the tournament would require players to log
into the multiplayer gaming network 104, or risk forfeiture of the
registration fee, prior to the scheduled start time of the
tournament. The wagering system 102 may then notify each player
112, 114, 116 through the connectivity software 106A, 108A, 110A on
each game console 106, 108, 110 of the player's 112, 114, 116 next
opponent in the tournament. Then each set of competitors can be
prompted to indicate their readiness to play, and after both had
done so, play between them commences. At the end of each video game
match in the tournament, the connectivity software 106A, 108A, 110A
can transmit the outcome of the match, including the identity of
the player 112, 114, 116 who won the contest, to the wagering
system 102. Based on the outcome, the wagering system 102 may then
establish the next match between the winner and another victorious
player 112, 114, 116. Then the second round of the tournament would
progress, and so forth into the remaining rounds until the final
match of the tournament. In this manner, players 112, 114, 116
would probably not have to wait long between successive rounds,
since those participants who finished earlier than others could
play each other. The tournament could be configured such that no
two players 112, 114, 116 would be allowed to compete who had
played different numbers of matches, in order to assure that they
were in the same round of the competition. This winnowing down of
the playing field would continue until one winner remained, at
which point the wagering system 102 recognizes that the tournament
has concluded and credits the pooled buy-ins to the credit balances
in the wager accounts 102D of the participants who had made it far
enough into the tournament to warrant part of the prize, according
to the payout structure of the tournament. As in the case of match
play, the wagering system 102 may subtract a transaction fee from
the tournament prize prior to updating user credit balances in the
wager accounts 102D. This transaction fee may be established prior
to the tournament and may be either a fixed amount or calculated as
a percentage of the tournament prize.
[0048] Embodiments of the invention may also include a myriad of
manifestations of team game play, from two-on-two competitions to
games where multiple players 112, 114, 116 compete on the same team
against a similar number of opponents on an opposing team.
Additional links may be added to the toolbar 912, for example, for
different modes of team play, as well as creating distinct lists of
wagers for each type of game and game playing mode. For instance,
there could be separate links to different lists of wagers for
one-on-one competitions, as compared to two-on-two competitions.
For each team game playing modality, a similar mode of operation to
what has been described previously herein would permit wagering on
match play. To permit multiple players 112, 114, 116 to compete
together for a wager, for example, one player 112, 114, 116 may
access the page of the web site 102C that displayed the list of
stored wagers for the game and game-playing mode that his or her
team wished to play. If that user decided to accept or store a
wager, identities of the user's teammates can be entered into the
wagering system 102 by the user. An example of a stored list of
wagers for team game play is illustrated in the sample screen
display of FIG. 35. If a wager is accepted for a team of players
112, 114, 116, or a team opponent accepted a stored wager, then the
team members could be presented with a summary page containing the
details of the wager on the screens of their respective game
consoles. If all team members indicate willingness to compete for
the wager, then team video game play can commence. After the
competition concludes, the wager may be distributed evenly from
each member of the losing team's wager accounts to each member of
the winning team's wager accounts. Similar to match play, the
wagering system 102 may charge a transaction fee as a percentage of
the total wager, for example, prior to distributing credit to the
wager accounts 102D of the winning players.
[0049] In addition, the competency structure 102E may then be
altered to raise or lower the skill level of each of the players
112, 114, 116 on either team, with respect to the game and the game
playing mode. So a user could have multiple skill levels in the
same game for disparate gaming modes. Although only one player 112,
114, 116 may accept or store a wager, all members of the team could
be required to be registered users of the wagering system 102, to
be logged into the multiplayer gaming network 104, and have the
designated video game loaded in their respective game consoles 106,
108, 110 prior to team play. Each teammate may be required to have
enough credit in the wager account 102D to cover an equivalent
portion of the total wager to allow the wager to be stored or
accepted by the wagering system 102.
[0050] In the case of team tournament play, similar processes to
those addressed previously herein would occur. Each member of a
team could register for a tournament through a link found on the
home page 902 regarding news about upcoming tournaments. The first
member of a team to register may be required to input teammate
network 104 identities into the registration form. Having done so,
when the teammates subsequently register, they can be notified that
another user had selected them as a potential teammate, and they
could confirm that they wished to play on that team. When the final
member of the team registers, the buy-in for the tournament may be
equivalently deducted from each wager account 102D of the team
members, and the team can enter a tournament grouping. On the day
of the tournament, play may be conducted according to a process
similar to a one-on-one tournament play format. At the conclusion
of the tournament, the prize can be equally split between the
winning team members' credit balances in their wager accounts 102D.
Such team tournaments can be made exclusive to teams composed of a
distinct number of users.
[0051] Members of multiplayer gaming networks 104 may also be able
to wager through the wagering system 102 on a variety of games in
which players compete against multiple opponents simultaneously on
the network 104. For instance, players 112, 114, 116 can compete
against multiple other opponents in racing type video games. To
play such multiplayer video games, and in addition to following
applicable processes described above, players 112, 114, 116 may
click on a link listed on the toolbar 912 for video games that
support this mode of play on the network 104. This link can be
configured to direct players 112, 114, 116 to a registration page
displaying a schedule of competitions available in this mode on the
network 104. Each of these competitions may be distinguished based
on the fixed wager that participants need to risk in order to
compete, the number of competitors registered, and/or the amount of
time prior to the start of the game. A sample registration page
3602 for such multiplayer games is illustrated in the screen
display of FIG. 36.
[0052] The wagering system 102 may be configured to automatically
add competitions for different wagers to the list according to how
quickly a given competition was being filled. For instance, if over
the last hour it has taken an average of only three minutes to fill
a $2 competition, but fifteen minutes to fill a $20 competition,
then the system 102 may automatically add $2 competitions at a more
rapid rate than $20 competitions. The wagering system 102 may thus
more frequently add competitions to the list that are more popular
compared to less popular competitions. The competitions scheduled
to start in the shortest time frame may be shown at the top of this
list, while the most recently added competitions may be shown at
the bottom of the list. Whenever a competition becomes filled with
the maximum number of users who could play at one time in a
particular game on the network 104, or if the competition reaches
its scheduled starting time, then play can commence. In this way,
users might play against fewer than the maximum number of
competitors who could play in the network 104 competition; however,
they would know approximately how long it could take before the
competition would begin.
[0053] To register for such competitions, players 112, 114, 116 may
select a desired competition, taking into consideration how much to
wager, the number of players 112, 114, 116 who had already
indicated that they would like to compete in a competition, and the
amount of time remaining before the competition began. For
instance, if the user wanted to wager $20 on a car race, but wanted
to play immediately and the only open $20 competition was scheduled
to begin in thirty minutes, then the user might instead choose to
play a $10 competition scheduled to begin in three minutes. An
example of a confirmation page 3702 in which the user confirms
registration for this type of competition is illustrated in the
screen display of FIG. 37.
[0054] After registering for a multiplayer competition, players
112, 114, 116 may log into the network 104 and await a summary page
that confirms the details of the wager and the willingness of the
players 112, 114, 116 to compete. An illustration of this summary
page 3802 is shown in the screen display of FIG. 38. The players
112, 114, 116 may then receive a prompt advising them to load the
designated video game into their game consoles 106, 108, 110, if
the video game is not already loaded. At this point, if each
participant has indicated readiness to compete and loaded the video
game, then the participants may compete. If a participant did not
indicate readiness to compete or did not load the video game in a
set time period, then the competition may be initiated with only
those players who indicated readiness to compete and loaded the
game. In this case, non-competing users may not be required to
forfeit wagers, but the user rating of such users may be negatively
adjusted by the wagering system 102. An example of a notification
3902 received in this event by non-competing players 112, 114, 116
is provided in the screen display of FIG. 39. If insufficient
competitors are available to compete in a multiplayer competition
for any reason, then a notification 4002 may be sent indicating
that the competition has been terminated due to lack of
participation. An example of this notification 4002 is illustrated
in the screen display of FIG. 40. When the competition concludes,
the wager account 102D of the winning player 112, 114, 116 may be
credited with the sum of all opponents' wagers, optionally reduced
by a transaction fee assessed by the wagering system 102. The
transaction fee may be calculated as a percentage of the sum of all
wagers, for example.
[0055] In certain embodiments of the invention, the wagering system
102 may be configured with features that allow non-player users to
bet on individual players 112, 114, 116, or a team of players 112,
114, 116 competing in a tournament, for example. In various
embodiments, such betting activity may be limited to certain types
of tournament play with bets being placed prior to the start of the
tournament or prior to the start of each round in the tournament.
The types of tournaments for which betting may be permitted by
third parties could be configured to showcase the best video game
playing talent. For example, participants may be winners of
qualifying tournaments, in which the prize was to gain entrance to
a "master's tournament", or the participants may be famous video
game players invited by the administrator of the wagering system
102 to compete against one another for a prize. To facilitate
betting on tournaments, the wagering system 102 can be configured
to display pages that have brackets for tournaments, depicting
which players 112, 114, 116 are competing and against whom. An
illustration of a tournament bracket page 4102 is provided in the
screen display of FIG. 41. Users may place bets by staking a
portion of the balances of their wager accounts 102D. The amount
staked for the bet may then later be debited from the wager account
102D if the bet is lost, or credited to the wager account 102D if
the bet is won.
[0056] Betting activity facilitated and processed by the wagering
system 102 may include offering users access to statistics relevant
to how competitors have fared in past video game match play and
tournaments. For instance, player 112, 114, 116 names on the
tournament bracket page 4102 may include links to player
biographies and statistical data. An example of a player biography
and statistical data page 4202 is illustrated in the screen display
of FIG. 42.
[0057] To facilitate non-player users betting on players 112, 114,
116, the wagering system 102 may be configured with a handicapping
system 102F. The handicapping system 102F may display a
competitor's odds of beating his or her opponent or winning an
entire tournament, and then reflect these odds in the amount that a
user could win by betting on a player 112, 114, 116. For example,
handicapping might mean offering a comparatively higher payout for
betting on an underdog player 112, 114, 116 versus betting on a
favored player 112, 114, 116. Those skilled in the art can
appreciate that the handicapping system 102F can be configured
based on generally accepted bookmaking principles. For example, the
wagering system 102 may have a money line on "JLD396" at -200 (as
the favorite) and "Bruins47" at +180 (as the underdog). In this
example, a user would have to bet $200 for every $100 that he would
hope to win on JLD396; while a user would have to bet only $100 to
win $180, if he were to bet on Bruins47. In various embodiments,
the wagering system 102 may offer a variety of other betting
options to users. For instance, users may be permitted to place
point spread bets, wherein users wager that one player 112, 114,
116 will beat another player 112, 114, 116 by a certain number of
points; to place propositional bets, wherein the user bets on a
specific occurrence in a match, such as a particular player 112,
114, 116 will score five touchdowns in the first half in a football
video game; and/or various other conventional types of sport bets
are possible.
[0058] In various embodiments, the video games played in accordance
with the present invention may include gambling-oriented video
games, for example. Such gambling-oriented video games may include,
without limitation, poker, blackjack, roulette, craps, or other
traditional casino games. In the case of poker, for example,
players 112, 114, 116 on the multiplayer gaming network 104 could
use the wagering system 102 to compete in ring games, in which the
players 112, 114, 116 see their cards on the video output displays
of their game consoles 106, 108, 110 and bet using their game
console controllers. In certain casino type games, the process by
which a player 112, 114, 116 would bet using the wagering system
102 service may involve the player 112, 114, 116 risking a portion
of the wager account 102D credit balance on the chance that a
randomly generated event may occur yielding an established payout.
For example, while playing a roulette game, a player 112, 114, 116
might risk $5 of credit that the ball would end up on the eight for
a potential payoff of thirty-five to one or $175.
[0059] The examples presented herein are intended to illustrate
potential and specific implementations of the present invention. It
can be appreciated that the examples are intended primarily for
purposes of illustration of the invention for those skilled in the
art. For instance, many screen displays included herein are based
on the "Xbox Live" multiplayer gaming network (Microsoft
Corporation). It can be appreciated that these screen displays are
intended merely for purposes of illustration and are meant to be
substantially representative of screens that can be generated and
presented to players on game consoles in functionally analogous
situations in a variety of different multiplayer gaming networks.
No particular aspect or aspects of the examples included herein are
necessarily intended to limit the scope of the present
invention.
[0060] It is to be understood that the figures and descriptions of
the present invention have been simplified to illustrate elements
that are relevant for a clear understanding of the present
invention, while eliminating, for purposes of clarity, other
elements. For example, certain operating system details and modules
of network platforms are not described herein. Those of ordinary
skill in the art will recognize, however, that these and other
elements may be desirable in a typical computer system or database
system. However, because such elements are well known in the art
and because they do not facilitate a better understanding of the
present invention, a discussion of such elements is not provided
herein.
[0061] Any element expressed herein as a means for performing a
specified function is intended to encompass any way of performing
that function including, for example, a combination of elements
that perform that function. Furthermore the invention, as defined
by such means-plus-function claims, resides in the fact that the
functionalities provided by the various recited means are combined
and brought together in a manner as defined by the appended claims.
Therefore, any means that can provide such functionalities may be
considered equivalents to the means shown herein.
[0062] In general, it will be apparent to one of ordinary skill in
the art that some of the embodiments as described hereinabove may
be implemented in many different embodiments of software, firmware,
and/or hardware. The software code or specialized control hardware
used to implement some of the present embodiments is not limiting
of the present invention. For example, the embodiments described
hereinabove may be implemented in computer software using any
suitable computer software language type such as, for example, C or
C++ using, for example, conventional or object-oriented techniques.
Such software may be stored on any type of suitable
computer-readable medium or media such as, for example, a magnetic
or optical storage medium. Thus, the operation and behavior of the
embodiments are described without specific reference to the actual
software code or specialized hardware components. The absence of
such specific references is feasible because it is clearly
understood that artisans of ordinary skill would be able to design
software and control hardware to implement the embodiments of the
present invention based on the description herein with only a
reasonable effort and without undue experimentation.
[0063] Moreover, the processes associated with the present
embodiments may be executed by programmable equipment, such as
computers. Software that may cause programmable equipment to
execute the processes may be stored in any storage device, such as,
for example, a computer system (non-volatile) memory, an optical
disk, magnetic tape, or magnetic disk. Furthermore, some of the
processes may be programmed when the computer system is
manufactured or via a computer-readable medium. Such a medium may
include any of the forms listed above with respect to storage
devices and may further include, for example, a carrier wave
modulated, or otherwise manipulated, to convey instructions that
may be read, demodulated/decoded and executed by a computer.
[0064] It can also be appreciated that certain process aspects
described herein may be performed using instructions stored on a
computer-readable medium or media that direct a computer system to
perform process steps. A computer-readable medium may include, for
example, memory devices such as diskettes, compact discs of both
read-only and read/write varieties, optical disk drives, and hard
disk drives. A computer-readable medium may also include memory
storage that may be physical, virtual, permanent, temporary,
semi-permanent and/or semi-temporary. A computer-readable medium
may further include one or more data signals transmitted on one or
more carrier waves.
[0065] A "computer" or "computer system" may be, for example, a
wireless or wireline variety of a microcomputer, minicomputer,
server, mainframe, laptop, personal data assistant (PDA), wireless
e-mail device (e.g., "BlackBerry" trade-designated devices),
cellular phone, pager, processor, fax machine, scanner, or any
other programmable device configured to transmit and receive data
over a network. Computer devices disclosed herein may include
memory for storing certain software applications used in obtaining,
processing and communicating data. It can be appreciated that such
memory may be internal or external to the disclosed embodiments.
The memory may also include any means for storing software,
including a hard disk, an optical disk, floppy disk, ROM (read only
memory), RAM (random access memory), PROM (programmable ROM),
EEPROM (electrically erasable PROM), and other computer-readable
media.
[0066] In various embodiments of the present invention disclosed
herein, a single component may be replaced by multiple components,
and multiple components may be replaced by a single component, to
perform a given function or functions. Except where such
substitution would not be operative to practice embodiments of the
present invention, such substitution is within the scope of the
present invention. Any of the servers described herein, for
example, may be replaced by a "server farm" or other grouping of
networked servers that are located and configured for cooperative
functions. It can be appreciated that a server farm may serve to
distribute workload between/among individual components of the farm
and may expedite computing processes by harnessing the collective
and cooperative power of multiple servers. Such server farms may
employ load-balancing software that accomplishes tasks such as, for
example, tracking demand for processing power from different
machines, prioritizing and scheduling tasks based on network
demand, and/or providing backup contingency in the event of
component failure or reduction in operability.
[0067] While various embodiments of the invention have been
described herein, it should be apparent, however, that various
modifications, alterations and adaptations to those embodiments may
occur to persons skilled in the art with the attainment of some or
all of the advantages of the present invention. The disclosed
embodiments are therefore intended to include all such
modifications, alterations and adaptations without departing from
the scope and spirit of the present invention as set forth in the
appended claims.
* * * * *